GPU优化

This commit is contained in:
SoulliesOfficial
2026-04-06 09:32:56 -04:00
parent 1bc9af280b
commit f4068baf4a
108 changed files with 2813 additions and 1073 deletions

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@@ -213,7 +213,7 @@ Material:
- _Dst: 10
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EdgeValue: 0.4675023
- _EdgeValue: 0.55675477
- _EnvironmentReflections: 1
- _FNLfanxiangkaiguan: 0
- _Face: 1
@@ -258,7 +258,7 @@ Material:
- _Mask_scale: 1
- _Metallic: 0
- _OcclusionStrength: 1
- _Opacity: 0.5324977
- _Opacity: 0.44324523
- _Parallax: 0.005
- _Pass: 0
- _QueueOffset: 0

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@@ -18,7 +18,7 @@ Material:
- _RECEIVE_SHADOWS_OFF
- _ZWRITE_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
@@ -165,6 +165,8 @@ Material:
- _SrcBlendAlpha: 1
- _SrcBlendRGB: 5
- _Surface: 0
- _UseParticleDataForEmission: 0
- _UseParticleDataForUV: 0
- _UseRedAsAlpha: 0
- _WorkflowMode: 1
- _ZTest: 4

View File

@@ -19,7 +19,7 @@ Material:
- _RECEIVESHADOWS_OFF
- _RECEIVE_SHADOWS_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
@@ -165,10 +165,12 @@ Material:
- _SrcBlendAlpha: 1
- _SrcBlendRGB: 5
- _Surface: 0
- _UseParticleDataForEmission: 0
- _UseParticleDataForUV: 0
- _UseRedAsAlpha: 0
- _WorkflowMode: 1
- _ZTest: 4
- _ZWrite: 0
- _ZWrite: 1
- _ZWriteControl: 0
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}

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@@ -1,3 +1 @@
Í⦾kqb<71>Ne1¾0™­/¥XKû06}
vc —ª«u§à_ý¯׫“U@À&+¶JNœ£vÁZ¹_ù8uŠ„YpI]É™†a¶!…gþÐÑâÓ«²B4úèš0íßä)½CF+Ö×¢µõòœ‘[׌Öž`Ù9ÓˆH<CB86>s¢€Á„]iš?=\{½·µXAÁSÞˆ
Vóo§ýpòäê# Ï¾Îb¿æV<C3A6>SN[Qyµtìk<C3AC>·r<>
ogͽy:¹O¯2ú˜Ú”H·=£ê]sÃÎz"Ù67 JZ8R£ñÊœ¸ÉØôÚ<C3B4>i¼Ï¥Í„xà6£hG1¤Z@°‹±x¿O¹•Ujê&&ðrõaðXuBNM ŽB¨éÓïÀIÉèJã­RM)V<>ç<7F>0éºÂî úFÀg-`Q·QÆ3AŠøªÙÂ]s³‰šsËFÈMˆ9XLB[í£Íåuÿ…€Æ±8²œ<C2B2>)tðL߬?Íll4¦

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@@ -26,7 +26,7 @@ RenderSettings:
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.2, g: 0.2627451, b: 0.42352942, a: 1}
m_SkyboxMaterial: {fileID: 2100000, guid: bc956c2a94277984ab315b9e44015434, type: 2}
m_SkyboxMaterial: {fileID: 2100000, guid: 513c79a5f00d51740a6f4a341a6746dd, type: 2}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3
@@ -8936,8 +8936,9 @@ MonoBehaviour:
m_Calls: []
m_text: 120
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_fontAsset: {fileID: 11400000, guid: 19a92ec938f7b364dad1975875f9fe3a, type: 2}
m_sharedMaterial: {fileID: -5812992765432063453, guid: 19a92ec938f7b364dad1975875f9fe3a,
type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@@ -18653,10 +18654,10 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 1236456117}
- {fileID: 1002277165}
- {fileID: 1488583589}
- {fileID: 1121990038}
- {fileID: 1676572297}
- {fileID: 1002277165}
- {fileID: 386144060}
m_Father: {fileID: 759709588}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

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@@ -1,101 +0,0 @@
import os
import re
directory = r"d:\Projects\ichni Official\Assets\Scripts\Game"
skip_dir = r"d:\Projects\ichni Official\Assets\Scripts\Game\BeatmapEditor" # Skip if there's any Editor specific directory. But user said "Game文件夹".
def clean_file(filepath):
# Do not process BM format classes if they contain definitions of SaveBM or something, but realistically BM classes use ExecuteBM.
# The user instruction: "把没有实际作用的SaveBM和ConvertToBM的函数剔除"
try:
with open(filepath, 'r', encoding='utf-8') as f:
lines = f.readlines()
except Exception as e:
print("Error reading", filepath, e)
return
out_lines = []
i = 0
changed = False
deleting_method = False
brace_depth = 0
has_seen_open_brace = False
while i < len(lines):
line = lines[i]
if not deleting_method:
# We look for SaveBM or ConvertToBM declarations.
# E.g. `public override void SaveBM()` or `public FlexibleFloat_BM ConvertToBM()`
if re.search(r'\bvoid\s+SaveBM\s*\(', line) or re.search(r'\b\w+_BM\b\s+ConvertToBM\s*\(', line) or re.search(r'\bBaseElement_BM\b\s+ConvertToBM\s*\(', line) or re.search(r'\bFlexible[a-zA-Z]*_BM\b\s+ConvertToBM\s*\(', line) or "public void SaveBM()" in line or "public override void SaveBM()" in line or "ConvertToBM()" in line:
# if there is a doc comment before this line, we'd ideally remove it too.
# Let's remove the previous lines if they are '///' or '[Button]'
idx = len(out_lines) - 1
while idx >= 0:
prev_line = out_lines[idx].strip()
if prev_line.startswith('///') or prev_line.startswith('[') or prev_line == "":
out_lines.pop(idx)
idx -= 1
else:
break
deleting_method = True
brace_depth = 0
has_seen_open_brace = False
if '{' in line:
brace_depth += line.count('{')
has_seen_open_brace = True
if '}' in line:
brace_depth -= line.count('}')
if brace_depth == 0 and has_seen_open_brace:
deleting_method = False
# Check for one-liner interface without braces
if ';' in line and not has_seen_open_brace:
deleting_method = False
changed = True
i += 1
continue
else:
if '{' in line:
brace_depth += line.count('{')
has_seen_open_brace = True
if '}' in line:
brace_depth -= line.count('}')
if brace_depth <= 0 and has_seen_open_brace:
deleting_method = False
i += 1
continue
out_lines.append(line)
i += 1
if not changed:
return
text = "".join(out_lines)
# Remove empty partial classes
# e.g. public partial class TrackTotalTimeChange { }
text = re.sub(r'(public|protected|private)?\s*partial\s+class\s+\w+\s*\{[\s\n]*\}', '', text)
# Remove empty Region blocks
text = re.sub(r'#region\s+\[存档转换\]\s*Beatmap Data Conversion[\s\n]*#endregion', '', text)
# Clean up excess newlines
text = re.sub(r'\n\s*\n\s*\n', '\n\n', text)
with open(filepath, 'w', encoding='utf-8') as f:
f.write(text)
print("Cleaned:", filepath)
for root, dirs, files in os.walk(directory):
for file in files:
if file.endswith('.cs'):
filepath = os.path.join(root, file)
# Do not touch files in Base/Beatmap if they are definitions of the BM format themselves, unless they have ConvertToBM which they dont
clean_file(filepath)

