diff --git a/Assets/000_assets/material/M_SquareFrame 1.mat b/Assets/000_assets/material/M_SquareFrame 1.mat index 30c31c17..8a59e76e 100644 --- a/Assets/000_assets/material/M_SquareFrame 1.mat +++ b/Assets/000_assets/material/M_SquareFrame 1.mat @@ -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 diff --git a/Assets/FR2_Cache.asset b/Assets/FR2_Cache.asset index 7e0e706d..0c8ac835 100644 --- a/Assets/FR2_Cache.asset +++ b/Assets/FR2_Cache.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9df48c2705946e218048fdf22312230169dfcc784939f3e387e97d961bf48dbd -size 7018167 +oid sha256:4f85ef1fcecf8352baa80daf38c30e4555fb24f98cea08219a21a395a4e97e40 +size 7021076 diff --git a/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat b/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat index bdb53b5b..75881ff0 100644 --- a/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat +++ b/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat @@ -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 diff --git a/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat b/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat index 3fb7875b..bf6e95c9 100644 --- a/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat +++ b/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat @@ -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} diff --git a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/Beatmap.bytes b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/Beatmap.bytes index a00aad99..9966461e 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/Beatmap.bytes and b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/Beatmap.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/CommandScripts.bytes b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/CommandScripts.bytes index a8897901..84f78832 100644 --- a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/CommandScripts.bytes +++ b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/CommandScripts.bytes @@ -1,3 +1 @@ -⦾kqbNe10/XK06} -vcu_,«U@&+JNvZ_8uYpI]əa!gӫB40)CF+ע[׌`9ӈHs]i?=\{XASވ -Vop#ϾbVSN[Qytkr \ No newline at end of file +ogy:O2ڔH=]sz"67 JZ8Rʜڐiϥ̈́x6hG1Z@xOUj&&raXuBNM BIJRM)V0 Fg-`QQ3A]ssFM9XLB[u~Ʊ8)tðL߬?ll4 \ No newline at end of file diff --git a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/ProjectInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/ProjectInfo.bytes index 5a34eeab..7c52809e 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/ProjectInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/ProjectInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/SongInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/SongInfo.bytes index d841eeb5..98e46b5c 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/SongInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Alunite Cas/Easy/SongInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/Beatmap.bytes b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/Beatmap.bytes index febd88e9..a21c35a3 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/Beatmap.bytes and b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/Beatmap.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/CommandScripts.bytes b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/CommandScripts.bytes index 125f8ea9..f6c7e7c8 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/CommandScripts.bytes and b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/CommandScripts.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/ProjectInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/ProjectInfo.bytes index d54af89c..1ac53e4e 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/ProjectInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/ProjectInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/SongInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/SongInfo.bytes index d1174ac8..13613aeb 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/SongInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Fate of Fear/Easy/SongInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/Beatmap.bytes b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/Beatmap.bytes index 6bfd1116..46a05282 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/Beatmap.bytes and b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/Beatmap.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/CommandScripts.bytes b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/CommandScripts.bytes index 08239171..2fd0923a 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/CommandScripts.bytes and b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/CommandScripts.