GPU优化
This commit is contained in:
8
Assets/ThemeBundles/DepartureToMultiverse/Atlas.meta
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8
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|
||||
@@ -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}
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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}
|
||||
|
||||
@@ -141,6 +141,7 @@ MonoBehaviour:
|
||||
timeAngle: 1
|
||||
stepA: 0.25
|
||||
stepB: 0.24
|
||||
baseSpeed: 0
|
||||
seamRotation: -90
|
||||
seamFadeWidth: 0.2
|
||||
seamFadeSmoothness: 1
|
||||
|
||||
@@ -14,6 +14,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
public float timeAngle = 0.1f;
|
||||
public float stepA = 0.25f;
|
||||
public float stepB = 0.24f;
|
||||
public float baseSpeed = 0.2f;
|
||||
|
||||
public bool enableOuterBorder = true;
|
||||
public float outerBorderColorR = 1f;
|
||||
@@ -32,7 +33,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
public DTMRandomGridFloor_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
|
||||
string themeBundleName, string objectName, bool isStatic,
|
||||
float patternSizeX, float patternSizeY, float gridDensity,
|
||||
float timeAngle, float stepA, float stepB,
|
||||
float timeAngle, float stepA, float stepB, float baseSpeed,
|
||||
bool enableOuterBorder, Color outerColor, float outerBorderWidth,
|
||||
float fadeFar = 100f, float fadeNear = 20f)
|
||||
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
|
||||
@@ -43,7 +44,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
this.timeAngle = timeAngle;
|
||||
this.stepA = stepA;
|
||||
this.stepB = stepB;
|
||||
|
||||
this.baseSpeed = baseSpeed;
|
||||
|
||||
this.enableOuterBorder = enableOuterBorder;
|
||||
this.outerBorderColorR = outerColor.r;
|
||||
this.outerBorderColorG = outerColor.g;
|
||||
@@ -62,7 +64,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
matchedElement = DTMRandomGridFloor.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
||||
patternSizeX, patternSizeY, gridDensity,
|
||||
timeAngle, stepA, stepB,
|
||||
timeAngle, stepA, stepB, baseSpeed,
|
||||
enableOuterBorder, outerColor, outerBorderWidth,
|
||||
fadeFar, fadeNear);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -0,0 +1,220 @@
|
||||
Shader "Soullies/RetrowaveSkybox_Mobile"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Sky and Horizon)]
|
||||
_SkyColor("Sky Color", Color) = (1, 0.15, 0, 1)
|
||||
_HorizonColor("Horizon Color", Color) = (0.42, 0.10, 0.65, 1)
|
||||
_HorizonStrength("Horizon Strength", Float) = 1.0
|
||||
_HorizonHeight("Horizon/Sky Height Offset", Range(-1, 1)) = 0.0
|
||||
|
||||
[Header(Procedural Sun)]
|
||||
[Toggle(_HAVESUN_ON)] _HaveSun("Have Sun", Float) = 1
|
||||
_SunSize("Sun Disc Size", Range(0.001, 1)) = 0.05
|
||||
[HDR]_SunColorOne("Sun Color Top", Color) = (0.95, 0.82, 0.29, 1)
|
||||
[HDR]_SunColorTwo("Sun Color Bottom", Color) = (0.87, 0.39, 0.61, 1)
|
||||
_SunGradStrength("Sun Gradient Strength", Float) = 10
|
||||
_SunGradHeight("Sun Gradient Height", Range(-1, 5)) = 2
|
||||
[NoScaleOffset] _SunMask("Sun Mask (Grid Map)", 2D) = "white" {}
|
||||
