后处理修复
This commit is contained in:
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@@ -703,10 +703,10 @@ MonoBehaviour:
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m_Value: 0
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m_Value: 0
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strengthX:
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strengthX:
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m_OverrideState: 1
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m_OverrideState: 1
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m_Value: 1920
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m_Value: 1
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||||||
strengthY:
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strengthY:
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m_OverrideState: 1
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m_OverrideState: 1
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m_Value: 1080
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m_Value: 1
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--- !u!114 &3182184296376474618
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@@ -1,7 +0,0 @@
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m_Pivot: {x: 0.5, y: 0.5}
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m_EditorClassIdentifier: Unity.RenderPipelines.Core.Runtime::UnityEngine.Rendering.Volume
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Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1395701959}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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@@ -17920,4 +17871,3 @@ SceneRoots:
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- {fileID: 250681945}
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- {fileID: 250681945}
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- {fileID: 398605647}
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- {fileID: 398605647}
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- {fileID: 1050672441}
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- {fileID: 1050672441}
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- {fileID: 1395701961}
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@@ -6,8 +6,8 @@ namespace Ichni.RhythmGame.Beatmap
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public class PixelateEffect_BM : EffectBase_BM
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public class PixelateEffect_BM : EffectBase_BM
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{
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{
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[System.Obsolete] public float duration;
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[System.Obsolete] public float duration;
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public float bottomX;
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[Range(0f, 1f)] public float bottomX;
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public float bottomY;
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[Range(0f, 1f)] public float bottomY;
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public AnimationCurve intensityCurve;
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public AnimationCurve intensityCurve;
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public PixelateEffect_BM()
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public PixelateEffect_BM()
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@@ -19,8 +19,8 @@ namespace Ichni.RhythmGame.Beatmap
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{
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{
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this.effectTime = duration;
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this.effectTime = duration;
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this.duration = duration;
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this.duration = duration;
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this.bottomX = bottomX;
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this.bottomX = Mathf.Clamp01(bottomX);
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this.bottomY = bottomY;
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this.bottomY = Mathf.Clamp01(bottomY);
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this.intensityCurve = intensityCurve;
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this.intensityCurve = intensityCurve;
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}
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}
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@@ -11,8 +11,8 @@ namespace Ichni.RhythmGame
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InspectorBuilder.For(this)
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InspectorBuilder.For(this)
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.Section("Pixelate Effect")
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.Section("Pixelate Effect")
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.InputField(nameof(effectTime), "Effect Time")
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.InputField(nameof(effectTime), "Effect Time")
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.InputField(nameof(bottomX), "Bottom X")
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.InputField(nameof(bottomX), "Bottom X (0-1)")
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.InputField(nameof(bottomY), "Bottom Y")
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.InputField(nameof(bottomY), "Bottom Y (0-1)")
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.Button("Intensity Curve", () => insp.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve)).SetAsCustomCurve())
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.Button("Intensity Curve", () => insp.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve)).SetAsCustomCurve())
