diff --git a/.agent/skills/unity-tech-art/SKILL.md b/.agent/skills/unity-tech-art/SKILL.md new file mode 100644 index 00000000..e00c0f4a --- /dev/null +++ b/.agent/skills/unity-tech-art/SKILL.md @@ -0,0 +1,43 @@ +--- +name: unity-tech-art +description: 首席技术美术专员 (Technical Artist)。专精于 Unity 6 (URP 17+) 及 Render Graph API。负责开发高性能的 HLSL 纯代码 Shader,以及编写高级 URP 管线扩展(如 PCSS软阴影、高级卡通渲染、Toon Bloom 等)。具备防呆提问机制与自主知识库管理能力。 +--- + +# 首席技术美术专员 (Principal Technical Artist) + +## 核心定位 +你是一位精通图形学底层与现代二次元动作游戏渲染管线的顶级 Unity 技术美术 (TA)。你崇尚“代码即控制力”,**完全聚焦于 Unity 6 的 Render Graph 架构**。你的核心任务是通过编写高性能的 ShaderLab/HLSL 源码,结合最新的 Render Graph API 深度定制 URP,实现主机级的光影与高级 NPR(非真实感)卡通渲染表现。 + +## 强制防呆提问机制 (QA Gate) +**【最高优先级规则】**:在接收到任何新的渲染或 Shader 开发需求时,**绝不允许直接开始写代码**。 +1. 检查用户是否提供了**【目标平台与性能预算】**。 +2. 如果未提供,立即暂停并提问:“在开始编写 Shader 或 Render Graph 扩展前,请告知本次特性的目标运行平台及性能预期,以便我决定精度(half vs float)及 Render Pass 的资源生命周期规划。” + +## 通用底层系统原则 (Base OS) +1. **知识库自主管理 (Knowledge Base Management)**: + - 专属知识库存放于 `knowledge/` 文件夹中,同步更新 `knowledge/INDEX.md`。 + - 在学习新的 Unity 6 渲染机制或高阶算法(如 SSGI、Cluster 光照)时,必须提炼为【算法原理】、【HLSL实现】、【Render Graph 构建逻辑】。 +2. **I/O 工作流与代码产出规则**: + - 默认输出 Markdown 代码块;接到明确指令时,可通过 bash 将文件写入本地路径。 + +## 核心专业技能 (Core Technical Capabilities) + +### 1. 极致二次元与高级光影表现 (NPR & High-End Lighting) +- **高级卡通渲染 (Advanced Toon Rendering)**:精通开发适用于高速 3D 动作游戏的 NPR 材质体系。熟练处理角色专属的面部平滑法线(Smoothed Normals)、多光源下的色带阶跃(Cel-shading Steps)、以及高对比度的边缘高光(Rim Light),确保在快速运镜下角色的绝对辨识度。 +- **光影魔改 (Lighting Modding)**:熟练通过自定义 HLSL 库或 Inject Pass 的方式,实现 PCSS(百分比靠近软阴影)、深度边缘检测描边,以及基于全屏的极速后处理特效。 + +### 2. Unity 6 Render Graph 管线扩展 (Modern URP Extension) +- **强制 API 规范**:严禁使用旧版 `CommandBuffer.Blit` 或废弃的渲染接口。所有管线扩展必须基于 Unity 6 的 **Render Graph API** 编写。 +- 熟练编写继承自 `ScriptableRendererFeature` 的扩展类。 +- 精通使用 `RenderGraph.AddRenderPass`、声明 `RasterRenderPassBuilder` 或 `ComputeRenderPassBuilder`,并准确管理 `TextureHandle` 的内存生命周期,绝不引起内存泄漏。 + +### 3. 纯代码优先与节点转化 (Code-First & Graph Translation) +- **代码转化器**:当接收到 Shader Graph 或 ASE 截图/逻辑时,能够剔除冗余,翻译为极其干净、手写、易于维护的纯 HLSL/ShaderLab 源码。 +- 严格控制 Fragment Shader 中的指令树与浮点精度,重度使用 `half` 优化移动端/中端 PC 的带宽。 + +## 示例 (Examples) +**用户输入**: "我们要实现一个带有角色高光和边缘光的 NPR Shader,并且加一个环境空间的 PCSS 软阴影。目标是 PC 端。请给出纯代码方案和必要的管线注入 C# 脚本。" +**你的预期执行**: +1. 确认平台性能充裕,可采用高采样率的 PCSS 算法。 +2. 输出优化后的 `.shader` 源码,包含对 URP 主光及附加光源的衰减魔改,实现二次元卡通阶跃。 +3. 输出配套的 `PCSSShadowRendererFeature.cs`,严格使用 Unity 6 的 Render Graph API 分配临时阴影贴图并调度执行逻辑。 \ No newline at end of file diff --git a/.gitattributes b/.gitattributes index 7baef2e5..77ed3594 100644 --- a/.gitattributes +++ b/.gitattributes @@ -1,3 +1,8 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- _StepA: 0.25 + - _StepB: 0.24 + - _TimeAngle: 0.1 + - _ZWrite: 0 + m_Colors: + - _Color0: {r: 1, g: 1.6666665, b: 2, a: 1} + - _OuterBorderColor: {r: 1, g: 1.3350786, b: 2, a: 1} + - _PatternSize: {r: 100, g: 100, b: 0, a: 0} + m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/split_bm.py.meta b/Assets/Suggo Creations/RETROWAVE SKIES Lite/Materials/M_Grid Vapor Lite 1.mat.meta similarity index 52% rename from Assets/ThemeBundles/DepartureToMultiverse/Scripts/split_bm.py.meta rename to Assets/Suggo Creations/RETROWAVE SKIES Lite/Materials/M_Grid Vapor Lite 1.mat.meta index a4f97bac..c4fbec1e 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/split_bm.py.meta +++ b/Assets/Suggo Creations/RETROWAVE SKIES Lite/Materials/M_Grid Vapor Lite 1.mat.meta @@ -1,7 +1,8 @@ fileFormatVersion: 2 -guid: 93391ba5485d4154293a4540acd4e942 -DefaultImporter: +guid: 2cb2bfcfeddfbbe4b9148fa39d4fca23 +NativeFormatImporter: externalObjects: {} + mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Decorations/FramesPlaneIndigo.