_SunMaskSize("Sun Mask Size", Range(-5, 1)) = 0
|
||||
|
||||
[Header(Fog Equivalent Horizon Blending)]
|
||||
_FogHeight("Fog Height", Range(-10, 10)) = 1.0
|
||||
_FogPower("Fog Power", Range(0, 5)) = 1.0
|
||||
_FogContrast("Fog Contrast", Float) = 5.0
|
||||
|
||||
[Header(Procedural Stars)]
|
||||
_StarDensity("Star Density", Float) = 150.0
|
||||
_StarSize("Star Size / Contrast", Range(0, 300)) = 150
|
||||
[HDR]_StarColor("Star Color", Color) = (0.9, 0.9, 0.9, 1)
|
||||
[Toggle(_PREVENTSTARS_ON)] _PreventStars("Prevent Stars on Sun", Float) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderType"="Background"
|
||||
"Queue"="Background"
|
||||
"PreviewType"="Skybox"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Skybox"
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 3.5
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature_local _HAVESUN_ON
|
||||
#pragma shader_feature_local _PREVENTSTARS_ON
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float3 viewDirWS : TEXCOORD0;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _SkyColor;
|
||||
half4 _HorizonColor;
|
||||
half _HorizonStrength;
|
||||
half _HorizonHeight;
|
||||
|
||||
half _SunSize;
|
||||
half4 _SunColorOne;
|
||||
half4 _SunColorTwo;
|
||||
half _SunGradStrength;
|
||||
half _SunGradHeight;
|
||||
half _SunMaskSize;
|
||||
|
||||
half _FogHeight;
|
||||
half _FogPower;
|
||||
half _FogContrast;
|
||||
|
||||
half _StarDensity;
|
||||
half _StarSize;
|
||||
half4 _StarColor;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_SunMask); SAMPLER(sampler_SunMask);
|
||||
|
||||
// [TA Optimize] Fast 3D Hash returning float3 for Star Placement
|
||||
float3 FastHash3D_vec3(float3 p)
|
||||
{
|
||||
p = frac(p * float3(0.1031, 0.1030, 0.0973));
|
||||
p += dot(p, p.yxz + 33.33);
|
||||
return frac((p.xxy + p.yxx) * p.zyx);
|
||||
}
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
// Unity standard skybox space
|
||||
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
||||
output.viewDirWS = input.positionOS.xyz;
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
// Must normalize local vertex pos to form spherical ray
|
||||
float3 vDir = normalize(input.viewDirWS);
|
||||
|
||||
// ===================================
|
||||
// 1. SKY & HORIZON (Restored mapping scale)
|
||||
// ===================================
|
||||
// 恢复使用 asin 以保证与原版天空盒参数的非线性渐变弧度绝对一致
|
||||
// 半个圆周的 asin 值域映射常数: 1.0 / (PI / 2.0) = 0.63661977
|
||||
float skyY = asin(clamp(vDir.y, -1.0, 1.0)) * 0.63661977;
|
||||
|
||||
// 去除此处的 saturate,使得 _HorizonStrength>1 时可以向天空顶部延展色彩 (原版默认行为)
|
||||
float skyMask = skyY * _HorizonStrength + _HorizonHeight;
|
||||
half3 finalColor = lerp(_HorizonColor.rgb, _SkyColor.rgb, skyMask);
|
||||
|
||||
// ===================================
|
||||
// 2. PROCEDURAL SUN (Zero Acos)
|
||||
// ===================================
|
||||
half3 sunColor = half3(0,0,0);
|
||||
float sunOpacity = 0;
|
||||
|
||||
#if defined(_HAVESUN_ON)
|
||||
Light mainLight = GetMainLight();
|
||||
float3 lDir = normalize(mainLight.direction);
|
||||
|
||||
// [TA Optimize] Replace acos(dot) with raw dot + smoothstep
|
||||