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@@ -2,9 +2,9 @@
// Soullies - Hand-written URP 17 Unlit Sprite/Mesh Shader
// Derived from TrackShader (ASE), rewritten for clarity and extensibility.
//
// Core Feature: Base Color * Texture, optionally multiplied by an HDR Emission Color,
// allowing illuminated objects to retain proper transparency.
// Core Feature: Base Color * Texture, optionally multiplied by an HDR Emission Color.
// New Feature : Runtime-selectable Blend Mode (Alpha, Additive, Multiply, Premultiplied).
// Updated : Tightly packed Custom Data (Emission RGBA & UV Offset XY) to perfectly match Unity Particle System streams.
Shader "Soullies/BlendUnlit"
{
@@ -20,31 +20,26 @@ Shader "Soullies/BlendUnlit"
[Space(8)]
[Header(Emission)]
[Toggle] _EnableEmission ("Enable Emission", Float) = 0
[Toggle] _UseParticleDataForEmission ("Use Particle Data for Emission", Float) = 0
[HDR] _EmissionColor ("Emission Color (HDR)", Color) = (0, 0, 0, 1)
[Space(8)]
[Header(UV Animation)]
[Toggle] _UseParticleDataForUV ("Use Particle Data for UV Panning", Float) = 0
[Space(8)]
[Header(Alpha Source)]
// When toggled ON : uses the Red channel of the texture as Alpha (for single-channel masks).
// When toggled OFF : uses the A channel of the texture (standard RGBA sprite).
[Toggle] _UseRedAsAlpha ("Use Red Channel as Alpha", Float) = 0
[Space(8)]
[Header(Blend Mode)]
// 0 = Alpha Blend (SrcAlpha, OneMinusSrcAlpha) standard transparent
// 1 = Additive (SrcAlpha, One) add light, black = invisible
// 2 = Multiply (DstColor, Zero) darken underlying pixels
// 3 = Premultiplied(One, OneMinusSrcAlpha) for pre-multiplied alpha textures
[KeywordEnum(Alpha, Additive, Multiply, Premultiplied)] _BlendMode ("Blend Mode", Float) = 0
[Space(8)]
[Header(Render State)]
[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2 // Back
[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2
[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 0
// Internal blend equation floats managed by BlendUnlitShaderGUI.
// Default values = Alpha blend: SrcAlpha(5), OneMinusSrcAlpha(10).
// MUST be declared here so Unity serialises them into the .mat asset
// and they survive domain reloads / Ctrl+S without resetting to 0(Zero,Zero=black).
[HideInInspector] _SrcBlendRGB ("Src Blend (Internal)", Float) = 5
[HideInInspector] _DstBlendRGB ("Dst Blend (Internal)", Float) = 10
}
@@ -62,26 +57,18 @@ Shader "Soullies/BlendUnlit"
"CanUseSpriteAtlas" = "True"
}
// ---------------------------------------------------------------------------
// Blend equations for each mode (controlled by shader_feature variants):
// Alpha : SrcAlpha, OneMinusSrcAlpha (standard transparency)
// Additive : SrcAlpha, One (screen-style additive, black is invisible)
// Multiply : DstColor, Zero (multiply blend, darkens below)
// Premultiplied : One, OneMinusSrcAlpha (for pre-multiplied textures/HDR)
// ---------------------------------------------------------------------------
Cull [_CullMode]
ZWrite [_ZWrite]
ZTest LEqual
// ---------------------------------------------------------------------------
// Pass 1 Universal 2D (sprite renderer main path)
// Pass 1 Universal 2D
// ---------------------------------------------------------------------------
Pass
{
Name "BlendUnlit_Universal2D"
Tags { "LightMode" = "Universal2D" }
// Blend state driven by shader_feature variant
Blend [_SrcBlendRGB] [_DstBlendRGB]
HLSLPROGRAM
@@ -93,35 +80,35 @@ Shader "Soullies/BlendUnlit"
#pragma multi_compile_instancing
#pragma multi_compile_vertex _ SKINNED_SPRITE
// Blend mode variants (local_fragment: blend equation changes are per-draw, not per-pass)
#pragma shader_feature_local _BLENDMODE_ALPHA _BLENDMODE_ADDITIVE _BLENDMODE_MULTIPLY _BLENDMODE_PREMULTIPLIED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
// -----------------------------------------------------------------------
// Shared CBUFFER (SRP Batcher compatible)
// -----------------------------------------------------------------------
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _BaseColor;
half4 _EmissionColor;
float _EnableEmission;
float _UseParticleDataForEmission;
float _UseParticleDataForUV;
float _UseRedAsAlpha;
float _BlendMode;
float _CullMode;
float _ZWrite;
float _SrcBlendRGB;
float _DstBlendRGB;
CBUFFER_END
// -----------------------------------------------------------------------
// Vertex / Fragment structs
// -----------------------------------------------------------------------
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
half4 color : COLOR;
float4 uvAndEmissionRG : TEXCOORD0; // xy = Base UV, zw = Custom1.xy (Emission R, G)
float4 emissionBAAndCustomUV: TEXCOORD1; // xy = Custom1.zw (Emission B, Intensity), zw = Custom2.xy (UV Offset)
half4 color : COLOR;
UNITY_SKINNED_VERTEX_INPUTS
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -129,41 +116,30 @@ Shader "Soullies/BlendUnlit"
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half4 color : COLOR;
float4 uvAndEmissionRG : TEXCOORD0;
float4 emissionBAAndCustomUV: TEXCOORD1;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// -----------------------------------------------------------------------
// Shared pixel logic (inlined as a function to avoid copy-paste)
// -----------------------------------------------------------------------
half4 ComputeColor(float2 uv, half4 vertexColor)
half4 ComputeColor(float2 uv, half4 vertexColor, float4 customEmissionData)
{
half4 texSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
// Alpha channel selection (Lerp instead of macro avoids variant stripping issues)
half texAlpha = lerp(texSample.a, texSample.r, _UseRedAsAlpha);
// Reconstruct colour from texture
half4 texColor = half4(texSample.rgb, texAlpha);
// Base colour multiply (tint)
half4 color = texColor * _BaseColor;
// Emission multiply
half4 emissionMult = lerp(half4(1, 1, 1, 1), _EmissionColor, _EnableEmission);
half4 particleEmissionModifier = half4(customEmissionData.rgb * customEmissionData.a, 1.0);
half4 targetEmissionColor = lerp(_EmissionColor, _EmissionColor * particleEmissionModifier, _UseParticleDataForEmission);
half4 emissionMult = lerp(half4(1, 1, 1, 1), targetEmissionColor, _EnableEmission);
color *= emissionMult;
// Vertex color (Sprite tint / SpriteRenderer.color)
color *= vertexColor;
return color;
}
// -----------------------------------------------------------------------
// Vertex Shader
// -----------------------------------------------------------------------
Varyings vert(Attributes IN)
{
Varyings OUT = (Varyings)0;
@@ -172,32 +148,36 @@ Shader "Soullies/BlendUnlit"
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_SKINNED_VERTEX_COMPUTE(IN);
// Respect SpriteRenderer Flip X/Y
IN.positionOS = UnityFlipSprite(IN.positionOS, unity_SpriteProps.xy);
VertexPositionInputs vpi = GetVertexPositionInputs(IN.positionOS);
OUT.positionCS = vpi.positionCS;
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.color = IN.color * unity_SpriteColor;
OUT.uvAndEmissionRG.xy = TRANSFORM_TEX(IN.uvAndEmissionRG.xy, _MainTex);
OUT.uvAndEmissionRG.zw = IN.uvAndEmissionRG.zw;
OUT.emissionBAAndCustomUV = IN.emissionBAAndCustomUV;
OUT.color = IN.color * unity_SpriteColor;
return OUT;
}
// -----------------------------------------------------------------------
// Fragment Shader
// -----------------------------------------------------------------------
half4 frag(Varyings IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
return ComputeColor(IN.uv, IN.color);
}
float2 baseUV = IN.uvAndEmissionRG.xy;
float2 uvOffset = IN.emissionBAAndCustomUV.zw;
float2 finalUV = lerp(baseUV, baseUV + uvOffset, _UseParticleDataForUV);
float4 customEmissionData = float4(IN.uvAndEmissionRG.zw, IN.emissionBAAndCustomUV.xy);
return ComputeColor(finalUV, IN.color, customEmissionData);
}
ENDHLSL
}
// ---------------------------------------------------------------------------
// Pass 2 Universal Forward (MeshRenderer / 3D object fallback path)
// Pass 2 Universal Forward
// ---------------------------------------------------------------------------
Pass
{
@@ -215,20 +195,24 @@ Shader "Soullies/BlendUnlit"
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma shader_feature_local _BLENDMODE_ALPHA _BLENDMODE_ADDITIVE _BLENDMODE_MULTIPLY _BLENDMODE_PREMULTIPLIED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _BaseColor;
half4 _EmissionColor;
float _EnableEmission;
float _UseParticleDataForEmission;
float _UseParticleDataForUV;
float _UseRedAsAlpha;
float _BlendMode;
float _CullMode;
float _ZWrite;
float _SrcBlendRGB;
float _DstBlendRGB;
@@ -237,31 +221,34 @@ Shader "Soullies/BlendUnlit"
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
half4 color : COLOR;
float4 uvAndEmissionRG : TEXCOORD0;
float4 emissionBAAndCustomUV: TEXCOORD1;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half4 color : COLOR;
half fogFactor : TEXCOORD1;
float4 uvAndEmissionRG : TEXCOORD0;
float4 emissionBAAndCustomUV: TEXCOORD1;
half fogFactor : TEXCOORD2; // 顺延至 TEXCOORD2
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
half4 ComputeColor(float2 uv, half4 vertexColor)
half4 ComputeColor(float2 uv, half4 vertexColor, float4 customEmissionData)
{
half4 texSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half texAlpha = lerp(texSample.a, texSample.r, _UseRedAsAlpha);
half4 texColor = half4(texSample.rgb, texAlpha);
half4 color = texColor * _BaseColor;
half4 emissionMult = lerp(half4(1, 1, 1, 1), _EmissionColor, _EnableEmission);
half4 particleEmissionModifier = half4(customEmissionData.rgb * customEmissionData.a, 1.0);
half4 targetEmissionColor = lerp(_EmissionColor, _EmissionColor * particleEmissionModifier, _UseParticleDataForEmission);
half4 emissionMult = lerp(half4(1, 1, 1, 1), targetEmissionColor, _EnableEmission);
color *= emissionMult;
color *= vertexColor;
@@ -277,9 +264,13 @@ Shader "Soullies/BlendUnlit"
VertexPositionInputs vpi = GetVertexPositionInputs(IN.positionOS);
OUT.positionCS = vpi.positionCS;
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.color = IN.color;
OUT.uvAndEmissionRG.xy = TRANSFORM_TEX(IN.uvAndEmissionRG.xy, _MainTex);
OUT.uvAndEmissionRG.zw = IN.uvAndEmissionRG.zw;
OUT.emissionBAAndCustomUV = IN.emissionBAAndCustomUV;
OUT.fogFactor = ComputeFogFactor(vpi.positionCS.z);
OUT.color = IN.color;
return OUT;
}
@@ -288,36 +279,44 @@ Shader "Soullies/BlendUnlit"
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
half4 color = ComputeColor(IN.uv, IN.color);
float2 baseUV = IN.uvAndEmissionRG.xy;
float2 uvOffset = IN.emissionBAAndCustomUV.zw;
float2 finalUV = lerp(baseUV, baseUV + uvOffset, _UseParticleDataForUV);
float4 customEmissionData = float4(IN.uvAndEmissionRG.zw, IN.emissionBAAndCustomUV.xy);
half4 color = ComputeColor(finalUV, IN.color, customEmissionData);
color.rgb = MixFog(color.rgb, IN.fogFactor);
return color;
}
ENDHLSL
}
// ---------------------------------------------------------------------------
// Pass 3 Scene Selection (Editor picking highlight)
// Pass 3 Scene Selection
// ---------------------------------------------------------------------------
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _BaseColor;
half4 _EmissionColor;
float _EnableEmission;
float _UseParticleDataForEmission;
float _UseParticleDataForUV;
float _UseRedAsAlpha;
float _BlendMode;
float _CullMode;
float _ZWrite;
float _SrcBlendRGB;
float _DstBlendRGB;
@@ -325,10 +324,8 @@ Shader "Soullies/BlendUnlit"
int _ObjectId;
int _PassValue;
struct Attributes { float3 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
Varyings vert(Attributes IN)
{
Varyings OUT = (Varyings)0;
@@ -337,46 +334,43 @@ Shader "Soullies/BlendUnlit"
OUT.positionCS = TransformObjectToHClip(IN.positionOS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return half4(_ObjectId, _PassValue, 1.0, 1.0);
}
half4 frag(Varyings IN) : SV_Target { return half4(_ObjectId, _PassValue, 1.0, 1.0); }
ENDHLSL
}
// ---------------------------------------------------------------------------
// Pass 4 Scene Picking (Editor object picking)
// Pass 4 Scene Picking
// ---------------------------------------------------------------------------
Pass
{
Name "ScenePickingPass"
Tags { "LightMode" = "Picking" }
Cull Off
HLSLPROGRAM
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _BaseColor;
half4 _EmissionColor;
float _EnableEmission;
float _UseParticleDataForEmission;
float _UseParticleDataForUV;
float _UseRedAsAlpha;
float _BlendMode;
float _CullMode;
float _ZWrite;
float _SrcBlendRGB;
float _DstBlendRGB;
CBUFFER_END
float4 _SelectionID;
struct Attributes { float3 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID };
Varyings vert(Attributes IN)
{
Varyings OUT = (Varyings)0;
@@ -385,19 +379,10 @@ Shader "Soullies/BlendUnlit"
OUT.positionCS = TransformObjectToHClip(IN.positionOS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return unity_SelectionID;
}
half4 frag(Varyings IN) : SV_Target { return unity_SelectionID; }
ENDHLSL
}
}
// ---------------------------------------------------------------------------
// Custom Editor: drives the Blend Mode property → actual GPU Blend state
// ---------------------------------------------------------------------------
CustomEditor "BlendUnlitShaderGUI"
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}
}

