尝试更改hitpoint

Signed-off-by: TRADER_FOER <lhf190@outlook.com>
This commit is contained in:
2026-07-07 12:13:42 +08:00
parent eedbe9d41f
commit 67320b445f
16 changed files with 18702 additions and 20369 deletions

View File

@@ -6,7 +6,7 @@ Shader "Soullies/hit_point"
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 1 )
[HDR] _Color( "Color", Color ) = ( 1, 1, 1, 1 )
_Opacity( "Opacity", Float ) = 1
[Header(cube)] _point_radius( "point_radius", Range( 0, 0.5 ) ) = 0.05854658
_point_width( "point_width", Range( 0, 0.5 ) ) = 0.1765912
@@ -263,7 +263,7 @@ Shader "Soullies/hit_point"
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -457,7 +457,7 @@ Shader "Soullies/hit_point"
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = normalize( input.normalWS );
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
@@ -472,7 +472,7 @@ Shader "Soullies/hit_point"
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = (temp_output_2_0_g2).rgb;
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -582,6 +582,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -589,13 +590,14 @@ Shader "Soullies/hit_point"
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -633,6 +635,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -663,6 +666,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -681,6 +685,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -720,6 +725,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -751,6 +757,7 @@ Shader "Soullies/hit_point"
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -762,7 +769,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
@@ -830,6 +837,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -837,13 +845,14 @@ Shader "Soullies/hit_point"
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -892,6 +901,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -922,6 +932,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -940,6 +951,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -979,6 +991,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -1001,6 +1014,7 @@ Shader "Soullies/hit_point"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -1012,7 +1026,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1077,6 +1091,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -1084,13 +1099,14 @@ Shader "Soullies/hit_point"
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -1138,6 +1154,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -1168,6 +1185,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -1186,6 +1204,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -1225,6 +1244,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -1247,6 +1267,7 @@ Shader "Soullies/hit_point"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -1258,7 +1279,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
surfaceDescription.Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1339,6 +1360,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -1347,13 +1369,14 @@ Shader "Soullies/hit_point"
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
half3 normalWS : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -1399,6 +1422,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_color = input.ase_color;
output.ase_texcoord1.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@@ -1432,6 +1456,7 @@ Shader "Soullies/hit_point"
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
half4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -1450,6 +1475,7 @@ Shader "Soullies/hit_point"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_color = input.ase_color;
output.ase_texcoord = input.ase_texcoord;
return output;
}
@@ -1489,6 +1515,7 @@ Shader "Soullies/hit_point"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -1525,6 +1552,7 @@ Shader "Soullies/hit_point"
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord1.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
@@ -1536,7 +1564,7 @@ Shader "Soullies/hit_point"
half smoothstepResult173 = smoothstep( _point2_width , ( _point2_width + _point2_softness ) , abs( ( temp_output_105_55 - _point2_radius ) ));
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
@@ -1677,7 +1705,7 @@ Shader "Soullies/hit_point"
};
CBUFFER_START(UnityPerMaterial)
half4 _ImageColor;
half4 _Color;
half _point2_radius;
half _point2_softness;
half _point2_width;
@@ -1868,7 +1896,7 @@ Shader "Soullies/hit_point"
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = normalize( input.normalWS );
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
half4 temp_output_2_0_g2 = ( input.ase_color * _Color );
half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
half2 break39_g1 = temp_output_34_0_g1;
@@ -1882,7 +1910,7 @@ Shader "Soullies/hit_point"
float3 Color = (temp_output_2_0_g2).rgb;
float Alpha = ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity );
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 * _Ring_Opacity ) ) + saturate( ( ( 1.0 - smoothstepResult173 ) * _point2_Opacity ) ) ) ) * _Opacity ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -1980,20 +2008,21 @@ Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-1168,-128;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-1344,272;Inherit;False;Property;_point2_Opacity;point2_Opacity;8;0;Create;True;0;0;0;False;0;False;0.2509067;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-1776,1616;Inherit;False;Property;_Ring_Opacity;Ring_Opacity;12;0;Create;True;0;0;0;False;0;False;0.2509067;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1232,432;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;-960,128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;-1104,1168;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;158;-1037.359,675.321;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;-800,208;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;-832,864;Inherit;True;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-880,1168;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-976,1376;Inherit;False;Property;_ImageColor;ImageColor;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;2,2,2,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-960,1440;Inherit;False;Property;_Color;Color;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;2,2,2,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-592,1424;Inherit;False;Property;_Opacity;Opacity;1;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;-528,1136;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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@@ -2006,7 +2035,7 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Versi
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Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;-3536,1504;Inherit;False;430;114;这里的值是1/360使得cpu那边传360是一圈;0;;1,1,1,1;0;0
WireConnection;161;0;135;0
WireConnection;161;1;162;0
@@ -2053,12 +2082,12 @@ WireConnection;130;0;127;0
WireConnection;130;1;132;0
WireConnection;130;2;128;0
WireConnection;178;0;173;0
WireConnection;122;0;113;0
WireConnection;122;1;120;0
WireConnection;122;2;183;0
WireConnection;129;0;130;0
WireConnection;182;0;178;0
WireConnection;182;1;180;0
WireConnection;122;0;113;0
WireConnection;122;1;120;0
WireConnection;122;2;183;0
WireConnection;124;0;122;0
WireConnection;158;0;129;0
WireConnection;170;0;182;0
@@ -2068,10 +2097,12 @@ WireConnection;125;2;170;0
WireConnection;155;0;125;0
WireConnection;82;0;81;0
WireConnection;82;1;86;0
WireConnection;160;2;82;0
WireConnection;153;0;155;0
WireConnection;153;1;88;0
WireConnection;160;2;82;0
WireConnection;184;0;160;6
WireConnection;184;1;153;0
WireConnection;141;2;160;0
WireConnection;141;3;153;0
WireConnection;141;3;184;0
ASEEND*/
//CHKSM=B2E6CEE132E28AA866E0228F95730F34FB08E267
//CHKSM=133B8F8B8AD0CFF5C804F6513CB3786305FCE4BD