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/ProjectInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/ProjectInfo.bytes index 17504191..df2dfc18 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/ProjectInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/ProjectInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/SongInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/SongInfo.bytes index a8269777..9d824957 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Register/Easy/SongInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Register/Easy/SongInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/Beatmap.bytes b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/Beatmap.bytes index 44d2fcc7..52f48386 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/Beatmap.bytes and b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/Beatmap.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/CommandScripts.bytes b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/CommandScripts.bytes index 4d1e23c7..0eb3e234 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/CommandScripts.bytes and b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/CommandScripts.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/ProjectInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/ProjectInfo.bytes index 93496697..9ca238e4 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/ProjectInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/ProjectInfo.bytes differ diff --git a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/SongInfo.bytes b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/SongInfo.bytes index 6fda1e79..fc112360 100644 Binary files a/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/SongInfo.bytes and b/Assets/Resources/Beatmaps/Chapter0/Solitudes/Alone/SongInfo.bytes differ diff --git a/Assets/Resources/Chapter0.asset b/Assets/Resources/Chapter0.asset index 89376c2a..9b20781b 100644 --- a/Assets/Resources/Chapter0.asset +++ b/Assets/Resources/Chapter0.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2dee6f7b2f7353f824de4799eedcf47f6b6afb7aa9f7b35cf6db00712f38fc9d -size 14137 +oid sha256:20e39896d4db041e5a2d790e2f07a787c7bab891af2e2c8e81fcc61b08f87fc1 +size 14157 diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity index fb09a2d3..e68ce573 100644 --- a/Assets/Scenes/GameScene.unity +++ b/Assets/Scenes/GameScene.unity @@ -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} diff --git a/Assets/Scripts/Game/clean_bm.py b/Assets/Scripts/Game/clean_bm.py deleted file mode 100644 index c28a54b7..00000000 --- a/Assets/Scripts/Game/clean_bm.py +++ /dev/null @@ -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) diff --git a/Assets/Settings/SampleSceneProfile.asset b/Assets/Settings/SampleSceneProfile.asset index ae256e4e..4ac86225 100644 --- a/Assets/Settings/SampleSceneProfile.asset +++ b/Assets/Settings/SampleSceneProfile.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:38505f496785abfe9391fc84b495d01f3cbc720041720a92669df73e326f8a21 -size 6590 +oid sha256:a90be3f1ccea3bda5af315ae6f09fc2f9d1c3e3e21cc041a6cc9ebc1bbc1fd08 +size 7520 diff --git a/Assets/Settings/URP-HighFidelity.asset b/Assets/Settings/URP-HighFidelity.asset index bf6430a2..b8007c1c 100644 --- a/Assets/Settings/URP-HighFidelity.asset +++ b/Assets/Settings/URP-HighFidelity.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d8e8a10c0d7362e287100f7665a5961018df17ec4a9cd56eddd0e999e5ac7748 +oid sha256:8079adb1f8225505fcc8cddc2fa1015b62bfd54c7015bdb5b6c75a3dda4e765c size 4594 diff --git a/Assets/Shaders/BlendUnlit.shader b/Assets/Shaders/BlendUnlit.shader index 89fb5f66..cf864a88 100644 --- a/Assets/Shaders/BlendUnlit.shader +++ b/Assets/Shaders/BlendUnlit.shader @@ -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" -} +} \ No newline at end of file diff --git a/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader b/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader index 86834f3b..e2a3aa1b 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader +++ b/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader @@ -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 diff --git a/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs b/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs index f3e25482..b2332993 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs +++ b/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs @@ -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); } diff --git a/Assets/StreamingAssets/ThemeBundles/Android/Android b/Assets/StreamingAssets/ThemeBundles/Android/Android index 54b259c6..a27ce98d 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Android/Android and b/Assets/StreamingAssets/ThemeBundles/Android/Android differ diff --git a/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest b/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest index d919411f..24bbb991 100644 --- a/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest @@ -1,6 +1,6 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 3232229192 +CRC: 1328962522 