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2025-09-21 13:39:33 +08:00
129 changed files with 207388 additions and 7605 deletions

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@@ -14,8 +14,9 @@ Shader "Soullies/hold"
_line_density("line_density", Float) = 0.5
_line_width("line_width", Range( 0 , 1)) = 0
[HDR]_LINE("LINE", Color) = (1,1,1,1)
_alpha("alpha", Float) = 0
_MainAlpha("MainAlpha", Float) = 0
_roll_speed("roll_speed", Float) = 0
[Toggle]_ZWrite("ZWrite", Float) = 0
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
@@ -167,7 +168,7 @@ Shader "Soullies/hold"
Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZWrite [_ZWrite]
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
@@ -175,26 +176,17 @@ Shader "Soullies/hold"
HLSLPROGRAM
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
@@ -205,31 +197,12 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_UNLIT
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
@@ -237,10 +210,6 @@ Shader "Soullies/hold"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
@@ -278,13 +247,14 @@ Shader "Soullies/hold"
float4 _IN;
float4 _OUT;
float4 _LINE;
float _ZWrite;
float _IOR_ins;
float _edge;
float _roll_speed;
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -433,11 +403,7 @@ Shader "Soullies/hold"
}
#endif
half4 frag ( VertexOutput IN
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
@@ -476,7 +442,7 @@ Shader "Soullies/hold"
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( lerpResult219 * IN.ase_color ).rgb;
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -489,18 +455,13 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return half4( Color, Alpha );
}
ENDHLSL
@@ -519,17 +480,12 @@ Shader "Soullies/hold"
ColorMask 0
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
@@ -538,21 +494,11 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_SHADOWCASTER
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
@@ -583,13 +529,14 @@ Shader "Soullies/hold"
float4 _IN;
float4 _OUT;
float4 _LINE;
float _ZWrite;
float _IOR_ins;
float _edge;
float _roll_speed;
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -666,7 +613,6 @@ Shader "Soullies/hold"
#endif
o.positionCS = positionCS;
return o;
}
@@ -781,7 +727,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -794,7 +740,7 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
@@ -814,36 +760,21 @@ Shader "Soullies/hold"
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
@@ -875,13 +806,14 @@ Shader "Soullies/hold"
float4 _IN;
float4 _OUT;
float4 _LINE;
float _ZWrite;
float _IOR_ins;
float _edge;
float _roll_speed;
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1054,7 +986,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@@ -1062,7 +994,7 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
}
@@ -1080,15 +1012,10 @@ Shader "Soullies/hold"
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
@@ -1097,30 +1024,11 @@ Shader "Soullies/hold"
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
@@ -1148,13 +1056,14 @@ Shader "Soullies/hold"
float4 _IN;
float4 _OUT;
float4 _LINE;
float _ZWrite;
float _IOR_ins;
float _edge;
float _roll_speed;
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1316,7 +1225,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1343,15 +1252,10 @@ Shader "Soullies/hold"
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
@@ -1361,37 +1265,14 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
@@ -1416,13 +1297,14 @@ Shader "Soullies/hold"
float4 _IN;
float4 _OUT;
float4 _LINE;
float _ZWrite;
float _IOR_ins;
float _edge;
float _roll_speed;
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1581,7 +1463,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1612,21 +1494,12 @@ Shader "Soullies/hold"
ZWrite On
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
@@ -1637,37 +1510,14 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct VertexInput
@@ -1692,13 +1542,14 @@ Shader "Soullies/hold"
float4 _IN;
float4 _OUT;
float4 _LINE;
float _ZWrite;
float _IOR_ins;
float _edge;
float _roll_speed;
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1837,12 +1688,7 @@ Shader "Soullies/hold"
}
#endif
void frag( VertexOutput IN
, out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
half4 frag(VertexOutput IN ) : SV_TARGET
{
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
@@ -1860,7 +1706,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1868,24 +1714,12 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(IN.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
float3 normalWS = IN.normalWS;
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
float3 normalWS = IN.normalWS;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
}
ENDHLSL
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Node;AmplifyShaderEditor.LerpOp;86;480,160;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;222;800,672;Inherit;False;Property;_alpha;alpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode;231;752,800;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;223;1008,640;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.VertexColorNode;92;880,384;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;-975.5806,641.2566;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
@@ -1942,19 +1777,20 @@ Node;AmplifyShaderEditor.SimpleAddOpNode;208;-1216,560;Inherit;False;2;2;0;FLOAT
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;211;-1424,656;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode;209;-1936,624;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;227;-1824,896;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;228;-1984,976;Inherit;False;Property;_roll_speed;roll_speed;9;0;Create;True;0;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;230;-1696,752;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleTimeNode;225;-2000,880;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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WireConnection;65;0;63;0
WireConnection;66;0;64;0
WireConnection;67;0;65;0
@@ -1975,8 +1811,9 @@ WireConnection;206;1;203;0
WireConnection;86;0;87;0
WireConnection;86;1;88;0
WireConnection;86;2;206;0
WireConnection;231;0;222;0
WireConnection;223;0;86;0
WireConnection;223;1;222;0
WireConnection;223;1;231;0
WireConnection;212;0;208;0
WireConnection;212;1;213;0
WireConnection;214;0;212;0
@@ -2001,4 +1838,4 @@ WireConnection;230;1;227;0
WireConnection;20;2;93;0
WireConnection;20;3;224;0
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@@ -144,26 +144,26 @@ namespace Ichni.RhythmGame
.AddListenerFunction(() => particlesContainer.SetPrewarm(prewarm));
inspector.GenerateInputField(this, particleSettings0, "Play Time", nameof(playTime));
inspector.GenerateInputField(this, particleSettings0, "Stop Time", nameof(stopTime));
DynamicUISubcontainer particleSettings2 = container.GenerateSubcontainer(3);
inspector.GenerateDropdown(this, particleSettings2, "Simulation Space", typeof(ParticleSystemSimulationSpace), nameof(simulationSpace))
.AddListenerFunction(() => particlesContainer.SetSimulationSpace(simulationSpace));
inspector.GenerateInputField(this, particleSettings2, "Density", nameof(density))
.AddListenerFunction(()=>particlesContainer.SetDensity(density));
.AddListenerFunction(() => particlesContainer.SetDensity(density));
inspector.GenerateInputField(this, particleSettings2, "Life Time", nameof(lifeTime))
.AddListenerFunction(()=>particlesContainer.SetLifeTime(lifeTime));
.AddListenerFunction(() => particlesContainer.SetLifeTime(lifeTime));
inspector.GenerateInputField(this, particleSettings2, "Speed", nameof(speed))
.AddListenerFunction(()=>particlesContainer.SetSpeed(speed));
.AddListenerFunction(() => particlesContainer.SetSpeed(speed));
inspector.GenerateInputField(this, particleSettings2, "Radius", nameof(radius))
.AddListenerFunction(()=>particlesContainer.SetRadius(radius));
.AddListenerFunction(() => particlesContainer.SetRadius(radius));
DynamicUISubcontainer particleSettings3_0 = container.GenerateSubcontainer(3);
inspector.GenerateToggle(this, particleSettings3_0, "Is Auto Orient", nameof(isAutoOrient))
.AddListenerFunction(()=>particlesContainer.SetAlignment(isAutoOrient, particleRotation));
.AddListenerFunction(() => particlesContainer.SetAlignment(isAutoOrient, particleRotation));
DynamicUISubcontainer particleSettings3_1 = container.GenerateSubcontainer(1);
inspector.GenerateVector3InputField(this, particleSettings3_1, "Particle Rotation", nameof(particleRotation))
.AddListenerFunction(()=>particlesContainer.SetParticleRotation(particleRotation));
.AddListenerFunction(() => particlesContainer.SetParticleRotation(particleRotation));
DynamicUISubcontainer materialSettings = container.GenerateSubcontainer(3);
var themeBundleDropdown =