7
Assets/Assets.sln.meta Normal file
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 28802a2f6f0ff2942bd2a248b9b68960
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 88f0993afef43b34eb23a79fbdd94e9b
DefaultImporter:
externalObjects: {}
userData:
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@@ -1,6 +1,6 @@
ManifestFileVersion: 0
UnityVersion: 6000.3.7f1
CRC: 3991682425
CRC: 1993203890
HashAppended: 0
AssetBundleManifest:
AssetBundleInfos:
@@ -8,15 +8,15 @@ AssetBundleManifest:
Name: basic
Dependencies: {}
Info_1:
Name: metropolis_on_orbit
Dependencies: {}
Info_2:
Name: departure_to_multiverse
Dependencies:
Dependency_0: shapes
Info_2:
Name: metropolis_on_orbit
Dependencies: {}
Info_3:
Name: unifiedraytracing
Dependencies: {}
Info_4:
Name: shapes
Dependencies: {}
Info_4:
Name: unifiedraytracing
Dependencies: {}

View File

@@ -1,16 +1,16 @@
ManifestFileVersion: 0
UnityVersion: 6000.3.7f1
CRC: 170739097
CRC: 3638124941
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: efb2a63b46fc84014c1fe307785a1838
Hash: 512abf9fbba3b36e548e305dd8626dd2
TypeTreeHash:
serializedVersion: 2
Hash: 51a9c20dab19416e261c53882aece497
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serializedVersion: 2
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@@ -1,16 +1,16 @@
ManifestFileVersion: 0
UnityVersion: 6000.3.7f1
CRC: 2412783271
CRC: 2726739895
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: dce94159570d1597cddae861c5028a51
Hash: 7b58a316150ca63b781436f90de219a8
TypeTreeHash:
serializedVersion: 2
Hash: 11b50dc240e3c1d18c8aaf60bb985109
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serializedVersion: 2
Hash: 77d2d57ed8f27cc53cca3f1750312cc4
Hash: e3034052693149879f9ec931a035ac39
HashAppended: 0
ClassTypes:
- Class: 1
@@ -118,4 +118,4 @@ Assets:
- Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualStay.prefab
- Assets/ThemeBundles/DepartureToMultiverse/Textures/Skybox/DTM_NoiseStar0.png
Dependencies:
- D:/Projects/IchniCreatorStudio/Assets/StreamingAssets/ThemeBundles/Windows64/shapes
- C:/ichniEditor-Source/IchniCreatorStudio/Assets/StreamingAssets/ThemeBundles/Windows64/shapes

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@@ -10,7 +10,7 @@ Hashes:
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@@ -10,7 +10,7 @@ Hashes:
Hash: bc9f87c7e64ff656997db0f2b2a91703
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- Class: 28

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View File

@@ -43,7 +43,7 @@ Material:
- _QueueControl: 0
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Ring_Opacity: 0.005
- _Ring_Opacity: 0.103
- _XRMotionVectorsPass: 1
- _count: 3
- _cube_radius: 0.088
@@ -51,21 +51,22 @@ Material:
- _cube_width: 0.032
- _gap_softness: 0.44
- _gapsize: 0.454
- _point2_Opacity: 0.01
- _point2_radius: 0
- _point2_softness: 0
- _point2_width: 0.3
- _point_radius: 0
- _point2_Opacity: 0.037
- _point2_radius: 0.063
- _point2_softness: 0.241
- _point2_width: 0.068
- _point_radius: 0.018
- _point_softness: 0
- _point_width: 0.095
- _ring_radius: 0.669
- _ring_rotation: -1
- _ring_rotation: 0
- _ring_rotation_angle: 0
- _ring_softness: 0
- _ring_width: 0.033
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _ImageColor: {r: 8.47419, g: 8.47419, b: 8.47419, a: 1}
- _ImageColor: {r: 0.7490196, g: 0.7490196, b: 0.7490196, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &2669937578497038573