HashAppended: 0 AssetBundleManifest: AssetBundleInfos: diff --git a/Assets/StreamingAssets/ThemeBundles/Android/basic b/Assets/StreamingAssets/ThemeBundles/Android/basic index cbd34ea0..cdd24953 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Android/basic and b/Assets/StreamingAssets/ThemeBundles/Android/basic differ diff --git a/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest b/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest index 45992aab..026e5728 100644 --- a/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest @@ -1,16 +1,16 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 2431055967 +CRC: 808803806 Hashes: AssetFileHash: serializedVersion: 2 - Hash: 4154d9f2cba09d9af9e9fb76263fa709 + Hash: ddb3c60beea275b824066837d36c7c13 TypeTreeHash: serializedVersion: 2 Hash: dfed41e3b38758e5f34df30221d719dc IncrementalBuildHash: serializedVersion: 2 - Hash: 3dc9538352cb0eac8991cacb80dd3c84 + Hash: e929108ab832d3eaef29319f4e769221 HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse index 3daa0a4a..1aab3679 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse and b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse differ diff --git a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest index 3f02af3a..0fb4a003 100644 --- a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest @@ -1,16 +1,16 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 763283751 +CRC: 913416087 Hashes: AssetFileHash: serializedVersion: 2 - Hash: 5c7b8a450126713142bc595dc17f2825 + Hash: 507e641bb3c1f10f826d5d729472f925 TypeTreeHash: serializedVersion: 2 - Hash: 58f4126fd03c23af64e88a4b76b4e4ef + Hash: 8b453097cf816e7e6fe791950bd1564f IncrementalBuildHash: serializedVersion: 2 - Hash: d0efebd699296f4488b83d96a72d23ef + Hash: 7c7ca4a45c3891f209d174fbac05e29d HashAppended: 0 ClassTypes: - Class: 1 @@ -59,6 +59,8 @@ ClassTypes: Script: {instanceID: 0} - Class: 199 Script: {instanceID: 0} +- Class: 213 + Script: {instanceID: 0} SerializeReferenceClassIdentifiers: - AssemblyName: Assembly-CSharp ClassName: Dreamteck.Splines.ColorModifier diff --git a/Assets/StreamingAssets/ThemeBundles/Android/metropolis_on_orbit.manifest b/Assets/StreamingAssets/ThemeBundles/Android/metropolis_on_orbit.manifest index 195cf007..68784dd6 100644 --- a/Assets/StreamingAssets/ThemeBundles/Android/metropolis_on_orbit.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Android/metropolis_on_orbit.manifest @@ -10,7 +10,7 @@ Hashes: Hash: 8ab77e54d824a64c30bc20496c5f5926 IncrementalBuildHash: serializedVersion: 2 - Hash: 8c7b2f8cbeb4e460b2f32b5fadf3b041 + Hash: 7593ca8fd4ac3c250191162c1a3f3194 HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/StreamingAssets/ThemeBundles/IOS/IOS b/Assets/StreamingAssets/ThemeBundles/IOS/IOS index 808cc631..e59ce222 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/IOS/IOS and b/Assets/StreamingAssets/ThemeBundles/IOS/IOS differ diff --git a/Assets/StreamingAssets/ThemeBundles/IOS/IOS.manifest b/Assets/StreamingAssets/ThemeBundles/IOS/IOS.manifest index de521a6a..b2bdfdcc 100644 --- a/Assets/StreamingAssets/ThemeBundles/IOS/IOS.manifest +++ b/Assets/StreamingAssets/ThemeBundles/IOS/IOS.manifest @@ -1,10 +1,21 @@ ManifestFileVersion: 0 -CRC: 2979765175 +UnityVersion: 6000.3.7f1 +CRC: 2726547125 +HashAppended: 0 AssetBundleManifest: AssetBundleInfos: Info_0: - Name: departure_to_multiverse + Name: unifiedraytracing Dependencies: {} Info_1: Name: basic Dependencies: {} + Info_2: + Name: departure_to_multiverse + Dependencies: {} + Info_3: + Name: metropolis_on_orbit + Dependencies: {} + Info_4: + Name: shapes + Dependencies: {} diff --git a/Assets/StreamingAssets/ThemeBundles/IOS/basic b/Assets/StreamingAssets/ThemeBundles/IOS/basic index eb41bdd4..ffd20e63 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/IOS/basic and b/Assets/StreamingAssets/ThemeBundles/IOS/basic differ diff --git a/Assets/StreamingAssets/ThemeBundles/IOS/basic.manifest b/Assets/StreamingAssets/ThemeBundles/IOS/basic.manifest index 190c0d18..1aecb5ad 100644 --- a/Assets/StreamingAssets/ThemeBundles/IOS/basic.manifest +++ b/Assets/StreamingAssets/ThemeBundles/IOS/basic.manifest @@ -1,15 +1,16 @@ ManifestFileVersion: 0 -CRC: 2934113244 +UnityVersion: 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serializedVersion: 2 - Hash: 4bc7601eed9eeabb49b1ab2c7aa2d142 + Hash: 6c4f7a0f49016613a13ab0fb15068cee TypeTreeHash: serializedVersion: 2 Hash: dfed41e3b38758e5f34df30221d719dc IncrementalBuildHash: serializedVersion: 2 - Hash: 7482033f2e948769336497c8c3e35dba + Hash: e62a4156b9e2faf8942e4b0f741f65d1 HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse index 645b3ff3..ddf934a8 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse and b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse differ diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest index a14318ab..760b49fc 