float NdotL = dot(vDir, lDir);
|
||||
|
||||
// Maps [0.001, 1.0] scale to a reasonable threshold for Dot Product
|
||||
float sunThreshold = lerp(1.0, 0.8, _SunSize);
|
||||
|
||||
// Anti-aliased disc edge
|
||||
float sunFw = fwidth(NdotL);
|
||||
float sunMask = smoothstep(sunThreshold - sunFw, sunThreshold + sunFw, NdotL);
|
||||
|
||||
// Vertical Local Gradient
|
||||
float localSunY = saturate(((vDir.y - lDir.y + (1.0 - sunThreshold)) / ((1.0 - sunThreshold) * 2.0)) * _SunGradStrength - _SunGradHeight);
|
||||
half3 rawSunColor = lerp(_SunColorTwo.rgb, _SunColorOne.rgb, localSunY);
|
||||
|
||||
// [TA Optimize] Planar Projection UV for Sun Mask (Zero Trigo, No Spherical Math)
|
||||
float3 up = abs(lDir.y) > 0.999 ? float3(0,0,1) : float3(0,1,0); // Prevent gimbal lock
|
||||
float3 right = normalize(cross(up, lDir));
|
||||
float3 sunUp = cross(lDir, right);
|
||||
|
||||
float2 sunUV = float2(dot(vDir, right), dot(vDir, sunUp));
|
||||
|
||||
// 修正点:根据太阳真实的半径跨度进行缩放,映射到完美填充正负1的圆形
|
||||
float sunRadius = sqrt(max(0.0001, 1.0 - sunThreshold * sunThreshold));
|
||||
float2 sunUVNorm = sunUV / sunRadius;
|
||||
|
||||
// 应用暴露出的原生 Mask 控制参数
|
||||
sunUVNorm = sunUVNorm * (1.0 - _SunMaskSize) * 0.5 + 0.5;
|
||||
|
||||
half gridMask = SAMPLE_TEXTURE2D(_SunMask, sampler_SunMask, sunUVNorm).r;
|
||||
sunOpacity = gridMask * sunMask;
|
||||
sunColor = rawSunColor * sunOpacity;
|
||||
#endif
|
||||
|
||||
// ===================================
|
||||
// 3. PROCEDURAL STARS (Single-Tap Cellular Noise)
|
||||
// ===================================
|
||||
half3 starFinal = half3(0,0,0);
|
||||
|
||||
// [TA Optimize] 用单次计算的 3D Cell Noise 平替 9-Tap Voronoi
|
||||
// 乘以 8 是为了还原老版本在 X轴上乘 8 带来的高密度视觉错觉
|
||||
float3 scaledPos = vDir * (_StarDensity * 8.0);
|
||||
float3 cell = floor(scaledPos);
|
||||
float3 local = frac(scaledPos);
|
||||
|
||||
// 获取晶格内随机星星偏移点与亮暗随机种子
|
||||
float3 randProps = FastHash3D_vec3(cell);
|
||||
|
||||
// 计算当前像素到该单个星星的距离
|
||||
float dist = length(local - randProps);
|
||||
|
||||
// 构造出锐利的星星斑点 (类似 Voronoi 的山峰距离场)
|
||||
float starVal = max(0.0, 1.0 - dist * 1.5); // 1.5 增强锐利度
|
||||
starVal = pow(starVal, max(1.0, max(75, _StarSize) / 10));
|
||||
|
||||
// 随机让 40% 的晶格变空或变亮,使其显得自然参差不齐
|
||||
float brightness = FastHash3D_vec3(cell + 123.0).x;
|
||||
starVal *= (brightness > 0.4 ? brightness : 0.0);
|
||||
|
||||
starFinal = starVal * _StarColor.rgb;
|
||||
|
||||
#if defined(_PREVENTSTARS_ON)
|
||||
starFinal *= (1.0 - sunOpacity);
|
||||
#endif
|
||||
|
||||
// Add everything up
|
||||
finalColor += starFinal;
|
||||
finalColor += sunColor;
|
||||
|
||||
// ===================================
|
||||
// 4. GLOBAL FOG BLEND (Restored)
|
||||
// ===================================
|
||||
// 还原原版 Shader Graph 在地平线处覆盖的全局雾气混合机制
|
||||
float fogVal = saturate(_FogHeight - skyY * _FogContrast) * _FogPower;
|
||||
finalColor = lerp(finalColor, unity_FogColor.rgb, saturate(fogVal));
|
||||
|
||||
return half4(finalColor, 1.0);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
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Reference in New Issue
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