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Decorations/FramesPlaneIndigo.prefab index 89e961e0..0b666447 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Decorations/FramesPlaneIndigo.prefab +++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Decorations/FramesPlaneIndigo.prefab @@ -29,7 +29,7 @@ Transform: serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1000, y: 1000, z: 1000} + m_LocalScale: {x: 100, y: 1, z: 100} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} @@ -59,10 +59,15 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: d9d66429d76d45e4588709a0f48707ed, type: 2} + - {fileID: 2100000, guid: 2cb2bfcfeddfbbe4b9148fa39d4fca23, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -80,9 +85,11 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_MaskInteraction: 0 m_AdditionalVertexStreams: {fileID: 0} --- !u!114 &8823166546278708317 MonoBehaviour: diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMFramesFloor_BM.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMFramesFloor_BM.cs new file mode 100644 index 00000000..c9ac031a --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMFramesFloor_BM.cs @@ -0,0 +1,41 @@ +using System; +using System.Collections.Generic; +using Ichni.RhythmGame.Beatmap; +using UnityEngine; + +namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap +{ + [System.Serializable] + public class DTMFramesFloor_BM : EnvironmentObject_BM + { + public float patternSizeX = 100.0f; + public float patternSizeY = 100.0f; + public float gridDensity = 1.0f; + public float timeAngle = 0.1f; + public float stepA = 0.25f; + public float stepB = 0.24f; + + public bool enableOuterBorder = true; + public float outerBorderColorR = 1f; + public float outerBorderColorG = 1f; + public float outerBorderColorB = 1f; + public float outerBorderColorA = 1f; + public float outerBorderWidth = 0.02f; + + public DTMFramesFloor_BM() + { + + } + + public override void ExecuteBM() + { + Color outerColor = new Color(outerBorderColorR, outerBorderColorG, outerBorderColorB, outerBorderColorA); + + matchedElement = DTMFramesFloor.GenerateElement(elementName, elementGuid, tags, false, + themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, + patternSizeX, patternSizeY, gridDensity, + timeAngle, stepA, stepB, + enableOuterBorder, outerColor, outerBorderWidth); + } + } +} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMFramesFloor_BM.cs.meta b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMFramesFloor_BM.cs.meta new file mode 100644 index 00000000..e6c3dbf3 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMFramesFloor_BM.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d6073730876ef064e86673c02d0c6e36 \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMGlobalFog_BM.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMGlobalFog_BM.cs new file mode 100644 index 00000000..f6e3b173 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMGlobalFog_BM.cs @@ -0,0 +1,43 @@ +using System; +using System.Collections.Generic; +using Ichni.RhythmGame.Beatmap; + +namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap +{ + [System.Serializable] + public class DTMGlobalFog_BM : EnvironmentObject_BM + { + public FlexibleFloat_BM fogColorStartR = new FlexibleFloat_BM(); + public FlexibleFloat_BM fogColorStartG = new FlexibleFloat_BM(); + public FlexibleFloat_BM fogColorStartB = new FlexibleFloat_BM(); + public FlexibleFloat_BM fogColorStartA = new FlexibleFloat_BM(); + + public FlexibleFloat_BM fogColorEndR = new FlexibleFloat_BM(); + public FlexibleFloat_BM fogColorEndG = new FlexibleFloat_BM(); + public FlexibleFloat_BM fogColorEndB = new FlexibleFloat_BM(); + public FlexibleFloat_BM fogColorEndA = new FlexibleFloat_BM(); + + public FlexibleFloat_BM fogColorDuo = new FlexibleFloat_BM(); + + public FlexibleFloat_BM skyboxFogIntensity = new FlexibleFloat_BM(); + public FlexibleFloat_BM skyboxFogHeight = new FlexibleFloat_BM(); + public FlexibleFloat_BM skyboxFogFalloff = new FlexibleFloat_BM(); + public FlexibleFloat_BM skyboxFogOffset = new FlexibleFloat_BM(); + + public DTMGlobalFog_BM() + { + + } + + public override void ExecuteBM() + { + matchedElement = DTMGlobalFog.GenerateElement(elementName, elementGuid, tags, false, + themeBundleName, objectName, GetElement(attachedElementGuid), isStatic, + fogColorStartR?.ConvertToGameType(), fogColorStartG?.ConvertToGameType(), fogColorStartB?.ConvertToGameType(), fogColorStartA?.ConvertToGameType(), + fogColorEndR?.ConvertToGameType(), fogColorEndG?.ConvertToGameType(), fogColorEndB?.ConvertToGameType(), fogColorEndA?.ConvertToGameType(), + fogColorDuo?.ConvertToGameType(), + skyboxFogIntensity?.ConvertToGameType(), skyboxFogHeight?.ConvertToGameType(), + skyboxFogFalloff?.ConvertToGameType(), skyboxFogOffset?.ConvertToGameType()); + } + } +} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMGlobalFog_BM.cs.meta b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMGlobalFog_BM.cs.meta new file mode 100644 index 00000000..b6ed27e6 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMGlobalFog_BM.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 68f4e10e5b6171549a44658b6b917a2a \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTM_Ripple.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTMRipple.cs similarity index 96% rename from Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTM_Ripple.cs rename to Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTMRipple.cs index aabc2db6..0d2c2367 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTM_Ripple.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTMRipple.cs @@ -7,7 +7,7 @@ using UnityEngine; namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse { - public class DTM_Ripple : MonoBehaviour, IPoolable + public class DTMRipple : MonoBehaviour, IPoolable { #region [暴露属性字段与关联] Exposed Fields & References public ParticleSystem mainRipple; diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTM_Ripple.cs.meta b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTMRipple.cs.meta similarity index 100% rename from Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTM_Ripple.cs.meta rename to Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/EffectObject/DTMRipple.cs.meta diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMFramesFloor.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMFramesFloor.cs new file mode 100644 index 00000000..9159e389 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMFramesFloor.cs @@ -0,0 +1,105 @@ +using System; +using System.Collections.Generic; +using Ichni.RhythmGame.Beatmap; +using UnityEngine; + +namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse +{ + public class DTMFramesFloor : EnvironmentObject + { + #region [暴露属性字段] Exposed Fields + public float patternSizeX; + public float patternSizeY; + public float gridDensity; + public float timeAngle; + public float stepA; + public float stepB; + + public bool enableOuterBorder; + public Color outerBorderColor; + public float outerBorderWidth; + + public Renderer meshRenderer; + #endregion + + #region [生命周期与工厂] Lifecycle & Factory + public static DTMFramesFloor GenerateElement(string elementName, Guid id, List tags, + bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, + bool isStatic, + float patternSizeX, float patternSizeY, float gridDensity, + float timeAngle, float stepA, float stepB, + bool enableOuterBorder, + Color outerBorderColor, + float outerBorderWidth) + { + DTMFramesFloor framesFloor = EnvironmentObject.GenerateElement(elementName, id, tags, + isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent(); + + framesFloor.patternSizeX = patternSizeX; + framesFloor.patternSizeY = patternSizeY; + framesFloor.gridDensity = gridDensity; + framesFloor.timeAngle = timeAngle; + framesFloor.stepA = stepA; + framesFloor.stepB = stepB; + + framesFloor.enableOuterBorder = enableOuterBorder; + framesFloor.outerBorderColor = outerBorderColor; + framesFloor.outerBorderWidth = outerBorderWidth; + + return framesFloor; + } + + public override void FirstSetUpObject(bool isFirstGenerated) + { + if (meshRenderer == null) + meshRenderer = GetComponentInChildren(); + + meshRenderer.InitializeShader(); // 实例化材质 / Instantiate material + UpdateMaterialProperties(); + } + #endregion + + #region [效果核心逻辑] Core Effect Logic + public void UpdateMaterialProperties() + { + if (meshRenderer != null && meshRenderer.material != null) + { + Material mat = meshRenderer.material; + + mat.SetVector("_PatternSize", new Vector4(patternSizeX, patternSizeY, 0, 0)); + mat.SetFloat("_GridDensity", gridDensity); + mat.SetFloat("_TimeAngle", timeAngle); + mat.SetFloat("_StepA", stepA); + mat.SetFloat("_StepB", stepB); + + float borderOn = enableOuterBorder ? 1f : 0f; + mat.SetFloat("_EnableOuterBorder", borderOn); + if (enableOuterBorder) + { + mat.EnableKeyword("_OUTER_BORDER_ON"); + } + else + { + mat.DisableKeyword("_OUTER_BORDER_ON"); + } + + mat.SetColor("_OuterBorderColor", outerBorderColor); + mat.SetFloat("_OuterBorderWidth", outerBorderWidth); + + // Base Color and Alpha Sync (Unity Color -> HDR) + mat.SetColor("_Color0", colorSubmodule.currentBaseColor); + } + } + + public override void Refresh() + { + base.Refresh(); + // Sync environment color changes + if (meshRenderer != null) + { + meshRenderer.material.SetColor("_Color0", colorSubmodule.currentBaseColor); + } + } + #endregion + } +} \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMFramesFloor.cs.meta b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMFramesFloor.cs.meta new file mode 100644 index 00000000..00c60b49 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMFramesFloor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 677671f1d5140b2489dc52c18792b8f5 \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMGlobalFog.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMGlobalFog.cs new file mode 100644 index 00000000..4d5fc87f --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMGlobalFog.cs @@ -0,0 +1,115 @@ +using System; +using System.Collections.Generic; +using Ichni.RhythmGame.Beatmap; +using UnityEngine; +using AtmosphericHeightFog; +using FogMode = AtmosphericHeightFog.FogMode; + +namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse +{ + public class DTMGlobalFog : EnvironmentObject + { + #region [暴露属性字段] Exposed Fields + public HeightFogGlobal heightFogGlobal; + + public FlexibleFloat fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA; + public FlexibleFloat fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA; + public FlexibleFloat fogColorDuo; + + public FlexibleFloat skyboxFogIntensity; + public FlexibleFloat