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest @@ -1,16 +1,16 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 2914640398 +CRC: 3950008583 Hashes: AssetFileHash: serializedVersion: 2 - Hash: de27c7d9a41d5f0e4f9074b828181828 + Hash: 91030f54d55f213fddf88976ba5f99a4 TypeTreeHash: serializedVersion: 2 - Hash: 58f4126fd03c23af64e88a4b76b4e4ef + Hash: 8b453097cf816e7e6fe791950bd1564f IncrementalBuildHash: serializedVersion: 2 - Hash: c4165bfde9bdb2b8aff3be614ab7907c + Hash: 216c7bd76d03220c9f9ae53bfbafa6af HashAppended: 0 ClassTypes: - Class: 1 @@ -59,6 +59,8 @@ ClassTypes: Script: {instanceID: 0} - Class: 199 Script: {instanceID: 0} +- Class: 213 + Script: {instanceID: 0} SerializeReferenceClassIdentifiers: - AssemblyName: Assembly-CSharp ClassName: Dreamteck.Splines.ColorModifier diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest index dbd3295b..9148c4d0 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest @@ -10,7 +10,7 @@ Hashes: Hash: 8ab77e54d824a64c30bc20496c5f5926 IncrementalBuildHash: serializedVersion: 2 - Hash: 4fd03b8d7ebdd0228f7df28b4c0a5c2a + Hash: 0bc6be6b9fec928c35fec7136df63ddf HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/ThemeBundles/Basic/Scripts/EnvironmentObjects/BasicEnvironmentObject.cs b/Assets/ThemeBundles/Basic/Scripts/EnvironmentObjects/BasicEnvironmentObject.cs index f70a149f..fa2b32e0 100644 --- a/Assets/ThemeBundles/Basic/Scripts/EnvironmentObjects/BasicEnvironmentObject.cs +++ b/Assets/ThemeBundles/Basic/Scripts/EnvironmentObjects/BasicEnvironmentObject.cs @@ -1,23 +1,20 @@ 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 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 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 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); + } } } -} +} \ No newline at end of file diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Atlas.meta b/Assets/ThemeBundles/DepartureToMultiverse/Atlas.meta new file mode 100644 index 00000000..2f3ea2a1 --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Atlas.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 69883f9bafc4ab248bf66501fcc9ddd5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridFloor.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridFloor.mat index 3d217884..195cbcff 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridFloor.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridFloor.mat @@ -38,17 +38,25 @@ Material: m_LockedProperties: m_SavedProperties: serializedVersion: 3 - m_TexEnvs: [] + m_TexEnvs: + - _VoronoiTex3D: + m_Texture: {fileID: 11700000, guid: 5d71d448a9a60cb4998c74ef7d2016fb, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _BaseSpeed: 0.2 + - _CullMode: 2 - _DstBlend: 10 - _EnableOuterBorder: 1 + - _FadeFar: 100 + - _FadeNear: 20 - _GridDensity: 1 - _OuterBorderWidth: 0.005 - _SrcBlend: 5 - _StepA: 0.25 - _StepB: 0.24 - - _TimeAngle: 0.1 + - _TimeAngle: 0 - _ZWrite: 0 m_Colors: - _Color0: {r: 1, g: 1.6666665, b: 2, a: 1} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridTube.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridTube.mat index f44deeca..46e02705 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridTube.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Environment/DTM_RandomGridTube.mat @@ -37,9 +37,14 @@ Material: m_LockedProperties: m_SavedProperties: serializedVersion: 3 - m_TexEnvs: [] + m_TexEnvs: + - _VoronoiTex3D: + m_Texture: {fileID: 11700000, guid: 5d71d448a9a60cb4998c74ef7d2016fb, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _BaseSpeed: 1 - _CullMode: 1 - _DstBlend: 10 - _EnableOuterBorder: 0 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_Stay_01.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_Stay_01.mat index 8537e314..9a08ed12 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_Stay_01.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_Stay_01.mat @@ -15,7 +15,6 @@ Material: - _FX_LIGHT_MODE_UNLIT m_InvalidKeywords: - _CADDTEXUVT_ON - - _CUSTOMDATA - _CUSTOMDATA_OFF - _DISSOLVEAR_ON - _DISSOLVEPLUSTEXAR_ON @@ -191,7 +190,7 @@ Material: - 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_DISSOLVEPLUSTEXAR_ON @@ -191,7 +190,7 @@ Material: - _W9ParticleCustomDataFlag3: 0 - _W9ParticleShaderColorChannelFlag: 3 - _W9ParticleShaderFlags: 10248 - - _W9ParticleShaderFlags1: 8388608 + - _W9ParticleShaderFlags1: 2097152 - _W9ParticleShaderGUIFoldToggle: 134217743 - _W9ParticleShaderGUIFoldToggle1: 8388608 - _W9ParticleShaderGUIFoldToggle2: 251 @@ -380,7 +379,7 @@ Material: - _Mask_rotat: 0 - _Mask_scale: 1 - _MatCapToggle: 0 - - _MeshSourceMode: 0 + - _MeshSourceMode: 1 - _Mode: 0 - _NoiseMapUVRotation: 0 - _ParallaxMapping_Intensity: 0.05 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_burst.mat index 6c20b01f..2ecc935e 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_burst.mat @@ -791,6 +791,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - 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b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadCircle.mat index aa2b9e68..82037f98 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadCircle.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadCircle.mat @@ -20,8 +20,9 @@ Material: - _ENABLEEMISSION_ON - _FLIPBOOKBLENDING_OFF - _FX_LIGHT_MODE_UNLIT + - _USEPARTICLEDATAFOREMISSION_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 + m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} @@ -345,6 +346,8 @@ Material: - _TransparentMode: 1 - _UIEffect_Toggle: 0 - _UTwirlEnabled: 0 + - _UseParticleDataForEmission: 1 + - _UseParticleDataForUV: 0 - _UseRedAsAlpha: 0 - _UseUV1_Toggle: 0 - _VertexOffset_Mask_Toggle: 0 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadPoint.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadPoint.mat index 3f01c6e3..4007e7c9 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadPoint.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_HeadPoint.mat @@ -21,8 +21,9 @@ Material: - _ENABLEEMISSION_ON - _FLIPBOOKBLENDING_OFF - _FX_LIGHT_MODE_UNLIT + - _USEPARTICLEDATAFOREMISSION_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 + m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} @@ -346,6 +347,8 @@ Material: - _TransparentMode: 1 - _UIEffect_Toggle: 0 - _UTwirlEnabled: 0 + - _UseParticleDataForEmission: 1 + - _UseParticleDataForUV: 0 - _UseRedAsAlpha: 0 - _UseUV1_Toggle: 0 - _VertexOffset_Mask_Toggle: 0 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks.mat index e476bc15..b2f057ae 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks.mat @@ -21,8 +21,9 @@ Material: - _ENABLEEMISSION_ON - _FLIPBOOKBLENDING_OFF - _FX_LIGHT_MODE_UNLIT + - _USEPARTICLEDATAFOREMISSION_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 + m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} @@ -346,6 +347,8 @@ Material: - _TransparentMode: 1 - _UIEffect_Toggle: 0 - _UTwirlEnabled: 0 + - _UseParticleDataForEmission: 1 + - _UseParticleDataForUV: 0 - _UseRedAsAlpha: 0 - _UseUV1_Toggle: 0 - _VertexOffset_Mask_Toggle: 0 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_02.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_02.mat index fa005cf3..5bb47ef0 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_02.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_02.mat @@ -13,15 +13,16 @@ Material: m_ModifiedSerializedProperties: 0 m_ValidKeywords: - _BLENDMODE_ADDITIVE - - _EMISSION_ON m_InvalidKeywords: - _ALPHAPREMULTIPLY_ON - _CUSTOMDATA - _CUSTOMDATA_OFF + - _EMISSION_ON + - _ENABLEEMISSION_ON - _FLIPBOOKBLENDING_OFF - _FX_LIGHT_MODE_UNLIT m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 + m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} @@ -345,6 +346,8 @@ Material: - _TransparentMode: 1 - _UIEffect_Toggle: 0 - _UTwirlEnabled: 0 + - _UseParticleDataForEmission: 0 + - _UseParticleDataForUV: 0 - _UseRedAsAlpha: 0 - _UseUV1_Toggle: 0 - _VertexOffset_Mask_Toggle: 0 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_03.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_03.mat index 83298b00..1bef0a96 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_03.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_Sparks_03.mat @@ -13,15 +13,16 @@ Material: m_ModifiedSerializedProperties: 0 m_ValidKeywords: - _BLENDMODE_ADDITIVE - - _EMISSION_ON m_InvalidKeywords: - _ALPHAPREMULTIPLY_ON - _CUSTOMDATA - _CUSTOMDATA_OFF + - _EMISSION_ON + - _ENABLEEMISSION_ON - _FLIPBOOKBLENDING_OFF - _FX_LIGHT_MODE_UNLIT m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 + m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} @@ -345,6 +346,8 @@ Material: - _TransparentMode: 1 - _UIEffect_Toggle: 0 - _UTwirlEnabled: 0 + - _UseParticleDataForEmission: 0 + - _UseParticleDataForUV: 0 - _UseRedAsAlpha: 0 - _UseUV1_Toggle: 0 - _VertexOffset_Mask_Toggle: 0 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody.mat index 7ee06b6d..b59c1f84 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody.mat @@ -13,15 +13,15 @@ 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 m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 - m_DoubleSidedGI: 1 + m_EnableInstancingVariants: 1 + m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] @@ -164,7 +164,9 @@ Material: - _SrcBlendAlpha: 1 - _SrcBlendRGB: 5 - _Surface: 0 - - _UseRedAsAlpha: 1 + - _UseParticleDataForEmission: 0 + - _UseParticleDataForUV: 0 + - _UseRedAsAlpha: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: @@ -173,7 +175,7 @@ Material: - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} + - _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} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody_02.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody_02.mat index d3ea5684..5d401633 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody_02.