View File

@@ -59,8 +59,10 @@ Shader "SLS/Postprocessing/AnimeBloom"
float2 uv = input.texcoord;
float4 texelSize = _BlitTexture_TexelSize;
// 扩散偏移量,随 BlurRadius 调整
float2 offset = texelSize.xy * _BlurRadius;
// 原生的 Kawase Offset 是 1.0(即 0.5 个对角像素距离),
// 这里加入 _BlurRadius 按比例扩大步幅,能够使用 3 次迭代跑出原版 6 次的扩散面积
float spreadOffset = 1.0 + _BlurRadius * 0.5;
float2 offset = texelSize.xy * spreadOffset;
half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset).rgb;
half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(offset.x, -offset.y)).rgb;
@@ -71,26 +73,36 @@ Shader "SLS/Postprocessing/AnimeBloom"
return half4(color, 1.0);
}
// --- Pass 2: Upsample (Kawase 4-Tap + Blend) ---
// 升采样:高质量混合。
// 这里采用 Dual Kawase 的升采样逻辑,混合上一级纹理
TEXTURE2D(_BloomMipDown);
SAMPLER(sampler_BloomMipDown);
// --- Pass 2: Upsample (Kawase 4-Tap + Scatter) ---
half4 FragUpsample(Varyings input) : SV_Target
{
float2 uv = input.texcoord;
float4 texelSize = _BlitTexture_TexelSize;
float2 offset = texelSize.xy * _BlurRadius * 0.5; // 升采样时半径减半,为了更平滑
// 原生的 Kawase 升采样偏移是 0.5。
// 配合宽幅降采样,这里稍微放大一点点就可以获得非常柔顺的大面积泛光
float spreadOffset = 0.5 + _BlurRadius * 0.2;
float2 offset = texelSize.xy * spreadOffset;
// 4-Tap 采样高一级的纹理
// 4-Tap 从更低分辨率纹理 (Up[i+1]) 采样外围光晕
half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset * float2(1, 1)).rgb;
half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset * float2(1, -1)).rgb;
half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset * float2(1, -1)).rgb;
half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset * float2(1, 1)).rgb;
half3 blur = (c0 + c1 + c2 + c3) * 0.25;
half3 lowRes = (c0 + c1 + c2 + c3) * 0.25;
// 这一步在 C# 中是通过 Blit 叠加到上一级 RT 上的
// 所以这里直接输出 blur 结果,混合模式设为 Add 即可
return half4(blur, 1.0);
// 采样当前层级的高清纹理 (Down[i])
half3 highRes = SAMPLE_TEXTURE2D_X(_BloomMipDown, sampler_LinearClamp, uv).rgb;
// 【完全复刻 Unity 原生逻辑】: highRes + lowRes * scatter
// 这既保证了光晕向外漫射(低迭代扩散广),又保证了核心亮区的能量守恒!
float scatter = saturate(_BlurRadius);
half3 bloom = highRes + lowRes * scatter;
return half4(bloom, 1.0);
}
// --- Pass 3: Composite (最终合成) ---
@@ -143,7 +155,7 @@ Shader "SLS/Postprocessing/AnimeBloom"
Pass
{
Name "Bloom Upsample"
Blend One One // Additive Blend for upsampling accumulation
// 已在内部 Lerp无需外部 Additive Blend
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragUpsample

View File

@@ -8,9 +8,8 @@ namespace SLSUtilities.Rendering.PostProcessing
[System.Serializable, VolumeComponentMenu("SLS/Postprocessing/Anime Bloom")]
public class AnimeBloom : ScriptablePostProcessorVolume
{
// 放在 ToneMapping 之前效果最强,但放在 AfterPostProcess 最安全(不易过曝)
// 这里建议 AfterPostProcess配合 HDR 使用
public override CustomPostProcessInjectionPoint InjectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
// 【核心修改】:放在 ToneMapping 之前执行BeforePostProcess配合 ACES 才能彻底解决“高光泛白”问题
public override CustomPostProcessInjectionPoint InjectionPoint => CustomPostProcessInjectionPoint.BeforePostProcess;
public override int OrderInInjectionPoint => 5; // 放在 Vignette 之前
[Header("Glow Settings")]
@@ -27,11 +26,11 @@ namespace SLSUtilities.Rendering.PostProcessing
public MinFloatParameter clamp = new(65472f, 1f); // 默认很大,基本不限制
[Header("Anime Style")]
[Tooltip("扩散半径。值越大,光晕越松散、范围越大(二次元感核心)。")]
public ClampedFloatParameter scatter = new(0.7f, 0f, 5f); // 推荐 0.5 - 1.0
[Tooltip("扩散半径。稍微增加扩展范围来弥补低迭代带来的发光不足。")]
public ClampedFloatParameter scatter = new(0.85f, 0f, 5f); // 推荐增量以适应低迭代
[Tooltip("迭代次数。次数越多,光晕越平滑、范围越大,但性能开销越高。")]
public ClampedIntParameter diffusion = new(6, 1, 8); // 6次通常足够高品质
[Tooltip("迭代次数。针对移动端带宽优化,建议控制在 2~3 次。")]
public ClampedIntParameter diffusion = new(3, 1, 4); // 移动端性能优化最高4次
[Tooltip("泛光染色。可以做粉色霓虹、蓝色科技光等效果。")]
public ColorParameter tint = new(Color.white, true, true, true);
@@ -39,7 +38,7 @@ namespace SLSUtilities.Rendering.PostProcessing
// 内部使用的 RT 数组
private RTHandle[] _bloomPyramidUp;
private RTHandle[] _bloomPyramidDown;
private const int k_MaxPyramidSize = 16;
private const int k_MaxPyramidSize = 6; // 减少不必要的最大数组长度
public override string GetShaderName() => "SLS/Postprocessing/AnimeBloom";
@@ -104,13 +103,9 @@ namespace SLSUtilities.Rendering.PostProcessing
// 设置上一级 Up 为输入
// Upsample Pass 会混合Up[i+1] (Blur) + Down[i] (High Res Detail)
// 这里我们稍微简化逻辑:直接把 Up[i+1] 升采样并叠加到 Up[i] 上
// 为了保留细节Dual Kawase 通常是将 Up[i+1] 叠加回 Down[i] 存入 Up[i]
// 第一步:先把 Down[i] 拷进 Up[i] 作为底图
Blitter.BlitCameraTexture(cmd, _bloomPyramidDown[i], _bloomPyramidUp[i]);
// 第二步:把 Up[i+1] 升采样并 Additive 混合进 Up[i]
// Shader Pass 2 开启了 Blend One One
// 第二步:把 Up[i+1] (LowRes) 和 Down[i] (HighRes) 一起传给 Shader
// 在 Shader 内部执行 Lerp 能量守恒融合,彻底替代会导致死白的 Additive 叠加模式
material.SetTexture("_BloomMipDown", _bloomPyramidDown[i]);
Blitter.BlitCameraTexture(cmd, _bloomPyramidUp[i + 1], _bloomPyramidUp[i], material, 2);
}

View File

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@@ -134,6 +141,7 @@ Assets:
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using System;
using UnityEngine;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using System.Collections.Generic;
using Beatmap;
namespace Ichni.RhythmGame
{
// 以EnvironmentObject为基底支持伪阴影shader参数刷新
public class BasicEnvironmentObject : EnvironmentObject
{
[Header("Pseudo Shadow Settings")]
public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
[Header("Pseudo Shadow Settings")] public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
[Range(-1, 1)] public float shadowThreshold = 0.2f;
[Range(0, 1)] public float shadowSmoothness = 0.5f;
public bool useWorldLight = false;
public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
public override bool haveEmission => true;
public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
@@ -33,6 +30,7 @@ namespace Ichni.RhythmGame
basicEnvObj.fakeLightDir = fakeLightDir;
return basicEnvObj;
}
public override void Refresh()
{
base.Refresh();
@@ -46,37 +44,39 @@ namespace Ichni.RhythmGame
mat.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
}
}
}
namespace Beatmap
{
public class BasicEnvironmentObject_BM : EnvironmentObject_BM
namespace Beatmap
{
public float shadowThreshold;
public float shadowSmoothness;
public bool useWorldLight;
public Vector3 fakeLightDir;
public BasicEnvironmentObject_BM() { }
public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
string themeBundleName, string objectName, bool isStatic,
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
public class BasicEnvironmentObject_BM : EnvironmentObject_BM
{
this.shadowThreshold = shadowThreshold;
this.shadowSmoothness = shadowSmoothness;
this.useWorldLight = useWorldLight;
this.fakeLightDir = fakeLightDir;
}
public float shadowThreshold;
public float shadowSmoothness;
public bool useWorldLight;
public Vector3 fakeLightDir;
public override void ExecuteBM()
{
matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
public BasicEnvironmentObject_BM()
{
}
public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
string themeBundleName, string objectName, bool isStatic,
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
{
this.shadowThreshold = shadowThreshold;
this.shadowSmoothness = shadowSmoothness;
this.useWorldLight = useWorldLight;
this.fakeLightDir = fakeLightDir;
}
public override void ExecuteBM()
{
matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
}
}
}
}
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@@ -121,9 +122,11 @@ Material:
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@@ -133,7 +136,7 @@ Material:
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}

View File

@@ -13,15 +13,16 @@ Material:
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _BLENDMODE_ADDITIVE
- _EMISSION_ON
- _USEREDASALPHA_ON
m_InvalidKeywords:
- _ALPHAPREMULTIPLY_ON
- _EMISSION_ON
- _ENABLEEMISSION_ON
- _FLIPBOOKBLENDING_OFF
- _RECEIVE_SHADOWS_OFF
- _USEREDASALPHA_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
@@ -164,6 +165,8 @@ Material:
- _SrcBlendAlpha: 1
- _SrcBlendRGB: 5
- _Surface: 0
- _UseParticleDataForEmission: 0
- _UseParticleDataForUV: 0
- _UseRedAsAlpha: 1
- _WorkflowMode: 1
- _ZWrite: 0

