Compare commits
2 Commits
298ed1eaa2
...
dd0583dbc1
| Author | SHA1 | Date | |
|---|---|---|---|
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dd0583dbc1 | ||
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f4068baf4a |
@@ -213,7 +213,7 @@ Material:
|
||||
- _Dst: 10
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||||
- _DstBlend: 0
|
||||
- _DstBlendAlpha: 0
|
||||
- _EdgeValue: 0.4675023
|
||||
- _EdgeValue: 0.55675477
|
||||
- _EnvironmentReflections: 1
|
||||
- _FNLfanxiangkaiguan: 0
|
||||
- _Face: 1
|
||||
@@ -258,7 +258,7 @@ Material:
|
||||
- _Mask_scale: 1
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||||
- _Metallic: 0
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||||
- _OcclusionStrength: 1
|
||||
- _Opacity: 0.5324977
|
||||
- _Opacity: 0.44324523
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||||
- _Parallax: 0.005
|
||||
- _Pass: 0
|
||||
- _QueueOffset: 0
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||||
|
||||
BIN
Assets/FR2_Cache.asset
LFS
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Assets/FR2_Cache.asset
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@@ -18,7 +18,7 @@ Material:
|
||||
- _RECEIVE_SHADOWS_OFF
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- _ZWRITE_ON
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m_LightmapFlags: 4
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||||
m_EnableInstancingVariants: 0
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||||
m_EnableInstancingVariants: 1
|
||||
m_DoubleSidedGI: 0
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||||
m_CustomRenderQueue: -1
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||||
stringTagMap: {}
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||||
@@ -165,6 +165,8 @@ Material:
|
||||
- _SrcBlendAlpha: 1
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- _SrcBlendRGB: 5
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- _Surface: 0
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||||
- _UseParticleDataForEmission: 0
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||||
- _UseParticleDataForUV: 0
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||||
- _UseRedAsAlpha: 0
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- _WorkflowMode: 1
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- _ZTest: 4
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||||
|
||||
@@ -19,7 +19,7 @@ Material:
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- _RECEIVESHADOWS_OFF
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- _RECEIVE_SHADOWS_OFF
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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||||
m_EnableInstancingVariants: 1
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||||
m_DoubleSidedGI: 0
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||||
m_CustomRenderQueue: -1
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||||
stringTagMap: {}
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||||
@@ -165,10 +165,12 @@ Material:
|
||||
- _SrcBlendAlpha: 1
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||||
- _SrcBlendRGB: 5
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- _Surface: 0
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||||
- _UseParticleDataForEmission: 0
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- _UseParticleDataForUV: 0
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- _UseRedAsAlpha: 0
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- _WorkflowMode: 1
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- _ZTest: 4
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- _ZWrite: 0
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- _ZWrite: 1
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- _ZWriteControl: 0
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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@@ -1,3 +1 @@
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Í⦾kqb<71>Ne1¾0™/¥XKû06}
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vc —ª‘«u§à_ý›¯,¶×«“U@À&+¶JNœ£vÁZ¹_ù8uŠ„YpI]É™†a¶!…gþ‚ÐÑâÓ«²B4úèš0íßä)½CF+Ö×¢µõòœ‘[׌֞`Ù9ÓˆH<CB86>s¢€Á„]‹iš?=\{½·µXAÁSÞˆ
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Vóo§ýpòäê# ϾÎb¿æV<C3A6>S‹N[Qyµtìk<C3AC>·r<>
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ogͽy:¹O¯2ú˜Ú”H·=£ê]sÃÎz"Ù67JZ8R£ñÊœ¸ÉØôÚ<C3B4>•i¼Ï¥Í„xà6£hG1¤Z@°‹±x¿O¹•Ujê&&ðrõ‹aðXuBNM ŽB¨éÓïÀIÉèJãRM)V<>ç<7F>0’éºÂî úFÀg-`Q·QÆ3AŠøªÙÂ]s³‰šsËFÈMˆ9XLB[›í£Íåuÿ~»…€Æ±8²œ<C2B2>)tðL߬?Íll4¦
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Assets/Resources/Chapter0.asset
LFS
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Assets/Resources/Chapter0.asset
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@@ -26,7 +26,7 @@ RenderSettings:
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m_AmbientIntensity: 1
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m_AmbientMode: 0
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m_SubtractiveShadowColor: {r: 0.2, g: 0.2627451, b: 0.42352942, a: 1}
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m_SkyboxMaterial: {fileID: 2100000, guid: bc956c2a94277984ab315b9e44015434, type: 2}
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m_SkyboxMaterial: {fileID: 2100000, guid: 513c79a5f00d51740a6f4a341a6746dd, type: 2}
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m_HaloStrength: 0.5
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m_FlareStrength: 1
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m_FlareFadeSpeed: 3
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@@ -8936,8 +8936,9 @@ MonoBehaviour:
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m_Calls: []
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m_text: 120
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_fontAsset: {fileID: 11400000, guid: 19a92ec938f7b364dad1975875f9fe3a, type: 2}
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m_sharedMaterial: {fileID: -5812992765432063453, guid: 19a92ec938f7b364dad1975875f9fe3a,
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type: 2}
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m_fontSharedMaterials: []
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m_fontMaterial: {fileID: 0}
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m_fontMaterials: []
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@@ -18653,10 +18654,10 @@ RectTransform:
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1236456117}
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- {fileID: 1002277165}
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- {fileID: 1488583589}
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- {fileID: 1121990038}
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- {fileID: 1676572297}
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- {fileID: 1002277165}
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- {fileID: 386144060}
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m_Father: {fileID: 759709588}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -1,101 +0,0 @@
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import os
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import re
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directory = r"d:\Projects\ichni Official\Assets\Scripts\Game"
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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".