View File

@@ -8,15 +8,15 @@ namespace Ichni.RhythmGame
{
public class RadialBlurEffect : EffectBase
{
private readonly NBPostProcessingController nbController;
private readonly PostProcessingController nbController;
public float duration;
public int sampleLevel;
public float position;
public float fadeRange;
public float peakIntensity;
public AnimationCurve intensityCurve;
public RadialBlurEffect(float duration, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
{
this.effectTime = duration;
@@ -28,19 +28,7 @@ namespace Ichni.RhythmGame
this.intensityCurve = intensityCurve;
this.nbController = EditorManager.instance.postProcessingManager.nbController;
}
public override void CopyParametersFrom(EffectBase other)
{
if (other is RadialBlurEffect otherEffect)
{
this.duration = otherEffect.duration;
this.sampleLevel = otherEffect.sampleLevel;
this.position = otherEffect.position;
this.fadeRange = otherEffect.fadeRange;
this.peakIntensity = otherEffect.peakIntensity;
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
}
}
public override void Recover()
{
nbController.radialBlurToggle = false;
@@ -64,7 +52,7 @@ namespace Ichni.RhythmGame
float intensity = Mathf.Lerp(0, peakIntensity, intensityCurve.Evaluate(effectProgressPercent));
nbController.radialBlurIntensity = intensity;
}
public override void Adjust()
{
nbController.radialBlurToggle = false;
@@ -116,7 +104,7 @@ namespace Ichni.RhythmGame
this.peakIntensity = peakIntensity;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new RadialBlurEffect(duration, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)

View File

@@ -17,6 +17,7 @@ namespace Ichni.RhythmGame
public GameObject judgeEffect;
public List<GameObject> notePartList;
public List<GameObject> extraPartList;
public List<GameObject> effectPrefabList;
public virtual Vector3 noteVisualPosition => noteMain.transform.position;

View File

@@ -12,7 +12,7 @@ namespace Ichni.Editor
public class PostProcessingManager : MonoBehaviour
{
public Volume globalVolume;
public NBPostProcessingController nbController;
public PostProcessingController nbController;
public PixelateFeature pixelateFeature;
void Awake()