View File

@@ -28,7 +28,7 @@ Transform:
m_GameObject: {fileID: 642168045599276256}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0.166}
m_LocalPosition: {x: -0.007, y: -0.082, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@@ -5023,7 +5023,7 @@ TrailRenderer:
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 2
m_SortingOrder: 3
m_MaskInteraction: 0
m_Time: 1
m_PreviewTimeScale: 1
@@ -5127,7 +5127,7 @@ ParticleSystem:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4577072593820393136}
serializedVersion: 8
lengthInSec: 1
lengthInSec: 100
simulationSpeed: 1
stopAction: 0
cullingMode: 0
@@ -5202,7 +5202,7 @@ ParticleSystem:
startLifetime:
serializedVersion: 2
minMaxState: 0
scalar: 1
scalar: 100
minScalar: 5
maxCurve:
serializedVersion: 2
@@ -5373,7 +5373,7 @@ ParticleSystem:
startSize:
serializedVersion: 2
minMaxState: 0
scalar: 1.5
scalar: 1
minScalar: 1
maxCurve:
serializedVersion: 2
@@ -9343,8 +9343,8 @@ ParticleSystem:
m_NumColorKeys: 2
m_NumAlphaKeys: 2
CustomDataModule:
enabled: 0
mode0: 0
enabled: 1
mode0: 1
vectorComponentCount0: 4
color0:
serializedVersion: 2
@@ -9415,7 +9415,7 @@ ParticleSystem:
vector0_0:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -9469,7 +9469,7 @@ ParticleSystem:
vector0_1:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -9523,7 +9523,7 @@ ParticleSystem:
vector0_2:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -9577,7 +9577,7 @@ ParticleSystem:
vector0_3:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -9980,8 +9980,8 @@ ParticleSystemRenderer:
m_AllowRoll: 1
m_FreeformStretching: 0
m_RotateWithStretchDirection: 1
m_UseCustomVertexStreams: 0
m_VertexStreams: 00010304
m_UseCustomVertexStreams: 1
m_VertexStreams: 000103042224
m_UseCustomTrailVertexStreams: 0
m_TrailVertexStreams: 00010304
m_Mesh: {fileID: 0}
@@ -14885,7 +14885,7 @@ ParticleSystem:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4577072594143320190}
serializedVersion: 8
lengthInSec: 0.5
lengthInSec: 100
simulationSpeed: 1
stopAction: 0
cullingMode: 0
@@ -14960,7 +14960,7 @@ ParticleSystem:
startLifetime:
serializedVersion: 2
minMaxState: 0
scalar: 0.5
scalar: 100
minScalar: 5
maxCurve:
serializedVersion: 2
@@ -15714,7 +15714,7 @@ ParticleSystem:
rateOverTime:
serializedVersion: 2
minMaxState: 0
scalar: 5
scalar: 0
minScalar: 10
maxCurve:
serializedVersion: 2
@@ -15874,7 +15874,7 @@ ParticleSystem:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
cycleCount: 5
cycleCount: 1
repeatInterval: 0.01
probability: 1
SizeModule:
@@ -16271,13 +16271,13 @@ ParticleSystem:
UVModule:
serializedVersion: 2
enabled: 0
mode: 0
mode: 1
timeMode: 0
fps: 30
frameOverTime:
serializedVersion: 2
minMaxState: 1
scalar: 0.9999
minMaxState: 0
scalar: 0
minScalar: 0.9999
maxCurve:
serializedVersion: 2
@@ -16389,7 +16389,7 @@ ParticleSystem:
uvChannelMask: -1
rowMode: 1
sprites:
- sprite: {fileID: 0}
- sprite: {fileID: 21300000, guid: 04f724039e1528845ac958ecf5ef0159, type: 3}
flipU: 0
flipV: 0
VelocityModule:
@@ -19101,8 +19101,8 @@ ParticleSystem:
m_NumColorKeys: 2
m_NumAlphaKeys: 2
CustomDataModule:
enabled: 0
mode0: 0
enabled: 1
mode0: 1
vectorComponentCount0: 4
color0:
serializedVersion: 2
@@ -19173,7 +19173,7 @@ ParticleSystem:
vector0_0:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -19227,7 +19227,7 @@ ParticleSystem:
vector0_1:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -19281,7 +19281,7 @@ ParticleSystem:
vector0_2:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -19335,7 +19335,7 @@ ParticleSystem:
vector0_3:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -19717,7 +19717,7 @@ ParticleSystemRenderer:
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 5
m_SortingOrder: 6
m_MaskInteraction: 0
m_RenderMode: 0
m_MeshDistribution: 0
@@ -19738,8 +19738,8 @@ ParticleSystemRenderer:
m_AllowRoll: 1
m_FreeformStretching: 0
m_RotateWithStretchDirection: 1
m_UseCustomVertexStreams: 0
m_VertexStreams: 00010304
m_UseCustomVertexStreams: 1
m_VertexStreams: 000103042224
m_UseCustomTrailVertexStreams: 0
m_TrailVertexStreams: 00010304
m_Mesh: {fileID: 0}
@@ -19776,13 +19776,13 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4577072594657777396}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0.7071068, w: 0.7071068}
m_LocalPosition: {x: 0, y: -0, z: 0}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4577072593858437033}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: -90}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!198 &4577072594657777399
ParticleSystem:
m_ObjectHideFlags: 0
@@ -20037,8 +20037,8 @@ ParticleSystem:
startSize:
serializedVersion: 2
minMaxState: 3
scalar: 1
minScalar: 0.5
scalar: 0.8
minScalar: 0.4
maxCurve:
serializedVersion: 2
m_Curve:
@@ -23958,8 +23958,8 @@ ParticleSystem:
m_NumColorKeys: 2
m_NumAlphaKeys: 2
CustomDataModule:
enabled: 0
mode0: 0
enabled: 1
mode0: 1
vectorComponentCount0: 4
color0:
serializedVersion: 2
@@ -24030,7 +24030,7 @@ ParticleSystem:
vector0_0:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -24084,7 +24084,7 @@ ParticleSystem:
vector0_1:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -24138,7 +24138,7 @@ ParticleSystem:
vector0_2:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -24192,7 +24192,7 @@ ParticleSystem:
vector0_3:
serializedVersion: 2
minMaxState: 0
scalar: 0
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -24574,7 +24574,7 @@ ParticleSystemRenderer:
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 10
m_SortingOrder: 4
m_MaskInteraction: 0
m_RenderMode: 0
m_MeshDistribution: 0
@@ -24595,8 +24595,8 @@ ParticleSystemRenderer:
m_AllowRoll: 1
m_FreeformStretching: 0
m_RotateWithStretchDirection: 1
m_UseCustomVertexStreams: 0
m_VertexStreams: 00010304
m_UseCustomVertexStreams: 1
m_VertexStreams: 000103042224
m_UseCustomTrailVertexStreams: 0
m_TrailVertexStreams: 00010304
m_Mesh: {fileID: 0}

View File

@@ -5002,7 +5002,7 @@ TrailRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: c9ac29169fa74034094bcfa8119d1c78, type: 2}
- {fileID: 2100000, guid: aaa6158cbeef09e4394d93f416a73b57, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
@@ -5029,7 +5029,7 @@ TrailRenderer:
m_PreviewTimeScale: 1
m_Parameters:
serializedVersion: 3
widthMultiplier: 0.5
widthMultiplier: 0.1
widthCurve:
serializedVersion: 2
m_Curve:
@@ -5131,10 +5131,10 @@ ParticleSystem:
simulationSpeed: 1
stopAction: 0
cullingMode: 0
ringBufferMode: 0
ringBufferMode: 2
ringBufferLoopRange: {x: 0, y: 1}
emitterVelocityMode: 0
looping: 1
looping: 0
prewarm: 0
playOnAwake: 1
useUnscaledTime: 0
@@ -5690,7 +5690,7 @@ ParticleSystem:
m_RotationOrder: 4
randomizeRotationDirection: 0
gravitySource: 0
maxNumParticles: 10
maxNumParticles: 1
customEmitterVelocity: {x: 0, y: 0, z: 0}
size3D: 0
rotation3D: 0
@@ -14885,14 +14885,14 @@ ParticleSystem:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4577072594143320190}
serializedVersion: 8
lengthInSec: 0.5
lengthInSec: 1
simulationSpeed: 1
stopAction: 0
cullingMode: 0
ringBufferMode: 0
ringBufferMode: 2
ringBufferLoopRange: {x: 0, y: 1}
emitterVelocityMode: 0
looping: 1
looping: 0
prewarm: 0
playOnAwake: 1
useUnscaledTime: 0
@@ -14960,7 +14960,7 @@ ParticleSystem:
startLifetime:
serializedVersion: 2
minMaxState: 0
scalar: 0.5
scalar: 1
minScalar: 5
maxCurve:
serializedVersion: 2
@@ -15448,7 +15448,7 @@ ParticleSystem:
m_RotationOrder: 4
randomizeRotationDirection: 0
gravitySource: 0
maxNumParticles: 5
maxNumParticles: 1
customEmitterVelocity: {x: 0, y: 0, z: 0}
size3D: 0
rotation3D: 0
@@ -15714,7 +15714,7 @@ ParticleSystem:
rateOverTime:
serializedVersion: 2
minMaxState: 0
scalar: 5
scalar: 0
minScalar: 10
maxCurve:
serializedVersion: 2
@@ -15874,7 +15874,7 @@ ParticleSystem:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
cycleCount: 5
cycleCount: 1
repeatInterval: 0.01
probability: 1
SizeModule:

View File

@@ -138,10 +138,13 @@ MonoBehaviour:
patternSizeX: 100
patternSizeY: 100
gridDensity: 1
timeAngle: 0.2
baseSpeed: 0
timeAngle: 0.1
stepA: 0.25
stepB: 0.24
enableOuterBorder: 1
outerBorderColor: {r: 1, g: 1, b: 1, a: 1}
outerBorderWidth: 0.05
fadeFar: 100
fadeNear: 20
meshRenderer: {fileID: 8033154349789972278}

View File

@@ -141,6 +141,7 @@ MonoBehaviour:
timeAngle: 1
stepA: 0.25
stepB: 0.24
baseSpeed: 0
seamRotation: -90
seamFadeWidth: 0.2
seamFadeSmoothness: 1

View File

@@ -14,6 +14,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public float timeAngle = 0.1f;
public float stepA = 0.25f;
public float stepB = 0.24f;
public float baseSpeed = 0.2f;
public bool enableOuterBorder = true;
public float outerBorderColorR = 1f;
@@ -32,7 +33,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public DTMRandomGridFloor_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName, bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
float timeAngle, float stepA, float stepB, float baseSpeed,
bool enableOuterBorder, Color outerColor, float outerBorderWidth,
float fadeFar = 100f, float fadeNear = 20f)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
@@ -43,7 +44,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
this.timeAngle = timeAngle;
this.stepA = stepA;
this.stepB = stepB;
this.baseSpeed = baseSpeed;
this.enableOuterBorder = enableOuterBorder;
this.outerBorderColorR = outerColor.r;
this.outerBorderColorG = outerColor.g;
@@ -62,7 +64,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
matchedElement = DTMRandomGridFloor.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
patternSizeX, patternSizeY, gridDensity,
timeAngle, stepA, stepB,
timeAngle, stepA, stepB, baseSpeed,
enableOuterBorder, outerColor, outerBorderWidth,
fadeFar, fadeNear);
}

View File

@@ -13,8 +13,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public float gridDensity = 1.0f;
public float timeAngle = 1.0f;
public float stepA = 0.293f;
public float stepB = 0.345f;
public float stepA = 0.25f;
public float stepB = 0.24f;
public float baseSpeed = 0.2f;
public float seamRotation = -90f;
public float seamFadeWidth = 0.2f;
@@ -29,7 +30,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
matchedElement = DTMRandomGridTube.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
patternSizeX, patternSizeY, gridDensity, timeAngle,
stepA, stepB,
stepA, stepB, baseSpeed,
seamRotation, seamFadeWidth, seamFadeSmoothness,
fadeFar, fadeNear, tubeRadius);
}

View File

@@ -11,6 +11,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public float patternSizeX;
public float patternSizeY;
public float gridDensity;
public float baseSpeed;
public float timeAngle;
public float stepA;
public float stepB;
@@ -30,7 +31,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
float timeAngle, float stepA, float stepB,float baseSpeed,
bool enableOuterBorder,
Color outerBorderColor,
float outerBorderWidth,
@@ -46,6 +47,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
randomGridFloor.timeAngle = timeAngle;
randomGridFloor.stepA = stepA;
randomGridFloor.stepB = stepB;
randomGridFloor.baseSpeed = baseSpeed;
randomGridFloor.enableOuterBorder = enableOuterBorder;
randomGridFloor.outerBorderColor = outerBorderColor;
@@ -86,6 +88,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
mat.SetVector("_PatternSize", new Vector4(patternSizeX, patternSizeY, 0, 0));
mat.SetFloat("_GridDensity", gridDensity);
mat.SetFloat("_TimeAngle", timeAngle);
mat.SetFloat("_BaseSpeed", baseSpeed);
mat.SetFloat("_StepA", stepA);
mat.SetFloat("_StepB", stepB);

View File

@@ -8,21 +8,22 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public partial class DTMRandomGridTube : EnvironmentObject
{
#region [] Exposed Fields
public float patternSizeX = 2.0f;
public float patternSizeY = 2.0f;
public float gridDensity = 1.0f;
public float timeAngle = 1.0f;
public float patternSizeX;
public float patternSizeY;
public float gridDensity;
public float timeAngle;
public float stepA = 0.293f;
public float stepB = 0.345f;
public float stepA;
public float stepB;
public float baseSpeed;
public float seamRotation = -90f;
public float seamFadeWidth = 0.2f;
public float seamFadeSmoothness = 1.0f;
public float seamRotation;
public float seamFadeWidth;
public float seamFadeSmoothness;
public float fadeFar = 100f;
public float fadeNear = 20f;
public float tubeRadius = 10f;
public float fadeFar;
public float fadeNear;
public float tubeRadius;
public Renderer meshRenderer;
#endregion
@@ -32,7 +33,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
float timeAngle, float stepA, float stepB, float baseSpeed,
float seamRotation, float seamFadeWidth, float seamFadeSmoothness,
float fadeFar, float fadeNear, float tubeRadius)
{
@@ -46,6 +47,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
randomGridTube.stepA = stepA;
randomGridTube.stepB = stepB;
randomGridTube.baseSpeed = baseSpeed;
randomGridTube.seamRotation = seamRotation;
randomGridTube.seamFadeWidth = seamFadeWidth;
@@ -94,6 +96,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
mat.SetFloat("_StepA", stepA);
mat.SetFloat("_StepB", stepB);
mat.SetFloat("_BaseSpeed", baseSpeed);
mat.SetFloat("_SeamRotation", seamRotation);
mat.SetFloat("_SeamFadeWidth", seamFadeWidth);

View File

@@ -94,7 +94,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
// 实例化所有材质(避免修改共享材质)
foreach (var rend in renderers)
{
rend.InitializeShader();
//rend.InitializeShader();
}
sparks.gameObject.SetActive(false);
@@ -132,6 +132,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
base.Refresh();
Color baseColor = colorSubmodule.currentBaseColor;
Color emissionColor = colorSubmodule.GetCurrentEmissionColor();
// --- 粒子系统颜色 ---
// headPoint 和 sparksS 降至 baseColor 的四分之一
@@ -146,6 +147,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
var main = ps.main;
main.startColor = desaturatedColor;
var customData = ps.customData;
customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.r));
customData.SetVector(ParticleSystemCustomData.Custom1, 1, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.g));
customData.SetVector(ParticleSystemCustomData.Custom1, 2, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.b));
customData.SetVector(ParticleSystemCustomData.Custom1, 3, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionIntensity));
}
}
@@ -156,6 +162,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
var main = ps.main;
main.startColor = desaturatedColor;
var customData = ps.customData;
customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.r));
customData.SetVector(ParticleSystemCustomData.Custom1, 1, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.g));
customData.SetVector(ParticleSystemCustomData.Custom1, 2, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.b));
customData.SetVector(ParticleSystemCustomData.Custom1, 3, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionIntensity));
}
}
@@ -167,6 +178,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
var main = ps.main;
main.startColor = baseColor;
var customData = ps.customData;
customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.r));
customData.SetVector(ParticleSystemCustomData.Custom1, 1, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.g));
customData.SetVector(ParticleSystemCustomData.Custom1, 2, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionColor.b));
customData.SetVector(ParticleSystemCustomData.Custom1, 3, new ParticleSystem.MinMaxCurve(colorSubmodule.currentEmissionIntensity));
}
}
@@ -176,22 +192,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
Gradient combinedGradient = BuildTrailColorGradient(baseColor, trailAlphaGradient);
trailRenderer.colorGradient = combinedGradient;
}
// --- BlendUnlit Renderer 材质属性BaseColor + EmissionColor---
Color emissionColor = colorSubmodule.GetCurrentEmissionColor();
foreach (var rend in renderers)
{
if (rend == null) continue;
if (colorSubmodule.emissionEnabled)
{
rend.material.EnableKeyword("_EMISSION_ON");
rend.material.SetColor("_EmissionColor", emissionColor);
}
else
{
rend.material.DisableKeyword("_EMISSION_ON");
}
trailRenderer.material.SetColor("_EmissionColor", emissionColor);
}
}

