2
.vscode/settings.json
vendored
2
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}
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7
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37093
Assets/FR2_Cache.asset
37093
Assets/FR2_Cache.asset
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Load Diff
7
Assets/NLayer/NLayer.csproj.meta
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version: 7
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@@ -1,104 +0,0 @@
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Shader "Custom/ImprovedPseudoShadow" {
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Properties {
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[Header(Base)]
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_MainTex ("Texture", 2D) = "white" {}
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[Header(Shadow)]
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_ShadowColor ("Shadow Color", Color) = (0.2, 0.2, 0.3, 1) // 默认偏蓝的阴影
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_ShadowThreshold ("Shadow Threshold", Range(-1,1)) = 0.0
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[Header(Lighting Mode)]
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Tags { "RenderType"="Transparent" }
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LOD 100
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// 开启 GPU Instancing 支持
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#include "UnityCG.cginc"
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UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float lightFactor : TEXCOORD1; // 传递光照因子
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UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
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UNITY_DEFINE_INSTANCED_PROP(fixed4, _ShadowColor)
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UNITY_DEFINE_INSTANCED_PROP(float4, _FakeLightDir)
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UNITY_DEFINE_INSTANCED_PROP(float, _ShadowThreshold)
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UNITY_DEFINE_INSTANCED_PROP(float, _ShadowSmoothness)
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UNITY_DEFINE_INSTANCED_PROP(float, _UseWorldLight)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert (appdata v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(o, v);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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float3 normalWorld = UnityObjectToWorldNormal(v.normal);
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float3 lightDir;
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float useWorldLight = UNITY_ACCESS_INSTANCED_PROP(Props, _UseWorldLight);
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float3 fakeDir = normalize(UNITY_ACCESS_INSTANCED_PROP(Props, _FakeLightDir).xyz);
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float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
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// 用lerp实现分支
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float dotProduct = dot(normalWorld, lightDir);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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// 获取属性
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fixed4 mainColor = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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fixed4 shadowColor = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowColor);
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fixed4 texCol = tex2D(_MainTex, i.uv) * mainColor;
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// 改进2:更平滑且可控的阈值计算 (Smoothstep)
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// lightFactor 越大说明越直接面对光源
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float lightIntensity = smoothstep(threshold, threshold + smoothness, i.lightFactor);
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// 改进3:基于光照强度的颜色插值 (Lerp)
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// 0 (背光) -> ShadowColor
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// 1 (受光) -> Texture Color
|
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fixed3 finalRGB = lerp(shadowColor.rgb * texCol.rgb, texCol.rgb, lightIntensity);
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return fixed4(finalRGB, texCol.a);
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}
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ENDCG
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}
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}
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FallBack "VertexLit"
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}
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2505
Assets/ThemeBundles/Basic/Materials/PseudoShadowGraph.shadergraph
Normal file
2505
Assets/ThemeBundles/Basic/Materials/PseudoShadowGraph.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,18 @@
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|
||||||
m_StaticBatchInfo:
|
m_StaticBatchInfo:
|
||||||
firstSubMesh: 0
|
firstSubMesh: 0
|
||||||
subMeshCount: 0
|
subMeshCount: 0
|
||||||
@@ -80,9 +85,11 @@ MeshRenderer:
|
|||||||
m_AutoUVMaxDistance: 0.5
|
m_AutoUVMaxDistance: 0.5
|
||||||
m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
|
||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_GlobalIlluminationMeshLod: 0
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingLayer: 0
|
m_SortingLayer: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 0