View File

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IŃ& 
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@@ -0,0 +1,160 @@
{
"Note" : {
"__type" : "System.Collections.Generic.List`1[[Ichni.RhythmGame.Beatmap.BaseElement_BM, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]],mscorlib",
"value" : [
{
"__type" : "Ichni.RhythmGame.Beatmap.Stay_BM,Assembly-CSharp",
"exactJudgeTime" : 14.8,
"elementName" : "New Stay",
"tags" : [
],
"elementGuid" : {
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
},
"attachedElementGuid" : {
"value" : "00000000-0000-0000-0000-000000000000"
}
},{
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"startTime" : -32767,
"endTime" : 32767,
"attachedElementGuid" : {
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
}
},{
"__type" : "Ichni.RhythmGame.Beatmap.NoteJudgeSubmodule_BM,Assembly-CSharp",
"judgeUnitList" : [
{
"__type" : "Ichni.RhythmGame.Beatmap.TouchAreaJudgeUnit_BM,Assembly-CSharp",
"areaRadius" : 600
}
],
"attachedElementGuid" : {
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
}
},{
"__type" : "Ichni.RhythmGame.Beatmap.NoteAudioSubmodule_BM,Assembly-CSharp",
"generalJudgeAudioList" : [
"DefaultStay"
],
"perfectAudioList" : [
],
"goodAudioList" : [
],
"badAudioList" : [
],
"missAudioList" : [
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"holdStartAudioList" : [
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}
},{
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMNoteVisual_BM,Assembly-CSharp",
"isHighlighted" : false,
"themeBundleName" : "departure_to_multiverse",
"objectName" : "DTM_NoteVisualStay",
"elementName" : "New Note Visual",
"tags" : [
],
"elementGuid" : {
"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
},
"attachedElementGuid" : {
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
}
},{
"__type" : "Ichni.RhythmGame.Beatmap.TransformSubmodule_BM,Assembly-CSharp",
"originalPosition" : {
"x" : 0,
"y" : 0,
"z" : 0
},
"originalEulerAngles" : {
"x" : 0,
"y" : 0,
"z" : 0
},
"originalScale" : {
"x" : 1,
"y" : 1,
"z" : 1
},
"attachedElementGuid" : {
"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
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"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
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},{
"__type" : "Ichni.RhythmGame.Beatmap.ColorSubmodule_BM,Assembly-CSharp",
"originalBaseColor" : {
"r" : 1,
"g" : 1,
"b" : 1,
"a" : 1
},
"emissionEnabled" : false,
"originalEmissionColor" : {
"r" : 0,
"g" : 0,
"b" : 0,
"a" : 1
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"originalEmissionIntensity" : 0,
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"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
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},{
"__type" : "Ichni.RhythmGame.Beatmap.EffectSubmodule_BM,Assembly-CSharp",
"effectCollection" : {"Generate":[
{
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMNoteGenerateExpand_BM,Assembly-CSharp",
"generateTime" : 1,
"effectTime" : 0.2
}
],"GeneralJudge":[
],"StartHold":[
],"Holding":[
],"Perfect":[
{
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMNotePerfectBurst_BM,Assembly-CSharp",
"effectTime" : 0
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"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMNoteMissTransparent_BM,Assembly-CSharp",
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{
"CommandScripts" : {
"__type" : "Ichni.RhythmGame.Beatmap.CommandScripts_BM,Assembly-CSharp",
"value" : {
"commandList" : [
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{
"ProjectInformation" : {
"__type" : "Ichni.RhythmGame.Beatmap.ProjectInformation_BM,Assembly-CSharp",
"value" : {
"projectName" : "wow",
"creatorName" : "b",
"editorVersion" : "0.1.0",
"createTime" : "2025\/7\/22 23:14:04",
"lastSaveTime" : "2025\/7\/22 23:14:04",
"selectedThemeBundleList" : [
"basic","departure_to_multiverse"
],
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{
