GPU优化

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -7,8 +7,8 @@ Shader "Soullies/DTM_RandomGridFloor"
[Header(Pattern Settings)]
_PatternSize("Pattern Size (X, Y)", Vector) = (2.0, 2.0, 0, 0)
_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
_TimeAngle("Time Angle (Speed)", Float) = 1.0
_BaseSpeed("Base Speed (Static)", Float) = 1.0
_TimeAngle("Time Angle / Offset (Dynamic)", Float) = 0.0
[Header(Edge Settings)]
_StepA("Step A", Range(0, 1)) = 0.293
@@ -87,6 +87,7 @@ Shader "Soullies/DTM_RandomGridFloor"
half4 _Color0;
float4 _PatternSize;
float _GridDensity;
float _BaseSpeed;
float _TimeAngle;
float _StepA;
float _StepB;
@@ -97,32 +98,47 @@ Shader "Soullies/DTM_RandomGridFloor"
CBUFFER_END
// -------------------------------------
// Custom Helper Functions
float2 VoronoiHash(float2 p)
// 极限优化工具库组 (无三角函数全MAD指令)
// Fast 2D Hash (纯乘加与小数截断,干掉 sin)
float2 FastHash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// Manhattan-based Voronoi optimized for Mobile URP
float VoronoiDistance(float2 v, float t)
// Extreme Optimized 4-Tap Voronoi for Mobile (从9次循环砍至4次)
float VoronoiDistanceFast(float2 v, float t)
{
float2 n = floor(v);
float2 f = frac(v);
// 象限锚定算出像素所处方格的偏向完美剔除背面5个不可能相邻的远格
float2 mg = step(0.5, f);
float minDist = 8.0;
UNITY_UNROLL
for (int j = -1; j <= 1; j++)
for (int j = 0; j <= 1; j++)
{
UNITY_UNROLL
for (int i = -1; i <= 1; i++)
for (int i = 0; i <= 1; i++)
{
float2 g = float2((float)i, (float)j);
float2 o = VoronoiHash(n + g);
// Oscillating movement
o = sin(t + o * 6.2831853) * 0.5 + 0.5;
// 检索偏向象限的核心 4 个格子
float2 g = mg + float2(i - 1.0, j - 1.0);
float2 hash = FastHash22(n + g);
// 剔除昂贵的 sin 并换用平滑三角波:
// t * 0.1591549 即相当于 t / (2*PI) 把时间归一化到周期
float2 phase = frac(t * 0.1591549 + hash);
float2 tri = abs(phase * 2.0 - 1.0); // 线性三角波 1 -> 0 -> 1
float2 o = tri * tri * (3.0 - 2.0 * tri); // 光滑三次曲线,模拟 sin 的柔顺运动
float2 r = f - g - o;
// Manhattan distance for rectangular frames
// Manhattan 曼哈顿距离
float d = 0.5 * (abs(r.x) + abs(r.y));
minDist = min(minDist, d);
}
@@ -171,11 +187,11 @@ Shader "Soullies/DTM_RandomGridFloor"
float s = 0.707106;
float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
// Time driven animation
float t = _TimeAngle * _TimeParameters.x;
// Time driven animation (Base Time + Phase Offset)
float t = _TimeParameters.x * _BaseSpeed + _TimeAngle;
// Voronoi mathematical noise
float v = VoronoiDistance(rotatedUV, t);
// [TA 极限计算压缩] 使用 4-Tap、零三角函数的极简数学方法保持无限分辨率。
float v = VoronoiDistanceFast(rotatedUV, t);
// Anti-aliased border mask computation
float fw = fwidth(v);

