修改本体,添加CrossTrackPoint兼容层,兼容StaticTrack Hold,为难度选项扩增全屏可选,添加和调整某些谱面

Signed-off-by: TRADER_FOER <lhf190@outlook.com>
This commit is contained in:
2026-07-18 11:39:55 +08:00
parent 40fa80cd70
commit db5dbe246a
125 changed files with 1510 additions and 1571 deletions

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@@ -213,7 +213,7 @@ Material:
- _Dst: 10 - _Dst: 10
- _DstBlend: 0 - _DstBlend: 0
- _DstBlendAlpha: 0 - _DstBlendAlpha: 0
- _EdgeValue: 0.5088004 - _EdgeValue: 0.012226982
- _EnvironmentReflections: 1 - _EnvironmentReflections: 1
- _FNLfanxiangkaiguan: 0 - _FNLfanxiangkaiguan: 0
- _Face: 1 - _Face: 1
@@ -258,7 +258,7 @@ Material:
- _Mask_scale: 1 - _Mask_scale: 1
- _Metallic: 0 - _Metallic: 0
- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Opacity: 0.4911996 - _Opacity: 0.987773
- _Parallax: 0.005 - _Parallax: 0.005
- _Pass: 0 - _Pass: 0
- _QueueOffset: 0 - _QueueOffset: 0

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@@ -70,24 +70,8 @@ Shader "Soullies/EdgeShader"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#pragma shader_feature_local _CIRCLE_ON_ON #pragma shader_feature_local _CIRCLE_ON_ON
@@ -197,7 +181,7 @@ Shader "Soullies/EdgeShader"
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
InputData2D inputData; InputData2D inputData;
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
SETUP_DEBUG_DATA_2D(inputData, positionWS); SETUP_DEBUG_DATA_2D(inputData, positionWS, IN.positionCS);
return CombinedShapeLightShared(surfaceData, inputData); return CombinedShapeLightShared(surfaceData, inputData);
} }
@@ -480,7 +464,7 @@ Shader "Soullies/EdgeShader"
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0; half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, positionWS); SETUP_DEBUG_DATA_2D(inputData, positionWS, IN.positionCS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{ {

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@@ -44,7 +44,7 @@ Shader "Soullies/floor"
HLSLINCLUDE HLSLINCLUDE
#pragma target 4.5 #pragma target 3.5
#pragma prefer_hlslcc gles #pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible // ensure rendering platforms toggle list is visible

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@@ -49,7 +49,7 @@ Shader "Soullies/hold1"
HLSLINCLUDE HLSLINCLUDE
#pragma target 4.5 #pragma target 3.5
#pragma prefer_hlslcc gles #pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible // ensure rendering platforms toggle list is visible

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@@ -49,7 +49,7 @@ Shader "Soullies/hold"
HLSLINCLUDE HLSLINCLUDE
#pragma target 4.5 #pragma target 3.5
#pragma prefer_hlslcc gles #pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible // ensure rendering platforms toggle list is visible

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@@ -50,7 +50,7 @@ Shader "Soullies/parallax"
HLSLINCLUDE HLSLINCLUDE
#pragma target 4.5 #pragma target 3.5
#pragma prefer_hlslcc gles #pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible // ensure rendering platforms toggle list is visible

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@@ -104,28 +104,11 @@ Shader /*ase_name*/ "Hidden/Universal/2D Lit" /*end*/
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
/*ase_pragma*/ /*ase_pragma*/

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@@ -484,7 +484,7 @@ Shader /*ase_name*/ "Hidden/Universal/Lit" /*end*/
/*ase_stencil*/ /*ase_stencil*/
HLSLINCLUDE HLSLINCLUDE
#pragma target 4.5 #pragma target 3.5
#pragma prefer_hlslcc gles #pragma prefer_hlslcc gles
#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible #pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible

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@@ -250,7 +250,7 @@ Shader /*ase_name*/ "Hidden/Universal/Unlit" /*end*/
/*ase_stencil*/ /*ase_stencil*/
HLSLINCLUDE HLSLINCLUDE
#pragma target 4.5 #pragma target 3.5
#pragma prefer_hlslcc gles #pragma prefer_hlslcc gles
#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible #pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible

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@@ -295,7 +295,7 @@ namespace Dreamteck.Splines
float anglePercent = (float)lon / sides; float anglePercent = (float)lon / sides;
int index = bodyVertexCount + lon + (lat-1) * (sides + 1); int index = bodyVertexCount + lon + (lat-1) * (sides + 1);
Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, -Vector3.forward) * Quaternion.AngleAxis(latAngle, Vector3.up); Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, -Vector3.forward) * Quaternion.AngleAxis(latAngle, Vector3.up);
_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * evalResult.size); _tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * resultSize);
_tsMesh.colors[index] = vertexColor; _tsMesh.colors[index] = vertexColor;
_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized; _tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
float baseV = startV + capLengthPercent * latitudePercent; float baseV = startV + capLengthPercent * latitudePercent;
@@ -360,7 +360,7 @@ namespace Dreamteck.Splines
float anglePercent = (float)lon / sides; float anglePercent = (float)lon / sides;
int index = bodyVertexCount + capVertexCount + lon + (lat - 1) * (sides + 1); int index = bodyVertexCount + capVertexCount + lon + (lat - 1) * (sides + 1);
Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, Vector3.forward) * Quaternion.AngleAxis(latAngle, -Vector3.up); Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, Vector3.forward) * Quaternion.AngleAxis(latAngle, -Vector3.up);
_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * evalResult.size; _tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * resultSize;
_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized; _tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
_tsMesh.colors[index] = vertexColor; _tsMesh.colors[index] = vertexColor;
float baseV = startV + capLengthPercent * latitudePercent; float baseV = startV + capLengthPercent * latitudePercent;

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@@ -231,7 +231,7 @@ namespace Dreamteck.Splines
#endif #endif
input.transform.localScale = GetScale(input.transform.localScale); input.transform.localScale = GetScale(input.transform.localScale);
input.position = GetPosition(input.position); input.position = GetPosition(input.position);
if (!input.isKinematic) if (input.bodyType != RigidbodyType2D.Kinematic)
{ {
#if UNITY_6000_OR_NEWER #if UNITY_6000_OR_NEWER
input.linearVelocity = HandleVelocity(input.linearVelocity); input.linearVelocity = HandleVelocity(input.linearVelocity);

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using System.Collections.Generic;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
namespace ES3Types
{
[UnityEngine.Scripting.Preserve]
public class ES3Type_FlexibleBool_BM : ES3ObjectType
{
public static ES3Type Instance = null;
public ES3Type_FlexibleBool_BM() : base(typeof(FlexibleBool_BM))
{
Instance = this;
priority = 1;
}
protected override void WriteObject(object obj, ES3Writer writer)
{
var instance = (FlexibleBool_BM)obj;
writer.WriteProperty("animatedBoolList", instance.animatedBoolList);
}
protected override void ReadObject<T>(ES3Reader reader, object obj)
{
var instance = (FlexibleBool_BM)obj;
foreach (string propertyName in reader.Properties)
{
switch (propertyName)
{
case "animatedBoolList":
case "animations":
instance.animatedBoolList = reader.Read<List<AnimatedBool>>();
break;
default:
reader.Skip();
break;
}
}
instance.animatedBoolList ??= new List<AnimatedBool>();
}
protected override object ReadObject<T>(ES3Reader reader)
{
var instance = new FlexibleBool_BM();
ReadObject<T>(reader, instance);
return instance;
}
}
}

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using System.Collections.Generic;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
namespace ES3Types
{
[UnityEngine.Scripting.Preserve]
public class ES3Type_FlexibleFloat_BM : ES3ObjectType
{
public static ES3Type Instance = null;
public ES3Type_FlexibleFloat_BM() : base(typeof(FlexibleFloat_BM))
{
Instance = this;
priority = 1;
}
protected override void WriteObject(object obj, ES3Writer writer)
{
var instance = (FlexibleFloat_BM)obj;
writer.WriteProperty("animatedFloatList", instance.animatedFloatList);
}
protected override void ReadObject<T>(ES3Reader reader, object obj)
{
var instance = (FlexibleFloat_BM)obj;
foreach (string propertyName in reader.Properties)
{
switch (propertyName)
{
case "animatedFloatList":
case "animations":
instance.animatedFloatList = reader.Read<List<AnimatedFloat>>();
break;
default:
reader.Skip();
break;
}
}
instance.animatedFloatList ??= new List<AnimatedFloat>();
}
protected override object ReadObject<T>(ES3Reader reader)
{
var instance = new FlexibleFloat_BM();
ReadObject<T>(reader, instance);
return instance;
}
}
}

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@@ -0,0 +1,51 @@
using System.Collections.Generic;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
namespace ES3Types
{
[UnityEngine.Scripting.Preserve]
public class ES3Type_FlexibleInt_BM : ES3ObjectType
{
public static ES3Type Instance = null;
public ES3Type_FlexibleInt_BM() : base(typeof(FlexibleInt_BM))
{
Instance = this;
priority = 1;
}
protected override void WriteObject(object obj, ES3Writer writer)
{
var instance = (FlexibleInt_BM)obj;
writer.WriteProperty("animatedIntList", instance.animatedIntList);
}
protected override void ReadObject<T>(ES3Reader reader, object obj)
{
var instance = (FlexibleInt_BM)obj;
foreach (string propertyName in reader.Properties)
{
switch (propertyName)
{
case "animatedIntList":
case "animations":
instance.animatedIntList = reader.Read<List<AnimatedInt>>();
break;
default:
reader.Skip();
break;
}
}
instance.animatedIntList ??= new List<AnimatedInt>();
}
protected override object ReadObject<T>(ES3Reader reader)
{
var instance = new FlexibleInt_BM();
ReadObject<T>(reader, instance);
return instance;
}
}
}

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fileFormatVersion: 2
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