"SongInformation" : {
"__type" : "Ichni.RhythmGame.Beatmap.SongInformation_BM,Assembly-CSharp",
"value" : {
"songName" : "world for white (lies)(mastered) (ogg)..ogg",
"bpm" : 184,
"delay" : 0,
"offset" : 0,
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NoiseMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NoiseMaskMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMapping_Map:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _RampColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _RefactionMaskTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _RefactionTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _RigLBtF:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _RigRTBk:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SixWayEmissionRamp:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _VTOMaskTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _VTOTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _VertexOffset_Map:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _VertexOffset_MaskMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints:
- _DissolveRampCount: 2
- _MaskMap2GradientCount: 2
- _MaskMap3GradientCount: 2
- _MaskMapGradientCount: 2
- _RampColorCount: 2
- _UVModeFlag0: 0
- _W9ParticleCustomDataFlag0: 0
- _W9ParticleCustomDataFlag1: 0
- _W9ParticleCustomDataFlag2: 0
- _W9ParticleCustomDataFlag3: 0
- _W9ParticleShaderColorChannelFlag: 3
- _W9ParticleShaderFlags: 2056
- _W9ParticleShaderFlags1: 8388608
- _W9ParticleShaderGUIFoldToggle: 134217743
- _W9ParticleShaderGUIFoldToggle1: 8388608
- _W9ParticleShaderGUIFoldToggle2: 0
- _W9ParticleShaderWrapFlags: 0
m_Floats:
- _AddRotate: 0
- _AddTexAR: 0
- _AddTexBlend: 0
- _AddTexC: 0
- _AddTexCV: 0
- _AddTexUspeed: 0
- _AddTexVspeed: 0
- _AdditiveToPreMultiplyAlphaLerp: 0
- _AlphaAdd: 0
- _AlphaAll: 1
- _AlphaClip: 0
- _AlphaCutoff: 0.5
- _AlphaToMask: 0
- _BackFaceColor_Toggle: 0
- _BackFirstPassToggle: 0
- _BaseBackColor_Toggle: 0
- _BaseColorIntensityForTimeline: 1
- _BaseMapColorRefine_Toggle: 0
- _BaseMapUVRotation: 0
- _BaseMapUVRotationSpeed: 0
- _Blend: 0
- _BlendMode: 0
- _BlendModePreserveSpecular: 1
- _BlinnPhongSpecularToggle: 0
- _BumpMapMaskMode: 0
- _BumpMapToggle: 0
- _BumpScale: 1
- _BumpTexFollowMainTexUVToggle: 0
- _CAddTexUV: 0
- _CAddTexUVT: 1
- _CameraFadingEnabled: 0
- _CameraFarFadeDistance: 2
- _CameraNearFadeDistance: 1
- _CenterU: 0.5
- _CenterV: 0.5
- _Chachu: 0
- _ChangeSaturability_Toggle: 0
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _ColorBlendAlphaMultiplyMode: 0
- _ColorBlendFollowMainTexUV: 0
- _ColorBlendMap_Toggle: 0
- _ColorMask: 15
- _ColorMode: 0
- _Comparison: 8
- _Contrast: 1
- _Contrast_Toggle: 0
- _Cull: 2
- _CullMode: 0
- _Cullmode: 1
- _CustomData: 0
- _CustomData1W_HueShift_Toggle: 0
- _CustomData1X: 0
- _CustomData1X_MainTexOffsetX_Toggle: 0
- _CustomData1Y: 0
- _CustomData1Y_MainTexOffsetY_Toggle: 0
- _CustomData1Z_Dissolve_Toggle: 0
- _CustomData2W_Toggle: 0
- _CustomData2X: 0
- _CustomData2X_MaskMapOffsetX_Toggle: 0
- _CustomData2Y_MaskMapOffsetY_Toggle: 0
- _CustomData2Z_FresnelOffset_Toggle: 0
- _CustomDataToZero: 1
- _CustomDissolve: 0
- _CustomDissolvePlusTexUOffset: 0
- _CustomDissolvePlusTexVOffset: 0
- _CustomDissolveTexUOffset: 0
- _CustomDissolveTexVOffset: 0
- _CustomDistort: 0
- _CustomDistortFactor: 0
- _CustomMainTexUOffset: 0
- _CustomMainTexVOffset: 0
- _CustomMaskTexUOffset: 0
- _CustomMaskTexVOffset: 0
- _CustomRefactionFactor: 0
- _CustomStencilTest: 0
- _CustomVTO: 0
- _CustomdataDis: 0
- _CustomdataDisT: 0
- _CustomdataMainTexUV: 0
- _CustomdataMaskUV: 0
- _Cutoff: 0.5
- _DIssloveFactor: 0.5
- _DIssloveSoft: 0.5
- _DIssloveWide: 0.1
- _DIssolve_rotat: 0
- _DepthDecal_Toggle: 0
- _DepthFade: 1
- _DepthOutline_Toggle: 0
- _DepthfadeFactor: 1
- _Depthfadeon: 0
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DisTex_Uspeed: 0
- _DisTex_Vspeed: 0
- _DissolveAR: 1
- _DissolveC: 0
- _DissolveCV: 0