skyboxFogHeight; + public FlexibleFloat skyboxFogFalloff; + public FlexibleFloat skyboxFogOffset; + #endregion + + #region [生命周期与工厂] Lifecycle & Factory + public static DTMGlobalFog GenerateElement(string elementName, Guid id, List tags, + bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, + bool isStatic, + FlexibleFloat fogColorStartR, FlexibleFloat fogColorStartG, FlexibleFloat fogColorStartB, FlexibleFloat fogColorStartA, + FlexibleFloat fogColorEndR, FlexibleFloat fogColorEndG, FlexibleFloat fogColorEndB, FlexibleFloat fogColorEndA, + FlexibleFloat fogColorDuo, + FlexibleFloat skyboxFogIntensity, FlexibleFloat skyboxFogHeight, + FlexibleFloat skyboxFogFalloff, FlexibleFloat skyboxFogOffset) + { + DTMGlobalFog globalFog = EnvironmentObject.GenerateElement(elementName, id, tags, + isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent(); + + globalFog.fogColorStartR = fogColorStartR; + globalFog.fogColorStartG = fogColorStartG; + globalFog.fogColorStartB = fogColorStartB; + globalFog.fogColorStartA = fogColorStartA; + + globalFog.fogColorEndR = fogColorEndR; + globalFog.fogColorEndG = fogColorEndG; + globalFog.fogColorEndB = fogColorEndB; + globalFog.fogColorEndA = fogColorEndA; + + globalFog.fogColorDuo = fogColorDuo; + + globalFog.skyboxFogIntensity = skyboxFogIntensity; + globalFog.skyboxFogHeight = skyboxFogHeight; + globalFog.skyboxFogFalloff = skyboxFogFalloff; + globalFog.skyboxFogOffset = skyboxFogOffset; + + return globalFog; + } + + public override void FirstSetUpObject(bool isFirstGenerated) + { + if (heightFogGlobal == null) + { + heightFogGlobal = GetComponentInChildren(); + } + + // Ensure fog mode is set to script settings so it accepts our overrides + if (heightFogGlobal != null) + { + heightFogGlobal.fogMode = FogMode.UseScriptSettings; + } + } + #endregion + + #region [事件动画逻辑] Event Animation Logic + private void Update() + { + if (heightFogGlobal == null) return; + + float songTime = CoreServices.TimeProvider.SongTime; + + fogColorStartR?.UpdateFlexibleFloat(songTime); + fogColorStartG?.UpdateFlexibleFloat(songTime); + fogColorStartB?.UpdateFlexibleFloat(songTime); + fogColorStartA?.UpdateFlexibleFloat(songTime); + + fogColorEndR?.UpdateFlexibleFloat(songTime); + fogColorEndG?.UpdateFlexibleFloat(songTime); + fogColorEndB?.UpdateFlexibleFloat(songTime); + fogColorEndA?.UpdateFlexibleFloat(songTime); + + fogColorDuo?.UpdateFlexibleFloat(songTime); + skyboxFogIntensity?.UpdateFlexibleFloat(songTime); + skyboxFogHeight?.UpdateFlexibleFloat(songTime); + skyboxFogFalloff?.UpdateFlexibleFloat(songTime); + skyboxFogOffset?.UpdateFlexibleFloat(songTime); + + if (fogColorStartR != null && fogColorStartG != null && fogColorStartB != null && fogColorStartA != null) + { + heightFogGlobal.fogColorStart = new Color(fogColorStartR.value, fogColorStartG.value, fogColorStartB.value, fogColorStartA.value); + } + + if (fogColorEndR != null && fogColorEndG != null && fogColorEndB != null && fogColorEndA != null) + { + heightFogGlobal.fogColorEnd = new Color(fogColorEndR.value, fogColorEndG.value, fogColorEndB.value, fogColorEndA.value); + } + + if (fogColorDuo != null) heightFogGlobal.fogColorDuo = fogColorDuo.value; + + if (skyboxFogIntensity != null) heightFogGlobal.skyboxFogIntensity = skyboxFogIntensity.value; + if (skyboxFogHeight != null) heightFogGlobal.skyboxFogHeight = skyboxFogHeight.value; + if (skyboxFogFalloff != null) heightFogGlobal.skyboxFogFalloff = skyboxFogFalloff.value; + if (skyboxFogOffset != null) heightFogGlobal.skyboxFogOffset = skyboxFogOffset.value; + } + #endregion + } +} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMGlobalFog.cs.meta b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMGlobalFog.cs.meta new file mode 100644 index 00000000..a10c9d44 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMGlobalFog.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e8bab02f6d349f6418ccfe0674b93013 \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMStarrySkybox.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMStarrySkybox.cs new file mode 100644 index 00000000..20ff77c8 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMStarrySkybox.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse +{ + public class DTMStarrySkybox : GameElement + { + + } +} \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMStarrySkybox.cs.meta b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMStarrySkybox.cs.meta new file mode 100644 index 00000000..4765f22e --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Environment/DTMStarrySkybox.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 638fbd0e919667f47a93485dd230c71f \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Note/NoteEffect/DTMRippleEffect.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Note/NoteEffect/DTMRippleEffect.cs index d2137589..ee7f1671 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Note/NoteEffect/DTMRippleEffect.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/Game/Note/NoteEffect/DTMRippleEffect.cs @@ -6,7 +6,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse public class DTMRippleEffect : EffectBase { #region [效果属性与状态] Effect Fields & States - private DTM_Ripple ripple; + private DTMRipple ripple; public float rippleTime; public Vector3 positionOffset; public Vector3 eulerAnglesOffset; @@ -33,7 +33,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse public override void Adjust() { GameObject prefab = GameManager.Instance.customPrefabs["departure_to_multiverse"].GetPrefab("DTM_Ripple"); - ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponent(); + ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponent(); ripple.transform.localPosition = positionOffset; ripple.transform.localEulerAngles = eulerAnglesOffset; ripple.transform.localScale = scale; diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/split_bm.py b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/split_bm.py deleted file mode 100644 index 183ed5bc..00000000 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/split_bm.py +++ /dev/null @@ -1,107 +0,0 @@ -import os -import re - -game_dir = r"d:\Projects\ichni Official\Assets\ThemeBundles\DepartureToMultiverse\Scripts\Game" -datacore_dir = r"d:\Projects\ichni Official\Assets\ThemeBundles\DepartureToMultiverse\Scripts\DataCore" - -def extract_beatmap_namespace(filepath): - try: - with open(filepath, 'r', encoding='utf-8') as f: - content = f.read() - except Exception as e: - print("Error reading", filepath, e) - return - - # Find the start of namespace Beatmap - match = re.search(r'^\s*namespace\s+Beatmap\s*\{', content, re.MULTILINE) - if not match: - print("No Beatmap namespace in", filepath) - return - - start_idx = match.start() - - # We need to find the matching closing brace - brace_depth = 0 - end_idx = -1 - for i in range(start_idx, len(content)): - if content[i] == '{': - brace_depth += 1 - elif content[i] == '}': - brace_depth -= 1 - if brace_depth == 0: - end_idx = i + 1 - break - - if end_idx == -1: - print("Mismatched braces in", filepath) - return - - bm_namespace_content = content[start_idx:end_idx] - - # Find the name of the _BM class to name the new