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def clean_file(filepath):
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# Do not process BM format classes if they contain definitions of SaveBM or something, but realistically BM classes use ExecuteBM.
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# The user instruction: "把没有实际作用的SaveBM和ConvertToBM的函数剔除"
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try:
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with open(filepath, 'r', encoding='utf-8') as f:
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lines = f.readlines()
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except Exception as e:
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print("Error reading", filepath, e)
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return
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out_lines = []
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i = 0
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changed = False
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deleting_method = False
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brace_depth = 0
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has_seen_open_brace = False
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while i < len(lines):
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line = lines[i]
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if not deleting_method:
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# We look for SaveBM or ConvertToBM declarations.
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# E.g. `public override void SaveBM()` or `public FlexibleFloat_BM ConvertToBM()`
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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:
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# if there is a doc comment before this line, we'd ideally remove it too.
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# Let's remove the previous lines if they are '///' or '[Button]'
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idx = len(out_lines) - 1
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while idx >= 0:
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prev_line = out_lines[idx].strip()
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if prev_line.startswith('///') or prev_line.startswith('[') or prev_line == "":
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out_lines.pop(idx)
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idx -= 1
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else:
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break
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deleting_method = True
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brace_depth = 0
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has_seen_open_brace = False
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if '{' in line:
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brace_depth += line.count('{')
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has_seen_open_brace = True
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if '}' in line:
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brace_depth -= line.count('}')
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if brace_depth == 0 and has_seen_open_brace:
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deleting_method = False
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# Check for one-liner interface without braces
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if ';' in line and not has_seen_open_brace:
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deleting_method = False
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changed = True
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i += 1
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continue
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else:
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if '{' in line:
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brace_depth += line.count('{')
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has_seen_open_brace = True
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if '}' in line:
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brace_depth -= line.count('}')
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if brace_depth <= 0 and has_seen_open_brace:
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deleting_method = False
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i += 1
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continue
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out_lines.append(line)
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i += 1
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if not changed:
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return
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text = "".join(out_lines)
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# Remove empty partial classes
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# e.g. public partial class TrackTotalTimeChange { }
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text = re.sub(r'(public|protected|private)?\s*partial\s+class\s+\w+\s*\{[\s\n]*\}', '', text)
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# Remove empty Region blocks
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text = re.sub(r'#region\s+\[存档转换\]\s*Beatmap Data Conversion[\s\n]*#endregion', '', text)
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# Clean up excess newlines
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text = re.sub(r'\n\s*\n\s*\n', '\n\n', text)
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with open(filepath, 'w', encoding='utf-8') as f:
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f.write(text)
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print("Cleaned:", filepath)
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for root, dirs, files in os.walk(directory):
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for file in files:
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if file.endswith('.cs'):
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filepath = os.path.join(root, file)
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# Do not touch files in Base/Beatmap if they are definitions of the BM format themselves, unless they have ConvertToBM which they dont
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clean_file(filepath)
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Binary file not shown.
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@@ -2,9 +2,9 @@
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// Soullies - Hand-written URP 17 Unlit Sprite/Mesh Shader
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// Derived from TrackShader (ASE), rewritten for clarity and extensibility.
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//
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// Core Feature: Base Color * Texture, optionally multiplied by an HDR Emission Color,
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||||
// allowing illuminated objects to retain proper transparency.
|
||||
// Core Feature: Base Color * Texture, optionally multiplied by an HDR Emission Color.
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||||
// New Feature : Runtime-selectable Blend Mode (Alpha, Additive, Multiply, Premultiplied).
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// Updated : Tightly packed Custom Data (Emission RGBA & UV Offset XY) to perfectly match Unity Particle System streams.