- _DissolveFactor: 0
- _DissolveFactorC: 1
- _DissolveFactorC1: 1
- _DissolveLineMaskToggle: 0
- _DissolveMask_Toggle: 0
- _DissolveOffsetUC1: 1
- _DissolveOffsetVC1: 1
- _DissolvePlusAR: 0
- _DissolvePlusC: 0
- _DissolvePlusCV: 0
- _DissolvePlusIntensity: 0.5
- _DissolvePlusR: 0
- _DissolvePlusTexAR: 1
- _DissolvePlusTexDetail: 0
- _DissolvePlusTexRotator: 0
- _DissolvePlusTexUClamp: 0
- _DissolvePlusTexUMirror: 0
- _DissolvePlusTexUOffsetC: 1
- _DissolvePlusTexUSpeed: 0
- _DissolvePlusTexUVClip: 1
- _DissolvePlusTexVClamp: 0
- _DissolvePlusTexVMirror: 0
- _DissolvePlusTexVOffsetC: 1
- _DissolvePlusTexVSpeed: 0
- _DissolveRampColorBlendMode: 0
- _DissolveRampSourceMode: 0
- _DissolveSoft: 0.1
- _DissolveTexAR: 1
- _DissolveTexDetail: 0
- _DissolveTexDivide: 1
- _DissolveTexExp: 1
- _DissolveTexRotator: 0
- _DissolveTexUClamp: 0
- _DissolveTexUMirror: 0
- _DissolveTexUOffsetC: 1
- _DissolveTexUSpeed: 0
- _DissolveTexUVClip: 1
- _DissolveTexVClamp: 0
- _DissolveTexVMirror: 0
- _DissolveTexVOffsetC: 1
- _DissolveTexVSpeed: 0
- _DissolveVoronoi_Toggle: 0
- _DissolveWide: 0.05
- _Dissolve_Test_Toggle: 0
- _Dissolve_Toggle: 0
- _Dissolve_useRampMap_Toggle: 0
- _DistanceFade_Toggle: 0
- _DistortDissolveTex: 0
- _DistortFactor: 0
- _DistortFactorC: 1
- _DistortFactorC1: 1
- _DistortMainTex: 0
- _DistortMask: 0
- _DistortMaskTex: 0
- _DistortMaskTexAR: 1
- _DistortMaskTexC: 0
- _DistortMaskTexCV: 0
- _DistortMaskTexR: 0
- _DistortRemap: 0
- _DistortTexAR: 1
- _DistortTexDetail: 0
- _DistortTexRotator: 0
- _DistortTexUMirror: 0
- _DistortTexUSpeed: 0
- _DistortTexVMirror: 0
- _DistortTexVSpeed: 0
- _DistortTex_Uspeed: 0
- _DistortTex_Vspeed: 0
- _DistortUIntensity: 1
- _DistortVIntensity: 1
- _DistortionBothDirection_Toggle: 0
- _Distortion_Choraticaberrat_Toggle: 0
- _Distortion_Choraticaberrat_WithNoise_Toggle: 1
- _Dst: 10
- _DstBlend: 10
- _DstBlendAlpha: 0
- _EdgeFade: 0.05
- _Emi_Distortion_intensity: 0
- _EmissionEnabled: 0
- _EmissionFollowMainTexUV: 0
- _EmissionMapColorIntensity: 1
- _EmissionMapUVRotation: 0
- _EmissionSelfAlphaWeight: 0
- _EnvironmentReflections: 1
- _FDepth: 0
- _FDissolvePlusTex: 0
- _FDissolveTex: 0
- _FDistortTex: 0
- _FFnl: 0
- _FMaskTex: 0
- _FNLfanxiangkaiguan: 0
- _Face: 1
- _Fail: 0
- _FlipbookBlending: 0
- _FlipbookMode: 0
- _FnlPower: 1
- _FnlScale: 0
- _ForceZWriteToggle: 0
- _FrePower: 0.5
- _FresnelColorAffectByAlpha: 0
- _FresnelFadeDistance: 1
- _FresnelInOutSlider: 1
- _FresnelMode: 0
- _FresnelSelfAlphaWeight: 0
- _FxLightMode: 0
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _HueShift: 0
- _HueShift_Toggle: 0
- _IfAddTex: 0
- _IfAddTexAlpha: 0
- _IfAddTexColor: 1
- _IfBeingDistorted: 1
- _IfDissolveColor: 1
- _IfDissolveOffsetC: 0
- _IfDissolvePlus: 0
- _IfFNLAlpha: 0
- _IfFlowmap: 0
- _IfMaskColor: 0
- _IfMaskPlusTex: 0
- _IfRefaction: 0
- _IfRefactionMask: 0
- _IfVTO: 0
- _IgnoreVetexColor_Toggle: 0
- _IntersectEnabled: 0
- _IntersectRadius: 0.3
- _InvertFresnel_Toggle: 0
- _MainAlpha: 1
- _MainOffsetUC1: 0
- _MainOffsetVC1: 0
- _MainRGBA: 14
- _MainTexAR: 0
- _MainTexCAFator: 0
- _MainTexDesaturate: 0
- _MainTexDetail: 0
- _MainTexRotator: 0
- _MainTexUClamp: 0
- _MainTexUMirror: 0
- _MainTexUOffsetC: 1
- _MainTexUSpeed: 0
- _MainTexUVClip: 1
- _MainTexVClamp: 0
- _MainTexVMirror: 0
- _MainTexVOffsetC: 1
- _MainTexVSpeed: 0
- _MainTex_Uspeed: 0
- _MainTex_Vspeed: 0
- _MainTex_ar: 0
- _MainTex_rotat: 0
- _MaintexC: 0
- _MaintexCV: 0
- _Mask2_Toggle: 0
- _Mask3_Toggle: 0
- _MaskAlphaRA: 1
- _MaskC: 0
- _MaskCV: 0
- _MaskDistortion_intensity: 0
- _MaskMap2GradientToggle: 0
- _MaskMap3GradientToggle: 0
- _MaskMapGradientToggle: 0
- _MaskMapRotationSpeed: 0
- _MaskMapUVRotation: 0
- _MaskOffsetUC1: 0
- _MaskOffsetVC1: 0
- _MaskPlusAR: 1
- _MaskPlusC: 0
- _MaskPlusCV: 0
- _MaskPlusR: 0
- _MaskPlusUspeed: 0
- _MaskPlusVspeed: 0
- _MaskRefineToggle: 0
- _MaskTexAR: 1
- _MaskTexDetail: 0
- _MaskTexRotator: 0
- _MaskTexUClamp: 0
- _MaskTexUMirror: 0