file - class_match = re.search(r'public\s+(?:partial\s+)?class\s+(\w+_BM)', bm_namespace_content) - if not class_match: - print("No _BM class found in namespace Beatmap for", filepath) - return - - bm_class_name = class_match.group(1) - - # Make the original file clean - new_game_content = content[:start_idx] + content[end_idx:] - new_game_content = new_game_content.rstrip() - # close the namespace of the original file if needed, actually it's usually inside the original namespace! - # Let's check if "namespace Beatmap" is inside another namespace. - # Yes, typically "namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse" wraps everything. - # The new_game_content currently might have a trailing `}` because the outer namespace is closed at the end. - - # E.g. - # namespace Outer { - # class OuterClass { } - # namespace Beatmap { ... } - # } - # If we remove "namespace Beatmap { ... }", we still need the trailing "}". - - new_game_content = re.sub(r'[\r\n\s]*namespace\s+Beatmap[\s\S]*\}\s*\}\s*$', '\n}', content) # A quick hacky way but relies on structure. - # Better way: just remove the exact substring, then it leaves the outer closing brace intact. - # wait, if namespace Beatmap { ... } is inside namespace Outer { ... } - # start_idx to end_idx is exactly "namespace Beatmap { ... }" - # So content[:start_idx] + content[end_idx:] will leave the outer } perfectly. - new_content = content[:start_idx] + content[end_idx:] - # Clean up excess newlines - new_content = re.sub(r'\n\s*\n\s*\n', '\n\n', new_content) - # Ensure it ends with a newline - new_content = new_content.strip() + '\n' - - with open(filepath, 'w', encoding='utf-8') as f: - f.write(new_content) - - # Now create the DataCore file - rel_path = os.path.relpath(filepath, game_dir) - datacore_file_dir = os.path.dirname(os.path.join(datacore_dir, rel_path)) - os.makedirs(datacore_file_dir, exist_ok=True) - - datacore_filepath = os.path.join(datacore_file_dir, bm_class_name + ".cs") - - # We need usings. Extract original usings - usings = "".join(re.findall(r'^(?:using\s+[\w\.]+;\s*)+', content, re.MULTILINE)) - - # Format the new DataCore file - datacore_content = usings + "\n" - # Wrap in outer namespace - datacore_content += "namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap\n{\n" - - # Extract the classes inside "namespace Beatmap" - inner_classes = re.search(r'namespace\s+Beatmap\s*\{([\s\S]*)\}', bm_namespace_content).group(1) - - datacore_content += inner_classes + "}\n" - - with open(datacore_filepath, 'w', encoding='utf-8') as f: - f.write(datacore_content) - - print(f"Split {os.path.basename(filepath)} -> {bm_class_name}.cs") - -for root, dirs, files in os.walk(game_dir): - for file in files: - if file.endswith('.cs'): - filepath = os.path.join(root, file) - extract_beatmap_namespace(filepath) diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Shders/DTM_FramesFloor.shader b/Assets/ThemeBundles/DepartureToMultiverse/Shders/DTM_FramesFloor.shader new file mode 100644 index 00000000..27df5c46 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Shders/DTM_FramesFloor.shader @@ -0,0 +1,213 @@ +Shader "Soullies/DTM_FramesFloor" +{ + Properties + { + [HDR]_Color0("Color0", Color) = (1, 1, 1, 0) + + [Header(Pattern Settings)] + _PatternSize("Pattern Size (X, Y)", Vector) = (2.0, 2.0, 0, 0) + _GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0 + + _TimeAngle("Time Angle (Speed)", Float) = 1.0 + + [Header(Edge Settings)] + _StepA("Step A", Range(0, 1)) = 0.293 + _StepB("Step B", Range(0, 1)) = 0.345 + + [Header(Outer Enclosing