View File

@@ -7,8 +7,8 @@ Shader "Soullies/DTM_RandomGridFloor"
[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
_BaseSpeed("Base Speed (Static)", Float) = 1.0
_TimeAngle("Time Angle / Offset (Dynamic)", Float) = 0.0
[Header(Edge Settings)]
_StepA("Step A", Range(0, 1)) = 0.293
@@ -87,6 +87,7 @@ Shader "Soullies/DTM_RandomGridFloor"
half4 _Color0;
float4 _PatternSize;
float _GridDensity;
float _BaseSpeed;
float _TimeAngle;
float _StepA;
float _StepB;
@@ -97,32 +98,47 @@ Shader "Soullies/DTM_RandomGridFloor"
CBUFFER_END
// -------------------------------------
// Custom Helper Functions
float2 VoronoiHash(float2 p)
// 极限优化工具库组 (无三角函数全MAD指令)
// Fast 2D Hash (纯乘加与小数截断,干掉 sin)
float2 FastHash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// Manhattan-based Voronoi optimized for Mobile URP
float VoronoiDistance(float2 v, float t)
// Extreme Optimized 4-Tap Voronoi for Mobile (从9次循环砍至4次)
float VoronoiDistanceFast(float2 v, float t)
{
float2 n = floor(v);
float2 f = frac(v);
// 象限锚定算出像素所处方格的偏向完美剔除背面5个不可能相邻的远格
float2 mg = step(0.5, f);
float minDist = 8.0;
UNITY_UNROLL
for (int j = -1; j <= 1; j++)
for (int j = 0; j <= 1; j++)
{
UNITY_UNROLL
for (int i = -1; i <= 1; i++)
for (int i = 0; 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;
// 检索偏向象限的核心 4 个格子
float2 g = mg + float2(i - 1.0, j - 1.0);
float2 hash = FastHash22(n + g);
// 剔除昂贵的 sin 并换用平滑三角波:
// t * 0.1591549 即相当于 t / (2*PI) 把时间归一化到周期
float2 phase = frac(t * 0.1591549 + hash);
float2 tri = abs(phase * 2.0 - 1.0); // 线性三角波 1 -> 0 -> 1
float2 o = tri * tri * (3.0 - 2.0 * tri); // 光滑三次曲线,模拟 sin 的柔顺运动
float2 r = f - g - o;
// Manhattan distance for rectangular frames
// Manhattan 曼哈顿距离
float d = 0.5 * (abs(r.x) + abs(r.y));
minDist = min(minDist, d);
}
@@ -171,11 +187,11 @@ Shader "Soullies/DTM_RandomGridFloor"
float s = 0.707106;
float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
// Time driven animation
float t = _TimeAngle * _TimeParameters.x;
// Time driven animation (Base Time + Phase Offset)
float t = _TimeParameters.x * _BaseSpeed + _TimeAngle;
// Voronoi mathematical noise
float v = VoronoiDistance(rotatedUV, t);
// [TA 极限计算压缩] 使用 4-Tap、零三角函数的极简数学方法保持无限分辨率。
float v = VoronoiDistanceFast(rotatedUV, t);
// Anti-aliased border mask computation
float fw = fwidth(v);

View File

@@ -7,7 +7,8 @@ Shader "Soullies/DTM_RandomGridTube"
[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
_BaseSpeed("Base Speed (Static)", Float) = 1.0
_TimeAngle("Time Angle / Offset (Dynamic)", Float) = 0.0
[Header(Edge Settings)]
_StepA("Step A", Range(0, 1)) = 0.293
@@ -27,7 +28,7 @@ Shader "Soullies/DTM_RandomGridTube"
[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
[Enum(Front, Back, Off)] _CullMode("Cull Mode", Float) = 1 // Front (Inside)
[Enum(Front, 0, Back, 1, Off, 2)] _CullMode("Cull Mode", Float) = 1 // Front (Inside)
}
SubShader
@@ -82,6 +83,7 @@ Shader "Soullies/DTM_RandomGridTube"
half4 _Color0;
float4 _PatternSize;
float _GridDensity;
float _BaseSpeed;
float _TimeAngle;
float _StepA;
float _StepB;
@@ -94,32 +96,47 @@ Shader "Soullies/DTM_RandomGridTube"
CBUFFER_END
// -------------------------------------
// Custom Helper Functions
float2 VoronoiHash(float2 p)
// 极限优化工具库组 (无三角函数全MAD指令)
// Fast 2D Hash (纯乘加与小数截断,干掉 sin)
float2 FastHash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// Manhattan-based Voronoi optimized for Mobile URP
float VoronoiDistance(float2 v, float t)
// Extreme Optimized 4-Tap Voronoi for Mobile (从9次循环砍至4次)
float VoronoiDistanceFast(float2 v, float t)
{
float2 n = floor(v);
float2 f = frac(v);
// 象限锚定算出像素所处方格的偏向完美剔除背面5个不可能相邻的远格
float2 mg = step(0.5, f);
float minDist = 8.0;
UNITY_UNROLL
for (int j = -1; j <= 1; j++)
for (int j = 0; j <= 1; j++)
{
UNITY_UNROLL
for (int i = -1; i <= 1; i++)
for (int i = 0; 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;
// 检索偏向象限的核心 4 个格子
float2 g = mg + float2(i - 1.0, j - 1.0);
float2 hash = FastHash22(n + g);
// 剔除昂贵的 sin 并换用平滑三角波:
// t * 0.1591549 即相当于 t / (2*PI) 把时间归一化到周期
float2 phase = frac(t * 0.1591549 + hash);
float2 tri = abs(phase * 2.0 - 1.0); // 线性三角波 1 -> 0 -> 1
float2 o = tri * tri * (3.0 - 2.0 * tri); // 光滑三次曲线,模拟 sin 的柔顺运动
float2 r = f - g - o;
// Manhattan distance for rectangular frames
// Manhattan 曼哈顿距离
float d = 0.5 * (abs(r.x) + abs(r.y));
minDist = min(minDist, d);
}
@@ -177,8 +194,9 @@ Shader "Soullies/DTM_RandomGridTube"
// Convert adjusted angle to U coordinate
float u = angle * _TubeRadius;
// V is driven by World Z to maintain seamless tiling
float v = input.positionWS.z;
// V is driven by Object Z scaled by World Scale to maintain seamless tiling and resist rotation stretching
float scaleZ = length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
float v = input.positionOS.z * scaleZ;
float2 cylindricalUV = float2(u, v);
@@ -193,11 +211,11 @@ Shader "Soullies/DTM_RandomGridTube"
float s = 0.707106;
float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
// Time driven animation
float t = _TimeAngle * _TimeParameters.x;
// Time driven animation (Base Time + Phase Offset)
float t = _TimeParameters.x * _BaseSpeed + _TimeAngle;
// Voronoi mathematical noise
float voronoiV = VoronoiDistance(rotatedUV, t);
// [TA 极限计算压缩] 使用 4-Tap、零三角函数的极简数学方法保持无限分辨率。
float voronoiV = VoronoiDistanceFast(rotatedUV, t);
// Anti-aliased border mask computation
float fw = fwidth(voronoiV);