- _MaskTexUOffsetC: 1
- _MaskTexUSpeed: 0
- _MaskTexUVClip: 1
- _MaskTexVClamp: 0
- _MaskTexVMirror: 0
- _MaskTexVOffsetC: 1
- _MaskTexVSpeed: 0
- _Mask_RotationToggle: 0
- _Mask_Toggle: 0
- _Mask_Uspeed: 0
- _Mask_Vspeed: 0
- _Mask_rotat: 0
- _Mask_scale: 1
- _MatCapToggle: 0
- _MeshSourceMode: 0
- _Metallic: 0
- _Mode: 0
- _NoiseMapUVRotation: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _ParallaxMapping_Intensity: 0.05
- _ParallaxMapping_Toggle: 0
- _Pass: 0
- _PolarCoordinatesEnabled: 0
- _PolarCordinateOnlySpecialFunciton_Toggle: 0
- _Portal_MaskToggle: 0
- _Portal_Toggle: 0
- _QueueBias: 1
- _QueueControl: -1
- _QueueOffset: 0
- _RampColorBlendMode: 0
- _RampColorSourceMode: 0
- _RampColorToggle: 0
- _ReFnl: 0
- _ReceiveShadows: 1
- _RefactionFactor: 0
- _RefactionFactorC: 1
- _RefactionMaskTexAR: 1
- _RefactionMaskTexDetail: 0
- _RefactionMaskTexRotator: 0
- _RefactionMaskTexUClamp: 0
- _RefactionMaskTexUMirror: 0
- _RefactionMaskTexUSpeed: 0
- _RefactionMaskTexUVClip: 0
- _RefactionMaskTexVClamp: 0
- _RefactionMaskTexVMirror: 0
- _RefactionMaskTexVSpeed: 0
- _RefactionRemap: 0
- _RefactionTexAR: 1
- _RefactionTexDetail: 0
- _RefactionTexRotator: 0
- _RefactionTexUMirror: 0
- _RefactionTexUSpeed: 0
- _RefactionTexVMirror: 0
- _RefactionTexVSpeed: 0
- _Reference: 0
- _SB: 0
- _SBCompare: 0
- _Saturability: 0
- _SceenTex: 0
- _Scr: 5
- _ScreenDistortModeToggle: 0
- _SixWayColorAbsorptionToggle: 0
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SoftParticlesEnabled: 0
- _SpecialUVChannelMode: 0
- _SpecularHighlights: 1
- _SrcBlend: 5
- _SrcBlendAlpha: 1
- _Stencil: 0
- _StencilComp: 8
- _StencilKeyIndex: 0
- _StencilOp: 0
- _StencilReadMask: 255
- _StencilWithoutPlayerToggle: 0
- _StencilWriteMask: 255
- _Surface: 0
- _TWStrength: 0
- _TexDistortion_intensity: 0.5
- _TextureUScale: 1
- _TextureUValue: 0
- _TextureVScale: 1
- _TextureVValue: 0
- _TimeMode: 0
- _TransparentMode: 1
- _UIEffect_Toggle: 0
- _UTwirlEnabled: 0
- _UVPolar: 0
- _UseUV1_Toggle: 0
- _VTOAR: 1
- _VTOC: 0
- _VTOCV: 0
- _VTOFactor: 0
- _VTOFactorC1: 1
- _VTOFactorCustom: 0
- _VTOR: 0
- _VTORemap: 0
- _VTOScale: 1
- _VTOScaleC: 1
- _VTOTexAR: 1
- _VTOTexDetail: 0
- _VTOTexRotator: 0
- _VTOTexUClamp: 0
- _VTOTexUMirror: 0
- _VTOTexUSpeed: 0
- _VTOTexUVClip: 1
- _VTOTexVClamp: 0
- _VTOTexVMirror: 0
- _VTOTexVSpeed: 0
- _VTOTex_Uspeed: 0
- _VTOTex_Vspeed: 0
- _VertexOffset_Mask_Toggle: 0
- _VertexOffset_NormalDir_Toggle: 0
- _VertexOffset_StartFromZero: 0
- _VertexOffset_Toggle: 0
- _WorkflowMode: 1
- _XianXingCH_UVRota: 0
- _ZOffset_Toggle: 0
- _ZTest: 4
- _ZWrite: 0
- _Ztest: 4
- _Zwrite: 1
- __dirty: 1
- _fnl_power: 3.45
- _fnl_sacle: 1
- _fogintensity: 1
- _fresnelEnabled: 1
- _jingxiangCH_dire: 0
- _noiseMaskMap_Toggle: 0
- _noisemapEnabled: 0
- _offsetFactor: 0
- _offsetUnits: 0
- _softFacotr: 0
- _sot_sting_A: 0
- _uvRapSoft: 0
m_Colors:
- AlphaAllRangeVec: {r: 0, g: 1, b: 0, a: 0}
- BumpScaleRangeVec: {r: -1, g: 1, b: 0, a: 0}
- Dissolve2XRangeVec: {r: 0, g: 1, b: 0, a: 0}
- Dissolve2YRangeVec: {r: 0, g: 1, b: 0, a: 0}
- DissolveXRangeVec: {r: -1, g: 2, b: 0, a: 0}
- EmiDistortionIntensityRangeVec: {r: -1, g: 1, b: 0, a: 0}
- MaskDistortionIntensityRangeVec: {r: -2, g: 2, b: 0, a: 0}
- SaturabilityRangeVec: {r: 0, g: 1, b: 0, a: 0}
- TexDistortionintensityRangeVec: {r: -1, g: 1, b: 0, a: 0}
- _AddTexBlendModeVec4: {r: 1, g: 0, b: 0, a: 0}
- _AddTexColor: {r: 0, g: 0, b: 0, a: 0}
- _BackFaceColor: {r: 1, g: 1, b: 1, a: 0}
- _BaseBackColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor: {r: 0.007843138, g: 0.019607844, b: 0.043137256, a: 0}
- _BaseColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
- _BaseMapColorRefine: {r: 1, g: 1, b: 2, a: 1}
- _BaseMapMaskMapOffset: {r: 0, g: 0, b: 0, a: 0}
- _CameraFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorA: {r: 1, g: 1, b: 1, a: 1}
- _ColorBlendColor: {r: 1, g: 1, b: 1, a: 1}
- _ColorBlendMapOffset: {r: 0, g: 0, b: 0, a: 0}