View File

@@ -1196,7 +1196,7 @@ ParticleSystem:
m_RotationOrder: 4
separateAxes: 0
RotationModule:
enabled: 0
enabled: 1
x:
serializedVersion: 2
minMaxState: 0
@@ -1306,7 +1306,7 @@ ParticleSystem:
curve:
serializedVersion: 2
minMaxState: 0
scalar: 0.7853982
scalar: 0
minScalar: 0.7853982
maxCurve:
serializedVersion: 2
@@ -1358,7 +1358,7 @@ ParticleSystem:
m_RotationOrder: 4
separateAxes: 0
ColorModule:
enabled: 0
enabled: 1
gradient:
serializedVersion: 2
minMaxState: 1
@@ -1368,30 +1368,30 @@ ParticleSystem:
serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1}
key1: {r: 1, g: 1, b: 1, a: 1}
key2: {r: 0, g: 0, b: 0, a: 0}
key3: {r: 0, g: 0, b: 0, a: 0}
key4: {r: 0, g: 0, b: 0, a: 0}
key5: {r: 0, g: 0, b: 0, a: 0}
key2: {r: 1, g: 1, b: 1, a: 1}
key3: {r: 1, g: 1, b: 1, a: 0}
key4: {r: 1, g: 1, b: 1, a: 0}
key5: {r: 1, g: 1, b: 1, a: 0}
key6: {r: 0, g: 0, b: 0, a: 0}
key7: {r: 0, g: 0, b: 0, a: 0}
ctime0: 0
ctime1: 65535
ctime2: 0
ctime3: 0
ctime4: 0
ctime5: 0
ctime2: 65535
ctime3: 65535
ctime4: 65535
ctime5: 65535
ctime6: 0
ctime7: 0
atime0: 0
atime1: 65535
atime2: 0
atime2: 65535
atime3: 0
atime4: 0
atime5: 0
atime6: 0
atime7: 0
m_Mode: 0
m_ColorSpace: -1
m_ColorSpace: 0
m_NumColorKeys: 2
m_NumAlphaKeys: 2
minGradient:
@@ -4882,7 +4882,7 @@ ParticleSystemRenderer:
m_AllowRoll: 1
m_FreeformStretching: 0
m_RotateWithStretchDirection: 1
m_UseCustomVertexStreams: 0
m_UseCustomVertexStreams: 1
m_VertexStreams: 00010304
m_UseCustomTrailVertexStreams: 0
m_TrailVertexStreams: 00010304
@@ -9785,7 +9785,7 @@ MonoBehaviour:
themeBundleName:
objectName:
isStatic: 0
headPoint: {fileID: 4577072593820393136}
headPoint: {fileID: 213058329049743950}
headCircle: {fileID: 4577072594143320190}
sparks: {fileID: 4577072594657777396}
trailBody: {fileID: 2699665565157051537}

View File

@@ -27,7 +27,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public float enableProcessTime = 0.5f; // headPointheadCircle的启用/禁用过程时间默认为0.5秒启用完成后sparks开启禁用开始时sparks关闭。
public float headSize = 1f; // headPoint和headCircle的目标大小默认为1。
public FlexibleFloat headRotateSpeed; // headCircle的旋转速度(Particle.rotationOverLifetime的angular velocity)
private float _ChachedAngle;
private ParticleSystem _HitPoint;
public Material EffectMaterial;
float IHaveTrail.visibleTimeLength
@@ -124,6 +125,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
sparks.gameObject.SetActive(false);
headPoint.transform.localScale = Vector3.zero;
headCircle.transform.localScale = Vector3.zero;
if (headPoint != null)
{
_HitPoint = headPoint.GetComponent<ParticleSystem>();
}
}
/// <summary>
@@ -164,11 +169,15 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
if (headPoint != null)
{
var ps = headPoint.GetComponent<ParticleSystem>();
if (ps != null)
_HitPoint = headPoint.GetComponent<ParticleSystem>();
if (_HitPoint != null)
{
var main = ps.main;
main.startColor = desaturatedColor;
var main = _HitPoint.main;
//main.startColor = desaturatedColor;
var col = _HitPoint.colorOverLifetime;
col.enabled = true;
col.color = new ParticleSystem.MinMaxGradient(desaturatedColor, desaturatedColor);
}
}
@@ -262,7 +271,14 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
DisableHead();
isHeadEnabled = false;
}
headRotateSpeed.UpdateFlexibleFloat(songTime);
// _ChachedAngle += headRotateSpeed.value;
if (_HitPoint != null)
{
var rot = _HitPoint.rotationOverLifetime;
rot.enabled = true;
rot.z = headRotateSpeed.value;
}
visibleTimeLength.UpdateFlexibleFloat(songTime);
if (visibleTimeLength.animations.Count > 0 && EditorManager.instance.musicPlayer.isPlaying && trailRenderer.time != visibleTimeLength.value)
{