View File

@@ -0,0 +1,220 @@
Shader "Soullies/RetrowaveSkybox_Mobile"
{
Properties
{
[Header(Sky and Horizon)]
_SkyColor("Sky Color", Color) = (1, 0.15, 0, 1)
_HorizonColor("Horizon Color", Color) = (0.42, 0.10, 0.65, 1)
_HorizonStrength("Horizon Strength", Float) = 1.0
_HorizonHeight("Horizon/Sky Height Offset", Range(-1, 1)) = 0.0
[Header(Procedural Sun)]
[Toggle(_HAVESUN_ON)] _HaveSun("Have Sun", Float) = 1
_SunSize("Sun Disc Size", Range(0.001, 1)) = 0.05
[HDR]_SunColorOne("Sun Color Top", Color) = (0.95, 0.82, 0.29, 1)
[HDR]_SunColorTwo("Sun Color Bottom", Color) = (0.87, 0.39, 0.61, 1)
_SunGradStrength("Sun Gradient Strength", Float) = 10
_SunGradHeight("Sun Gradient Height", Range(-1, 5)) = 2
[NoScaleOffset] _SunMask("Sun Mask (Grid Map)", 2D) = "white" {}
_SunMaskSize("Sun Mask Size", Range(-5, 1)) = 0
[Header(Fog Equivalent Horizon Blending)]
_FogHeight("Fog Height", Range(-10, 10)) = 1.0
_FogPower("Fog Power", Range(0, 5)) = 1.0
_FogContrast("Fog Contrast", Float) = 5.0
[Header(Procedural Stars)]
_StarDensity("Star Density", Float) = 150.0
_StarSize("Star Size / Contrast", Range(0, 300)) = 150
[HDR]_StarColor("Star Color", Color) = (0.9, 0.9, 0.9, 1)
[Toggle(_PREVENTSTARS_ON)] _PreventStars("Prevent Stars on Sun", Float) = 1
}
SubShader
{
Tags
{
"RenderType"="Background"
"Queue"="Background"
"PreviewType"="Skybox"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "Skybox"
ZWrite Off
Cull Off
ZTest LEqual
HLSLPROGRAM
#pragma target 3.5
#pragma prefer_hlslcc gles
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _HAVESUN_ON
#pragma shader_feature_local _PREVENTSTARS_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 viewDirWS : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _SkyColor;
half4 _HorizonColor;
half _HorizonStrength;
half _HorizonHeight;
half _SunSize;
half4 _SunColorOne;
half4 _SunColorTwo;
half _SunGradStrength;
half _SunGradHeight;
half _SunMaskSize;
half _FogHeight;
half _FogPower;
half _FogContrast;
half _StarDensity;
half _StarSize;
half4 _StarColor;
CBUFFER_END
TEXTURE2D(_SunMask); SAMPLER(sampler_SunMask);
// [TA Optimize] Fast 3D Hash returning float3 for Star Placement
float3 FastHash3D_vec3(float3 p)
{
p = frac(p * float3(0.1031, 0.1030, 0.0973));
p += dot(p, p.yxz + 33.33);
return frac((p.xxy + p.yxx) * p.zyx);
}
Varyings vert(Attributes input)
{
Varyings output;
// Unity standard skybox space
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.viewDirWS = input.positionOS.xyz;
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Must normalize local vertex pos to form spherical ray
float3 vDir = normalize(input.viewDirWS);
// ===================================
// 1. SKY & HORIZON (Restored mapping scale)
// ===================================
// 恢复使用 asin 以保证与原版天空盒参数的非线性渐变弧度绝对一致
// 半个圆周的 asin 值域映射常数: 1.0 / (PI / 2.0) = 0.63661977
float skyY = asin(clamp(vDir.y, -1.0, 1.0)) * 0.63661977;
// 去除此处的 saturate使得 _HorizonStrength>1 时可以向天空顶部延展色彩 (原版默认行为)
float skyMask = skyY * _HorizonStrength + _HorizonHeight;
half3 finalColor = lerp(_HorizonColor.rgb, _SkyColor.rgb, skyMask);
// ===================================
// 2. PROCEDURAL SUN (Zero Acos)
// ===================================
half3 sunColor = half3(0,0,0);
float sunOpacity = 0;
#if defined(_HAVESUN_ON)
Light mainLight = GetMainLight();
float3 lDir = normalize(mainLight.direction);
// [TA Optimize] Replace acos(dot) with raw dot + smoothstep
float NdotL = dot(vDir, lDir);
// Maps [0.001, 1.0] scale to a reasonable threshold for Dot Product
float sunThreshold = lerp(1.0, 0.8, _SunSize);
// Anti-aliased disc edge
float sunFw = fwidth(NdotL);
float sunMask = smoothstep(sunThreshold - sunFw, sunThreshold + sunFw, NdotL);
// Vertical Local Gradient
float localSunY = saturate(((vDir.y - lDir.y + (1.0 - sunThreshold)) / ((1.0 - sunThreshold) * 2.0)) * _SunGradStrength - _SunGradHeight);
half3 rawSunColor = lerp(_SunColorTwo.rgb, _SunColorOne.rgb, localSunY);
// [TA Optimize] Planar Projection UV for Sun Mask (Zero Trigo, No Spherical Math)
float3 up = abs(lDir.y) > 0.999 ? float3(0,0,1) : float3(0,1,0); // Prevent gimbal lock
float3 right = normalize(cross(up, lDir));
float3 sunUp = cross(lDir, right);
float2 sunUV = float2(dot(vDir, right), dot(vDir, sunUp));
// 修正点根据太阳真实的半径跨度进行缩放映射到完美填充正负1的圆形
float sunRadius = sqrt(max(0.0001, 1.0 - sunThreshold * sunThreshold));
float2 sunUVNorm = sunUV / sunRadius;
// 应用暴露出的原生 Mask 控制参数
sunUVNorm = sunUVNorm * (1.0 - _SunMaskSize) * 0.5 + 0.5;
half gridMask = SAMPLE_TEXTURE2D(_SunMask, sampler_SunMask, sunUVNorm).r;
sunOpacity = gridMask * sunMask;
sunColor = rawSunColor * sunOpacity;
#endif
// ===================================
// 3. PROCEDURAL STARS (Single-Tap Cellular Noise)
// ===================================
half3 starFinal = half3(0,0,0);
// [TA Optimize] 用单次计算的 3D Cell Noise 平替 9-Tap Voronoi
// 乘以 8 是为了还原老版本在 X轴上乘 8 带来的高密度视觉错觉
float3 scaledPos = vDir * (_StarDensity * 8.0);
float3 cell = floor(scaledPos);
float3 local = frac(scaledPos);
// 获取晶格内随机星星偏移点与亮暗随机种子
float3 randProps = FastHash3D_vec3(cell);
// 计算当前像素到该单个星星的距离
float dist = length(local - randProps);
// 构造出锐利的星星斑点 (类似 Voronoi 的山峰距离场)
float starVal = max(0.0, 1.0 - dist * 1.5); // 1.5 增强锐利度
starVal = pow(starVal, max(1.0, max(75, _StarSize) / 10));
// 随机让 40% 的晶格变空或变亮,使其显得自然参差不齐
float brightness = FastHash3D_vec3(cell + 123.0).x;
starVal *= (brightness > 0.4 ? brightness : 0.0);
starFinal = starVal * _StarColor.rgb;
#if defined(_PREVENTSTARS_ON)
starFinal *= (1.0 - sunOpacity);
#endif
// Add everything up
finalColor += starFinal;
finalColor += sunColor;
// ===================================
// 4. GLOBAL FOG BLEND (Restored)
// ===================================
// 还原原版 Shader Graph 在地平线处覆盖的全局雾气混合机制
float fogVal = saturate(_FogHeight - skyY * _FogContrast) * _FogPower;
finalColor = lerp(finalColor, unity_FogColor.rgb, saturate(fogVal));
return half4(finalColor, 1.0);
}
ENDHLSL
}
}
}

View File

@@ -0,0 +1,9 @@
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ShaderImporter:
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nonModifiableTextures: []
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View File

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mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
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