- _ColorBlendVec: {r: 0, g: 0, b: 1, a: 0}
- _ContrastMidColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _CylinderMatrix0: {r: 0, g: 0, b: 0, a: 0}
- _CylinderMatrix1: {r: 0, g: 0, b: 0, a: 0}
- _CylinderMatrix2: {r: 0, g: 0, b: 0, a: 0}
- _CylinderMatrix3: {r: 0, g: 0, b: 0, a: 0}
- _CylinderUVPosOffset: {r: 0, g: 0, b: 0, a: 0}
- _CylinderUVRotate: {r: 0, g: 0, b: 90, a: 0}
- _DIssloveColor: {r: 1, g: 1, b: 1, a: 1}
- _DepthOutline_Color: {r: 1, g: 1, b: 1, a: 1}
- _DepthOutline_Vec: {r: 0, g: 0.5, b: 0, a: 0}
- _Dir: {r: 0, g: 0, b: 0, a: 0}
- _Dissolve: {r: 0.5, g: 1, b: 0, a: 0.1}
- _DissolveColor: {r: 1, g: 1, b: 1, a: 1}
- _DissolveFactorC2Vec4: {r: 0, g: 0, b: 1, a: 0}
- _DissolveLineColor: {r: 1, g: 0, b: 0, a: 1}
- _DissolveOffsetRotateDistort: {r: 0, g: 0, b: 0, a: 0}
- _DissolveOffsetUC2Vec4: {r: 1, g: 0, b: 0, a: 0}
- _DissolveOffsetVC2Vec4: {r: 0, g: 1, b: 0, a: 0}
- _DissolveRampAlpha0: {r: 1, g: 0, b: 1, a: 1}
- _DissolveRampAlpha1: {r: 1, g: 0, b: 1, a: 1}
- _DissolveRampAlpha2: {r: 1, g: 0, b: 1, a: 1}
- _DissolveRampColor: {r: 1, g: 1, b: 1, a: 1}
- _DissolveRampColor0: {r: 1, g: 0, b: 0, a: 0}
- _DissolveRampColor1: {r: 0, g: 0, b: 0, a: 1}
- _DissolveRampColor2: {r: 1, g: 1, b: 1, a: 1}
- _DissolveRampColor3: {r: 1, g: 1, b: 1, a: 1}
- _DissolveRampColor4: {r: 1, g: 1, b: 1, a: 1}
- _DissolveRampColor5: {r: 1, g: 1, b: 1, a: 1}
- _DissolveVoronoi_Vec: {r: 1, g: 1, b: 2, a: 2}
- _DissolveVoronoi_Vec2: {r: 1, g: 1, b: 2, a: 2}
- _DissolveVoronoi_Vec3: {r: 0, g: 0, b: 0, a: 0}
- _DissolveVoronoi_Vec4: {r: 0, g: 0, b: 0, a: 0}
- _Dissolve_Vec2: {r: 0.2, g: 0.1, b: 0, a: 0}
- _DistortFactorC2Vec4: {r: 0, g: 0, b: 1, a: 0}
- _DistortionDirection: {r: 1, g: 1, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissionMapColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissionMapUVOffset: {r: 0, g: 0, b: 0, a: 0}
- _Fade: {r: 2, g: 4, b: 0, a: 0}
- _FnlColor: {r: 1, g: 1, b: 1, a: 1}
- _FresnelColor: {r: 7.967387, g: 28.072746, b: 29.508844, a: 1}
- _FresnelRotation: {r: 0, g: 0, b: 0, a: 0}
- _FresnelUnit: {r: 0.7, g: 5.92, b: 0.371, a: 1}
- _InspectorData: {r: 1, g: 1, b: 0, a: 0}
- _IntersectColor: {r: 1, g: 1, b: 1, a: 1}
- _MainColor: {r: 0.007843138, g: 0.018431371, b: 0.043137256, a: 1}
- _MainOffsetUC2Vec4: {r: 1, g: 0, b: 0, a: 0}
- _MainOffsetVC2Vec4: {r: 0, g: 1, b: 0, a: 0}
- _MainTexRefine: {r: 1, g: 1, b: 1, a: 0}
- _MainTex_Reverse_ST: {r: 1, g: 1, b: 0, a: 0}
- _MaskMap2GradientFloat0: {r: 0, g: 0, b: 1, a: 1}
- _MaskMap2GradientFloat1: {r: 1, g: 0, b: 1, a: 1}
- _MaskMap2GradientFloat2: {r: 1, g: 0, b: 1, a: 1}
- _MaskMap3GradientFloat0: {r: 0, g: 0, b: 1, a: 1}
- _MaskMap3GradientFloat1: {r: 1, g: 0, b: 1, a: 1}
- _MaskMap3GradientFloat2: {r: 1, g: 0, b: 1, a: 1}
- _MaskMap3OffsetAnition: {r: 0, g: 0, b: 0, a: 0}
- _MaskMapGradientFloat0: {r: 0, g: 0, b: 1, a: 1}
- _MaskMapGradientFloat1: {r: 1, g: 0, b: 1, a: 1}
- _MaskMapGradientFloat2: {r: 1, g: 0, b: 1, a: 1}
- _MaskMapOffsetAnition: {r: 0, g: 0, b: 0, a: 0}
- _MaskMapVec: {r: 1, g: 0, b: 0, a: 0}
- _MaskOffsetUC2Vec4: {r: 0, g: 0, b: 1, a: 0}
- _MaskOffsetVC2Vec4: {r: 0, g: 0, b: 0, a: 1}
- _MaskRefineVec: {r: 1, g: 1, b: 0, a: 0}
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@@ -22,6 +22,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public override void Recover()
{
noteVisual.noteMain.SetActive(true);
if (note is Hold && noteVisual.isHighlighted)
{
noteVisual.extraPartList[0].gameObject.SetActive(true);
}
}
public override void Adjust()
@@ -29,6 +33,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[2], noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
effectParticle.transform.SetParent(EditorManager.instance.cameraManager.gameCamera.transform);
effectParticle.Play();
if (note is Hold && noteVisual.isHighlighted)
{
noteVisual.extraPartList[0].gameObject.SetActive(false);
}
noteVisual.noteMain.SetActive(false);
LeanPool.Despawn(effectParticle.gameObject, 1);
}