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.Button("Clear Pixelate", Recover)
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.Button("Clear Pixelate", Recover)
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.Button("Remove", () => { nowEffectState = EffectState.Before; AccommodatingList.Remove(this); EditorManager.instance.uiManager.inspector.SetInspector(attachedGameElement); })
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.Button("Remove", () => { nowEffectState = EffectState.Before; AccommodatingList.Remove(this); EditorManager.instance.uiManager.inspector.SetInspector(attachedGameElement); })
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@@ -41,7 +41,7 @@ namespace Ichni.RhythmGame
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{ "Vignette", () => new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "Vignette", () => new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "SetInteger", () => new SetIntegerEffect("New Variable", 0, false, 0, 1) },
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{ "SetInteger", () => new SetIntegerEffect("New Variable", 0, false, 0, 1) },
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{ "EnableControl", () => new EnableControlEffect(null, "New Variable", 0, false, "") },
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{ "EnableControl", () => new EnableControlEffect(null, "New Variable", 0, false, "") },
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{ "Pixelate", () => new PixelateEffect(1, 320, 180, CustomCurvePresets.Instant()) },
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{ "Pixelate", () => new PixelateEffect(1, 1f / 6f, 1f / 6f, CustomCurvePresets.Instant()) },
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{ "LowPassFilter", () => new LowPassFilterEffect(1, 20, true, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "LowPassFilter", () => new LowPassFilterEffect(1, 20, true, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "HighPassFilter", () => new HighPassFilterEffect(1, 20000, true, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "HighPassFilter", () => new HighPassFilterEffect(1, 20000, true, CustomCurvePresets.Parabolic(1, 0, 1)) },
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{ "SpeedLines", () => new SpeedLinesEffect(1f, CustomCurvePresets.Parabolic(1, 0, 1), new Color(1f, 1f, 1f, 0.5f), peakRemap: 0f) },
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{ "SpeedLines", () => new SpeedLinesEffect(1f, CustomCurvePresets.Parabolic(1, 0, 1), new Color(1f, 1f, 1f, 0.5f), peakRemap: 0f) },
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@@ -7,8 +7,8 @@ namespace Ichni.RhythmGame
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public partial class PixelateEffect : EffectBase
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public partial class PixelateEffect : EffectBase
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{
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{
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#region [运行时缓存数据] Property Caches
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#region [运行时缓存数据] Property Caches
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public float bottomX;
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[Range(0f, 1f)] public float bottomX;
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public float bottomY;
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[Range(0f, 1f)] public float bottomY;
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public AnimationCurve intensityCurve;
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public AnimationCurve intensityCurve;
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private PixelateVolume _pixelateVolume;
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private PixelateVolume _pixelateVolume;
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@@ -18,8 +18,8 @@ namespace Ichni.RhythmGame
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public PixelateEffect(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
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public PixelateEffect(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
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: base(duration)
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: base(duration)
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{
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{
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this.bottomX = bottomX;
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this.bottomX = Mathf.Clamp01(bottomX);
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this.bottomY = bottomY;
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this.bottomY = Mathf.Clamp01(bottomY);
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this.intensityCurve = intensityCurve;
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this.intensityCurve = intensityCurve;
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}
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}
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@@ -28,8 +28,8 @@ namespace Ichni.RhythmGame
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if (other is PixelateEffect otherEffect)
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if (other is PixelateEffect otherEffect)
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{
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{
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this.effectTime = otherEffect.effectTime;
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this.effectTime = otherEffect.effectTime;
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this.bottomX = otherEffect.bottomX;
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this.bottomX = Mathf.Clamp01(otherEffect.bottomX);
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this.bottomY = otherEffect.bottomY;
|
this.bottomY = Mathf.Clamp01(otherEffect.bottomY);