|
||||||
|
m_MaskInteraction: 0
|
||||||
m_AdditionalVertexStreams: {fileID: 0}
|
m_AdditionalVertexStreams: {fileID: 0}
|
||||||
--- !u!114 &6450138934524257130
|
--- !u!114 &6450138934524257130
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
@@ -97,18 +104,37 @@ MonoBehaviour:
|
|||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
serializationData:
|
serializationData:
|
||||||
SerializedFormat: 0
|
SerializedFormat: 2
|
||||||
SerializedBytes: 29010b00000065006c0065006d0065006e00740047007500690064000000000000000000000000000000000001010d0000007300750062006d006f00640075006c0065004c006900730074002f00000000015e000000530079007300740065006d002e0043006f006c006c0065006300740069006f006e0073002e00470065006e0065007200690063002e004c00690073007400600031005b005b004900630068006e0069002e00520068007900740068006d00470061006d0065002e005300750062006d006f00640075006c00650042006100730065002c00200041007300730065006d0062006c0079002d004300530068006100720070005d005d002c0020006d00730063006f0072006c00690062000000000006000000000000000007052d010b00000065006e00610062006c00650054007900700065007300
|
SerializedBytes:
|
||||||
ReferencedUnityObjects: []
|
ReferencedUnityObjects: []
|
||||||
SerializedBytesString:
|
SerializedBytesString:
|
||||||
Prefab: {fileID: 0}
|
Prefab: {fileID: 0}
|
||||||
PrefabModificationsReferencedUnityObjects: []
|
PrefabModificationsReferencedUnityObjects: []
|
||||||
PrefabModifications: []
|
PrefabModifications: []
|
||||||
SerializationNodes: []
|
SerializationNodes:
|
||||||
|
- Name: enableTypes
|
||||||
|
Entry: 6
|
||||||
|
Data:
|
||||||
|
- Name: elementGuid
|
||||||
|
Entry: 2
|
||||||
|
Data: 00000000000000000000000000000000
|
||||||
|
- Name: submoduleList
|
||||||
|
Entry: 7
|
||||||
|
Data: 0|System.Collections.Generic.List`1[[Ichni.RhythmGame.SubmoduleBase,
|
||||||
|
Assembly-CSharp]], mscorlib
|
||||||
|
- Name:
|
||||||
|
Entry: 12
|
||||||
|
Data: 0
|
||||||
|
- Name:
|
||||||
|
Entry: 13
|
||||||
|
Data:
|
||||||
|
- Name:
|
||||||
|
Entry: 8
|
||||||
|
Data:
|
||||||
|
connectedTab: {fileID: 0}
|
||||||
elementName:
|
elementName:
|
||||||
tags: []
|
tags: []
|
||||||
parentElement: {fileID: 0}
|
parentElement: {fileID: 0}
|
||||||
connectedTab: {fileID: 0}
|
|
||||||
childElementList: []
|
childElementList: []
|
||||||
themeBundleName:
|
themeBundleName:
|
||||||
objectName:
|
objectName:
|
||||||
|
|||||||
@@ -37,16 +37,15 @@ namespace Ichni.RhythmGame
|
|||||||
public override void Refresh()
|
public override void Refresh()
|
||||||
{
|
{
|
||||||
base.Refresh();
|
base.Refresh();
|
||||||
if (shadowRenderer == null || shadowRenderer.material == null) return;
|
Material material = shadowRenderer.material;
|
||||||
var mat = shadowRenderer.material;
|
material.SetColor("_Color", colorSubmodule.currentBaseColor);
|
||||||
MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
|
material.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
|
||||||
materialPropertyBlock.SetColor("_Color", colorSubmodule.currentBaseColor);
|
material.SetFloat("_ShadowThreshold", shadowThreshold);
|
||||||
materialPropertyBlock.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
|
material.SetFloat("_ShadowSmoothness", shadowSmoothness);
|
||||||
materialPropertyBlock.SetFloat("_ShadowThreshold", shadowThreshold);
|
material.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
|
||||||
materialPropertyBlock.SetFloat("_ShadowSmoothness", shadowSmoothness);
|
if (useWorldLight) material.EnableKeyword("_USEWORLDLIGHT");
|
||||||
materialPropertyBlock.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
|
else material.DisableKeyword("_USEWORLDLIGHT");
|
||||||
materialPropertyBlock.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
|
|
||||||
shadowRenderer.SetPropertyBlock(materialPropertyBlock);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 可选:在属性变更时自动刷新
|
// 可选:在属性变更时自动刷新
|
||||||
|
|||||||
26
IchniCreatorStudio.slnx
Normal file
26
IchniCreatorStudio.slnx
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
<Solution>
|
||||||
|
<Project Path="Assembly-CSharp-firstpass.csproj" />
|
||||||
|
<Project Path="Assembly-CSharp.csproj" />
|
||||||
|
<Project Path="UniRx.csproj" />
|
||||||
|
<Project Path="AmplifyShaderEditor.csproj" />
|
||||||
|
<Project Path="Boxophobic.Utils.Scripts.csproj" />
|
||||||
|
<Project Path="LeanCommon.csproj" />
|
||||||
|
<Project Path="Boxophobic.Utils.Editor.csproj" />
|
||||||
|
<Project Path="Assembly-CSharp-Editor.csproj" />
|
||||||
|
<Project Path="IngameDebugConsole.Runtime.csproj" />
|
||||||
|
<Project Path="FR2.csproj" />
|
||||||
|
<Project Path="Boxophobic.AtmosphericHeightFog.Editor.csproj" />
|
||||||
|
<Project Path="com.xuanxuan.nb.postprocessing.csproj" />
|
||||||
|
<Project Path="UniRx.Examples.csproj" />
|
||||||
|
<Project Path="CW.Common.csproj" />
|
||||||
|
<Project Path="Assembly-CSharp-Editor-firstpass.csproj" />
|
||||||
|
<Project Path="Boxophobic.AtmosphericHeightFog.Runtime.csproj" />
|
||||||
|
<Project Path="com.xuanxuan.nb.postprocessing.Editor.csproj" />
|
||||||
|
<Project Path="com.xuanxuan.nb.shaders.Editor.csproj" />
|
||||||
|
<Project Path="com.xuanxuan.render.utility.Editor.csproj" />
|
||||||
|
<Project Path="LeanPool.csproj" />
|
||||||
|
<Project Path="Sirenix.OdinInspector.Modules.UnityMathematics.csproj" />
|
||||||
|
<Project Path="IngameDebugConsole.Editor.csproj" />
|
||||||
|
<Project Path="com.xuanxuan.render.utility.csproj" />
|
||||||
|
<Project Path="com.xuanxuan.nb.shaders.csproj" />
|
||||||
|
</Solution>
|
||||||
Reference in New Issue
Block a user