View File

@@ -21,6 +21,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public override void Recover()
{
noteVisual.noteMain.SetActive(true);
if (note is Hold && noteVisual.isHighlighted)
{
noteVisual.extraPartList[0].gameObject.SetActive(true);
}
}
public override void Adjust()
@@ -28,6 +33,12 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[1], noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
effectParticle.transform.SetParent(EditorManager.instance.cameraManager.gameCamera.transform);
effectParticle.Play();
if (note is Hold && noteVisual.isHighlighted)
{
noteVisual.extraPartList[0].gameObject.SetActive(false);
}
noteVisual.noteMain.SetActive(false);
LeanPool.Despawn(effectParticle.gameObject, 1);
}

View File

@@ -17,19 +17,35 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
this.noteVisual = noteVisual;
this.effectTime = effectTime;
this.noteRenderers = new List<Renderer>();
foreach (Renderer renderer in noteVisual.notePartList.Select(part => part.GetComponent<Renderer>()))
foreach (GameObject part in noteVisual.notePartList)
{
noteRenderers.Add(renderer);
Renderer rend = part.GetComponent<Renderer>();
if(rend != null)
{
noteRenderers.Add(rend);
}
}
}
public override void Recover()
{
noteVisual.noteMain.SetActive(true);
noteRenderers[0].materials[1].SetFloat("_GlowIntensity", 4f);
foreach (var renderer in noteRenderers)
{
renderer.material.SetFloat("_MainAlpha", 1f);
foreach (Material m in renderer.materials)
{
m.SetFloat("_MainAlpha", 1);
}
}
}
public override void PreExecute()
{
if (noteVisual is DTMNoteVisualHold)
{
noteRenderers[0].materials[1].SetFloat("_GlowIntensity", 0.25f);
}
}
@@ -39,7 +55,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
float alpha = (1 - e) / 4f;
foreach (var renderer in noteRenderers)
{
renderer.material.SetFloat("_MainAlpha", alpha);
foreach (Material m in renderer.materials)
{
m.SetFloat("_MainAlpha", alpha);
}
}
}
@@ -48,7 +67,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
noteVisual.noteMain.SetActive(false);
foreach (var renderer in noteRenderers)
{
renderer.material.SetFloat("_MainAlpha", 0f);
foreach (Material m in renderer.materials)
{
m.SetFloat("_MainAlpha", 0);
}
}
}

View File

@@ -22,6 +22,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public override void Recover()
{
noteVisual.noteMain.SetActive(true);
if (note is Hold && noteVisual.isHighlighted)
{
noteVisual.extraPartList[0].gameObject.SetActive(true);
}
}
public override void Adjust()
@@ -32,7 +37,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
effectParticle.Play();
// effectParticle.transform.DOMove(noteVisual.noteVisualPosition, 0.2f);
if (note is Hold && noteVisual.isHighlighted)
{
noteVisual.extraPartList[0].gameObject.SetActive(false);
}
noteVisual.noteMain.SetActive(false);
LeanPool.Despawn(effectParticle.gameObject, 1);
}

View File

@@ -10,8 +10,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMNoteVisual : NoteVisualBase
{
public List<Material> normalMaterialList;
public List<Material> highlightMaterialList;
public List<List<Material>> normalMaterialList;
public List<List<Material>> highlightMaterialList;
public new static DTMNoteVisual GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isHighlighted)
@@ -77,11 +77,16 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public override void SetHighlight()
{
List<Renderer> partRendererList = notePartList.Select(part => part.GetComponent<Renderer>()).ToList();
//List<Renderer> partRendererList = notePartList.Select(part => part.GetComponent<Renderer>()).ToList();
//partRendererList.ForEach(rend => Destroy(rend.material));
if (!isHighlighted)
if (note is Tap or Hold)
{
extraPartList[0].gameObject.SetActive(isHighlighted);
}
/*if (!isHighlighted)
{
for (int i = 0; i < partRendererList.Count; i++)
{
@@ -94,7 +99,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
partRendererList[i].material = Instantiate(highlightMaterialList[i]);
}
}
}*/
}
}

View File

@@ -82,7 +82,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
Renderer rend = part.GetComponent<Renderer>();
if (rend != null)
{
rend.material.SetFloat("_MainAlpha", 1f);
rend.materials[0].SetFloat("_MainAlpha", 1f);
rend.materials[1].SetFloat("_MainAlpha", 1f);
note.track.trackPathSubmodule.path.RebuildImmediate();
}
}

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