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this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
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this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
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}
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}
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}
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}
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@@ -50,8 +50,8 @@ namespace Ichni.RhythmGame
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if (_pixelateVolume != null)
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if (_pixelateVolume != null)
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{
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{
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_pixelateVolume.forceActive.value = true;
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_pixelateVolume.forceActive.value = true;
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_pixelateVolume.strengthX.value = Screen.width;
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_pixelateVolume.strengthX.value = 1f;
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_pixelateVolume.strengthY.value = Screen.height;
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_pixelateVolume.strengthY.value = 1f;
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}
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}
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||||||
}
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}
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||||||
@@ -59,8 +59,9 @@ namespace Ichni.RhythmGame
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{
|
{
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if (_pixelateVolume != null)
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if (_pixelateVolume != null)
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||||||
{
|
{
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float x = Mathf.Lerp(Screen.width, bottomX, intensityCurve.Evaluate(effectProgressPercent));
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float progress = intensityCurve == null ? effectProgressPercent : intensityCurve.Evaluate(effectProgressPercent);
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float y = Mathf.Lerp(Screen.height, bottomY, intensityCurve.Evaluate(effectProgressPercent));
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float x = Mathf.Lerp(1f, Mathf.Clamp01(bottomX), progress);
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float y = Mathf.Lerp(1f, Mathf.Clamp01(bottomY), progress);
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_pixelateVolume.strengthX.value = x;
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_pixelateVolume.strengthX.value = x;
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_pixelateVolume.strengthY.value = y;
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_pixelateVolume.strengthY.value = y;
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}
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}
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@@ -75,8 +76,8 @@ namespace Ichni.RhythmGame
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if (_pixelateVolume != null)
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if (_pixelateVolume != null)
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{
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{
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_pixelateVolume.forceActive.value = false;
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_pixelateVolume.forceActive.value = false;
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_pixelateVolume.strengthX.value = Screen.width;
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_pixelateVolume.strengthX.value = 1f;
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_pixelateVolume.strengthY.value = Screen.height;
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_pixelateVolume.strengthY.value = 1f;
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}
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}
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}
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}
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#endregion
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#endregion
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@@ -139,10 +139,10 @@ MonoBehaviour:
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m_Value: 1
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m_Value: 1
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strengthX:
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strengthX:
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m_OverrideState: 1
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m_OverrideState: 1
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m_Value: 1920
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m_Value: 1
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strengthY:
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strengthY:
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m_OverrideState: 1
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m_OverrideState: 1
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m_Value: 1080
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m_Value: 1
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--- !u!114 &11400000
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--- !u!114 &11400000
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -23,15 +23,14 @@ Shader "Hidden/Custom/Pixelate"
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half4 Frag(Varyings input) : SV_Target
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half4 Frag(Varyings input) : SV_Target
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{
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{