View File

@@ -7,7 +7,8 @@ Shader "Soullies/DTM_RandomGridTube"
[Header(Pattern Settings)]
_PatternSize("Pattern Size (X, Y)", Vector) = (2.0, 2.0, 0, 0)
_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
_TimeAngle("Time Angle (Speed)", Float) = 1.0
_BaseSpeed("Base Speed (Static)", Float) = 1.0
_TimeAngle("Time Angle / Offset (Dynamic)", Float) = 0.0
[Header(Edge Settings)]
_StepA("Step A", Range(0, 1)) = 0.293
@@ -27,7 +28,7 @@ Shader "Soullies/DTM_RandomGridTube"
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
[Enum(Front, Back, Off)] _CullMode("Cull Mode", Float) = 1 // Front (Inside)
[Enum(Front, 0, Back, 1, Off, 2)] _CullMode("Cull Mode", Float) = 1 // Front (Inside)
}
SubShader
@@ -82,6 +83,7 @@ Shader "Soullies/DTM_RandomGridTube"
half4 _Color0;
float4 _PatternSize;
float _GridDensity;
float _BaseSpeed;
float _TimeAngle;
float _StepA;
float _StepB;
@@ -94,32 +96,47 @@ Shader "Soullies/DTM_RandomGridTube"
CBUFFER_END
// -------------------------------------
// Custom Helper Functions
float2 VoronoiHash(float2 p)
// 极限优化工具库组 (无三角函数全MAD指令)
// Fast 2D Hash (纯乘加与小数截断,干掉 sin)
float2 FastHash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// Manhattan-based Voronoi optimized for Mobile URP
float VoronoiDistance(float2 v, float t)
// Extreme Optimized 4-Tap Voronoi for Mobile (从9次循环砍至4次)
float VoronoiDistanceFast(float2 v, float t)
{
float2 n = floor(v);
float2 f = frac(v);
// 象限锚定算出像素所处方格的偏向完美剔除背面5个不可能相邻的远格
float2 mg = step(0.5, f);
float minDist = 8.0;
UNITY_UNROLL
for (int j = -1; j <= 1; j++)
for (int j = 0; j <= 1; j++)
{
UNITY_UNROLL
for (int i = -1; i <= 1; i++)
for (int i = 0; i <= 1; i++)
{
float2 g = float2((float)i, (float)j);
float2 o = VoronoiHash(n + g);
// Oscillating movement
o = sin(t + o * 6.2831853) * 0.5 + 0.5;
// 检索偏向象限的核心 4 个格子
float2 g = mg + float2(i - 1.0, j - 1.0);
float2 hash = FastHash22(n + g);
// 剔除昂贵的 sin 并换用平滑三角波:
// t * 0.1591549 即相当于 t / (2*PI) 把时间归一化到周期
float2 phase = frac(t * 0.1591549 + hash);
float2 tri = abs(phase * 2.0 - 1.0); // 线性三角波 1 -> 0 -> 1
float2 o = tri * tri * (3.0 - 2.0 * tri); // 光滑三次曲线,模拟 sin 的柔顺运动
float2 r = f - g - o;
// Manhattan distance for rectangular frames
// Manhattan 曼哈顿距离
float d = 0.5 * (abs(r.x) + abs(r.y));
minDist = min(minDist, d);
}
@@ -177,8 +194,9 @@ Shader "Soullies/DTM_RandomGridTube"
// Convert adjusted angle to U coordinate
float u = angle * _TubeRadius;
// V is driven by World Z to maintain seamless tiling
float v = input.positionWS.z;
// V is driven by Object Z scaled by World Scale to maintain seamless tiling and resist rotation stretching
float scaleZ = length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
float v = input.positionOS.z * scaleZ;
float2 cylindricalUV = float2(u, v);
@@ -193,11 +211,11 @@ Shader "Soullies/DTM_RandomGridTube"
float s = 0.707106;
float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
// Time driven animation
float t = _TimeAngle * _TimeParameters.x;
// Time driven animation (Base Time + Phase Offset)
float t = _TimeParameters.x * _BaseSpeed + _TimeAngle;
// Voronoi mathematical noise
float voronoiV = VoronoiDistance(rotatedUV, t);
// [TA 极限计算压缩] 使用 4-Tap、零三角函数的极简数学方法保持无限分辨率。
float voronoiV = VoronoiDistanceFast(rotatedUV, t);
// Anti-aliased border mask computation
float fw = fwidth(voronoiV);

View File

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

View File

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