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Track/DTM_Trail_TrailBody_02.mat @@ -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 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail.prefab index acb5b8dd..7e25baa4 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail.prefab +++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail.prefab @@ -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: 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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} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail2.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail2.prefab index 6b2c9b27..6214df2e 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail2.prefab +++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_Trail2.prefab @@ -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: diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridFloor.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridFloor.prefab index 932a21f0..6c93e076 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridFloor.prefab +++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridFloor.prefab @@ -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} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridTube.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridTube.prefab index 2da5b3b4..c55934e8 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridTube.prefab +++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/Environment/DTM_RandomGridTube.prefab @@ -141,6 +141,7 @@ MonoBehaviour: timeAngle: 1 stepA: 0.25 stepB: 0.24 + baseSpeed: 0 seamRotation: -90 seamFadeWidth: 0.2 seamFadeSmoothness: 1 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridFloor_BM.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridFloor_BM.cs index 3feb03ea..f8402121 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridFloor_BM.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridFloor_BM.cs @@ -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 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); } diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridTube_BM.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridTube_BM.cs index 9dab7141..d66c2793 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridTube_BM.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/DataCore/Environment/DTMRandomGridTube_BM.cs @@ -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); } diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridFloor.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridFloor.cs index 8ec5f74d..30d9189f 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridFloor.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridFloor.cs @@ -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); diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridTube.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridTube.cs index 38585b06..fe773fad 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridTube.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMRandomGridTube.cs @@ -8,21 +8,22 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse public partial class DTMRandomGridTube : EnvironmentObject { #region [暴露属性字段] 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); diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMTrail.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMTrail.cs index 2eebbcd3..e0d50c49 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMTrail.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Environment/DTMTrail.cs @@ -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 sparks:S 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); } } diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridFloor.shader b/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridFloor.shader index 02c3e098..b7357106 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridFloor.shader +++ b/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridFloor.shader @@ -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); diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridTube.shader b/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridTube.shader index c25de7b0..9c768041 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridTube.shader +++ b/Assets/ThemeBundles/DepartureToMultiverse/Shaders/DTM_RandomGridTube.shader @@ -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); diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Shaders/RetrowaveSkybox_Mobile.shader b/Assets/ThemeBundles/DepartureToMultiverse/Shaders/RetrowaveSkybox_Mobile.shader new file mode 100644 index 00000000..23e5c5ca --- /dev/null +++ b/Assets/ThemeBundles/DepartureToMultiverse/Shaders/RetrowaveSkybox_Mobile.shader @@ -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. 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