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float2 uv = input.texcoord;
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float2 uv = input.texcoord;
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float2 strength = float2(_PixelateStrengthX, _PixelateStrengthY);
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float2 resolutionRatio = saturate(float2(_PixelateStrengthX, _PixelateStrengthY));
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// 使用当前渲染目标分辨率,而不是设备固定分辨率,兼容动态分辨率和渲染缩放。
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float2 targetResolution = max(floor(_ScreenParams.xy * resolutionRatio), float2(1.0, 1.0));
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// 防止除数为0的极小可能崩溃
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float2 uvScaled = uv * targetResolution;
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strength = max(strength, float2(1.0, 1.0));
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float2 uvScaled = uv * strength;
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float2 uvFloor = floor(uvScaled);
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float2 uvFloor = floor(uvScaled);
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float2 uvCenter = uvFloor + 0.5;
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float2 uvCenter = uvFloor + 0.5;
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float2 uvPixelated = uvCenter / strength;
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float2 uvPixelated = uvCenter / targetResolution;
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// Blitter框架将自动把 SourceTexture 注入为 _BlitTexture
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// Blitter框架将自动把 SourceTexture 注入为 _BlitTexture
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return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uvPixelated);
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return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uvPixelated);
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@@ -18,8 +18,11 @@ namespace SLSUtilities.Rendering.PostProcessing
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|||||||
[Tooltip("是否强制开启像素化效果")]
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[Tooltip("是否强制开启像素化效果")]
|
||||||
public BoolParameter forceActive = new BoolParameter(false);
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public BoolParameter forceActive = new BoolParameter(false);
|
||||||
|
|
||||||
public FloatParameter strengthX = new FloatParameter(1920f);
|
[Tooltip("横向分辨率比例,0 到 1;1 为当前渲染分辨率")]
|
||||||
public FloatParameter strengthY = new FloatParameter(1080f);
|
public FloatParameter strengthX = new FloatParameter(1f);
|
||||||
|
|
||||||
|
[Tooltip("纵向分辨率比例,0 到 1;1 为当前渲染分辨率")]
|
||||||
|
public FloatParameter strengthY = new FloatParameter(1f);
|
||||||
|
|
||||||
// 返回我们在 Shader 里定义的名字,保证管家可以据此获取材质
|
// 返回我们在 Shader 里定义的名字,保证管家可以据此获取材质
|
||||||
public override string GetShaderName() => "Hidden/Custom/Pixelate";
|
public override string GetShaderName() => "Hidden/Custom/Pixelate";
|
||||||
@@ -34,8 +37,8 @@ namespace SLSUtilities.Rendering.PostProcessing
|
|||||||
{
|
{
|
||||||
if (material == null) return;
|
if (material == null) return;
|
||||||
|
|
||||||
cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, strengthX.value);
|
cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, Mathf.Clamp01(strengthX.value));
|
||||||
cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, strengthY.value);
|
cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, Mathf.Clamp01(strengthY.value));
|
||||||
|
|
||||||
// 使用你的统一管家分发的 Blitter 进行优雅渲染
|
// 使用你的统一管家分发的 Blitter 进行优雅渲染
|
||||||
Blitter.BlitCameraTexture(cmd, source, destination, material, 0);
|
Blitter.BlitCameraTexture(cmd, source, destination, material, 0);
|
||||||
|
|||||||
@@ -109,8 +109,8 @@
|
|||||||
},{
|
},{
|
||||||
"__type" : "Ichni.RhythmGame.Beatmap.PixelateEffect_BM,Assembly-CSharp",
|
"__type" : "Ichni.RhythmGame.Beatmap.PixelateEffect_BM,Assembly-CSharp",
|
||||||
"duration" : 5,
|
"duration" : 5,
|
||||||
"bottomX" : 320,
|
"bottomX" : 0.16666666666666666,
|
||||||
"bottomY" : 180,
|
"bottomY" : 0.16666666666666666,
|
||||||
"intensityCurve" : {
|
"intensityCurve" : {
|
||||||
"keys" : [
|
"keys" : [
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -117,7 +117,7 @@
|
|||||||
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMStarrySkybox_BM,Assembly-CSharp",
|
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMStarrySkybox_BM,Assembly-CSharp",
|
||||||
"skyColorR" : 0,
|
"skyColorR" : 0,
|
||||||
"skyColorG" : 0,
|
"skyColorG" : 0,
|
||||||
"skyColorB" : 0,
|
"skyColorB" : 0.35,
|
||||||
"skyColorA" : 1,
|
"skyColorA" : 1,
|
||||||
"horizonR" : 0,
|
"horizonR" : 0,
|
||||||
"horizonG" : 0,
|
"horizonG" : 0,
|
||||||
@@ -215,7 +215,7 @@
|
|||||||
},{
|
},{
|
||||||
"__type" : "Ichni.RhythmGame.Beatmap.CrossTrackPoint_BM,Assembly-CSharp",
|
"__type" : "Ichni.RhythmGame.Beatmap.CrossTrackPoint_BM,Assembly-CSharp",
|
||||||
"trackSwitch" : {
|
"trackSwitch" : {
|
||||||
"value" : 0,
|
"value" : 1,
|
||||||
"animations" : [
|
"animations" : [
|
||||||
{
|
{
|
||||||
"value" : 0,
|
"value" : 0,
|
||||||
@@ -242,7 +242,7 @@
|
|||||||
]
|
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Script: {fileID: 11500000, guid: 77ab80dc0820f9d4a8cd9fddbbc89057, type: 3}
|
Script: {fileID: 11500000, guid: 77ab80dc0820f9d4a8cd9fddbbc89057, type: 3}
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- Class: 114
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|
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Script: {fileID: 11500000, guid: b73aa7982dc9e4261b2ff45db0112d48, type: 3}
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- Class: 114
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- Class: 114
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Script: {fileID: 11500000, guid: b37c44f04f3075045aef6be2c0506551, type: 3}
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Script: {fileID: 11500000, guid: b37c44f04f3075045aef6be2c0506551, type: 3}