Border)] + [Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0 + [HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1) + _OuterBorderWidth("Outer Border Width", Range(0.0, 0.5)) = 0.02 + + [Header(Render State)] + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha + [Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0 + } + + SubShader + { + Tags + { + "RenderPipeline" = "UniversalPipeline" + "RenderType" = "Transparent" + "Queue" = "Transparent-300" + "UniversalMaterialType" = "Unlit" + "IgnoreProjector" = "True" + } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull Back + + Pass + { + Name "ForwardOnly" + Tags { "LightMode" = "UniversalForwardOnly" } + + HLSLPROGRAM + // ------------------------------------- + // Target Config + #pragma target 4.5 + #pragma prefer_hlslcc gles + // DOTS and Instancing + #pragma multi_compile_instancing + #pragma multi_compile_fog + // Feature Flags + #pragma shader_feature_local _OUTER_BORDER_ON + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float2 uv : TEXCOORD1; + half fogFactor : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + half4 _Color0; + float4 _PatternSize; + float _GridDensity; + float _TimeAngle; + float _StepA; + float _StepB; + half4 _OuterBorderColor; + float _OuterBorderWidth; + CBUFFER_END + + // ------------------------------------- + // Custom Helper Functions + float2 VoronoiHash(float2 p) + { + p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3))); + return frac(sin(p) * 43758.5453); + } + + // Manhattan-based Voronoi optimized for Mobile URP + float VoronoiDistance(float2 v, float t) + { + float2 n = floor(v); + float2 f = frac(v); + float minDist = 8.0; + + UNITY_UNROLL + for (int j = -1; j <= 1; j++) + { + UNITY_UNROLL + for (int i = -1; i <= 1; i++) + { + float2 g = float2((float)i, (float)j); + float2 o = VoronoiHash(n + g); + // Oscillating movement + o = sin(t + o * 6.2831853) * 0.5 + 0.5; + float2 r = f - g - o; + // Manhattan distance for rectangular frames + float d = 0.5 * (abs(r.x) + abs(r.y)); + minDist = min(minDist, d); + } + } + return minDist; + } + + // ------------------------------------- + // Vertex Shader + Varyings vert(Attributes input) + { + Varyings output = (Varyings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.uv = input.uv; + output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z); + + return output; + } + + // ------------------------------------- + // Fragment Shader + half4 frag(Varyings input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + // ========================================== + // 1. inner Grid Pattern Calculation + // ========================================== + float2 worldUV = input.positionWS.xz; + + // Density Multiplier: Higher density = smaller frames = more quantity + float density = max(_GridDensity, 0.0001); + float2 sizeDivisor = max(_PatternSize.xy, float2(0.0001, 0.0001)) / density; + + float2 scaledUV = worldUV / sizeDivisor; + + // Rotate 45 degrees + float c = 0.707106; + float s = 0.707106; + float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c)); + + // Time driven animation + float t = _TimeAngle * _TimeParameters.x; + + // Voronoi mathematical noise + float v = VoronoiDistance(rotatedUV, t); + + // Anti-aliased border mask computation + float fw = fwidth(v); + float edge1 = smoothstep(_StepA - fw, _StepA + fw, v); + float edge2 = smoothstep(_StepB - fw, _StepB + fw, v); + float gridAlphaMask = edge2 - edge1; + + half3 gridColor = _Color0.rgb; + half gridAlpha = gridAlphaMask * _Color0.a; 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