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||||||
- Class: 114
|
- Class: 114
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||||||
@@ -63,6 +61,8 @@ ClassTypes:
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Script: {fileID: 11500000, guid: ba4e16116c88a4c49b992f6d0b71c05d, type: 3}
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Script: {fileID: 11500000, guid: ba4e16116c88a4c49b992f6d0b71c05d, type: 3}
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- Class: 114
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- Class: 114
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Script: {fileID: 11500000, guid: 26a21b12ae64bfc43aa9129823e862ac, type: 3}
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Script: {fileID: 11500000, guid: 26a21b12ae64bfc43aa9129823e862ac, type: 3}
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- Class: 114
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Script: {fileID: 11500000, guid: 8fe763000f430ea498bfc8d7883bda31, type: 3}
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- Class: 114
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- Class: 114
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Script: {fileID: 11500000, guid: 3fe829cad763c61439c6596ef1e4c181, type: 3}
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Script: {fileID: 11500000, guid: 3fe829cad763c61439c6596ef1e4c181, type: 3}
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- Class: 114
|
- Class: 114
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||||||
@@ -118,4 +118,4 @@ Assets:
|
|||||||
- Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualStay.prefab
|
- Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualStay.prefab
|
||||||
- Assets/ThemeBundles/DepartureToMultiverse/Textures/Skybox/DTM_NoiseStar0.png
|
- Assets/ThemeBundles/DepartureToMultiverse/Textures/Skybox/DTM_NoiseStar0.png
|
||||||
Dependencies:
|
Dependencies:
|
||||||
- C:/ichniEditor-Source/IchniCreatorStudio/Assets/StreamingAssets/ThemeBundles/Windows64/shapes
|
- D:/Projects/IchniCreatorStudio/Assets/StreamingAssets/ThemeBundles/Windows64/shapes
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ Hashes:
|
|||||||
Hash: 2059feeebcfd643174e01ec401e33f9c
|
Hash: 2059feeebcfd643174e01ec401e33f9c
|
||||||
IncrementalBuildHash:
|
IncrementalBuildHash:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
Hash: 65c06be21750950eb290914e3969973c
|
Hash: 3004808577d6b30419ecd70193bf605a
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||||||
HashAppended: 0
|
HashAppended: 0
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ClassTypes:
|
ClassTypes:
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- Class: 1
|
- Class: 1
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||||||
|
|||||||
@@ -10,7 +10,7 @@ Hashes:
|
|||||||
Hash: bc9f87c7e64ff656997db0f2b2a91703
|
Hash: bc9f87c7e64ff656997db0f2b2a91703
|
||||||
IncrementalBuildHash:
|
IncrementalBuildHash:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
Hash: 9d54c70c3cd81a791e67665a159682b8
|
Hash: 87a218d1ec15b08d97b6180b944afca3
|
||||||
HashAppended: 0
|
HashAppended: 0
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||||||
ClassTypes:
|
ClassTypes:
|
||||||
- Class: 28
|
- Class: 28
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||||||
|
|||||||
@@ -17,7 +17,7 @@ GameObject:
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|||||||
m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &448133524246398677
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--- !u!4 &448133524246398677
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -10031,7 +10031,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!4 &4577072593820393137
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--- !u!4 &4577072593820393137
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Transform:
|
Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -19789,7 +19789,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
|
m_IsActive: 1
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--- !u!4 &4577072594143320191
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--- !u!4 &4577072594143320191
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@@ -24695,7 +24695,7 @@ GameObject:
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|||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
|
m_StaticEditorFlags: 0
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m_IsActive: 0
|
m_IsActive: 1
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--- !u!4 &4577072594657777397
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--- !u!4 &4577072594657777397
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Transform:
|
Transform:
|
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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|
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@@ -34,6 +34,7 @@ GraphicsSettings:
|
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- {fileID: 4800000, guid: a46d3ad17881bcc40bb90b165375974f, type: 3}
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- {fileID: 4800000, guid: a46d3ad17881bcc40bb90b165375974f, type: 3}
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- {fileID: 4800000, guid: 7b9c9313dd6fd7a4c95981c520b6c617, type: 3}
|
- {fileID: 4800000, guid: 7b9c9313dd6fd7a4c95981c520b6c617, type: 3}
|
||||||
- {fileID: 4800000, guid: 3bc1d4066f58f6e47aeb7c358d24d593, type: 3}
|
- {fileID: 4800000, guid: 3bc1d4066f58f6e47aeb7c358d24d593, type: 3}
|
||||||
|
- {fileID: 4800000, guid: 4bfe329b76eedf443b922d74642c32a7, type: 3}
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m_PreloadedShaders: []
|
m_PreloadedShaders: []
|
||||||
m_PreloadShadersBatchTimeLimit: -1
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m_PreloadShadersBatchTimeLimit: -1
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m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||||
|
|||||||
Reference in New Issue
Block a user