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Shader "Soullies/BlendUnlit"
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{
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@@ -20,31 +20,26 @@ Shader "Soullies/BlendUnlit"
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[Space(8)]
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[Header(Emission)]
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[Toggle] _EnableEmission ("Enable Emission", Float) = 0
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[Toggle] _UseParticleDataForEmission ("Use Particle Data for Emission", Float) = 0
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[HDR] _EmissionColor ("Emission Color (HDR)", Color) = (0, 0, 0, 1)
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[Space(8)]
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[Header(UV Animation)]
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[Toggle] _UseParticleDataForUV ("Use Particle Data for UV Panning", Float) = 0
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[Space(8)]
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[Header(Alpha Source)]
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// When toggled ON : uses the Red channel of the texture as Alpha (for single-channel masks).
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// When toggled OFF : uses the A channel of the texture (standard RGBA sprite).
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[Toggle] _UseRedAsAlpha ("Use Red Channel as Alpha", Float) = 0
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[Space(8)]
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[Header(Blend Mode)]
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// 0 = Alpha Blend (SrcAlpha, OneMinusSrcAlpha) – standard transparent
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// 1 = Additive (SrcAlpha, One) – add light, black = invisible
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// 2 = Multiply (DstColor, Zero) – darken underlying pixels
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// 3 = Premultiplied(One, OneMinusSrcAlpha) – for pre-multiplied alpha textures
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[KeywordEnum(Alpha, Additive, Multiply, Premultiplied)] _BlendMode ("Blend Mode", Float) = 0
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[Space(8)]
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[Header(Render State)]
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[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2 // Back
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[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2
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[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 0
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|
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// Internal blend equation floats – managed by BlendUnlitShaderGUI.
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// Default values = Alpha blend: SrcAlpha(5), OneMinusSrcAlpha(10).
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// MUST be declared here so Unity serialises them into the .mat asset
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// and they survive domain reloads / Ctrl+S without resetting to 0(Zero,Zero=black).
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[HideInInspector] _SrcBlendRGB ("Src Blend (Internal)", Float) = 5
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[HideInInspector] _DstBlendRGB ("Dst Blend (Internal)", Float) = 10
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}
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@@ -62,26 +57,18 @@ Shader "Soullies/BlendUnlit"
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"CanUseSpriteAtlas" = "True"
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}
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// ---------------------------------------------------------------------------
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// Blend equations for each mode (controlled by shader_feature variants):
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// Alpha : SrcAlpha, OneMinusSrcAlpha (standard transparency)
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// Additive : SrcAlpha, One (screen-style additive, black is invisible)
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// Multiply : DstColor, Zero (multiply blend, darkens below)
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// Premultiplied : One, OneMinusSrcAlpha (for pre-multiplied textures/HDR)
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// ---------------------------------------------------------------------------
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Cull [_CullMode]
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ZWrite [_ZWrite]
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ZTest LEqual
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// ---------------------------------------------------------------------------
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// Pass 1 – Universal 2D (sprite renderer main path)
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// Pass 1 – Universal 2D
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// ---------------------------------------------------------------------------
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Pass
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{
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Name "BlendUnlit_Universal2D"
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Tags { "LightMode" = "Universal2D" }
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// Blend state driven by shader_feature variant
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Blend [_SrcBlendRGB] [_DstBlendRGB]
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HLSLPROGRAM
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@@ -93,35 +80,35 @@ Shader "Soullies/BlendUnlit"
|
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|
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#pragma multi_compile_instancing
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#pragma multi_compile_vertex _ SKINNED_SPRITE
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|
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// Blend mode variants (local_fragment: blend equation changes are per-draw, not per-pass)
|
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#pragma shader_feature_local _BLENDMODE_ALPHA _BLENDMODE_ADDITIVE _BLENDMODE_MULTIPLY _BLENDMODE_PREMULTIPLIED
|
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|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
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#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"
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
@@ -1,6 +1,6 @@
|
||||
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|
||||
UnityVersion: 6000.3.7f1
|
||||
CRC: 3232229192
|
||||
CRC: 1328962522
|
||||
HashAppended: 0
|
||||
AssetBundleManifest:
|
||||
AssetBundleInfos:
|
||||
|
||||
Binary file not shown.
@@ -1,16 +1,16 @@
|
||||
ManifestFileVersion: 0
|
||||
UnityVersion: 6000.3.7f1
|
||||
CRC: 2431055967
|
||||
CRC: 808803806
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: 4154d9f2cba09d9af9e9fb76263fa709
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using System;
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||||
using UnityEngine;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using System.Collections.Generic;
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||||
using Beatmap;
|
||||
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||||
namespace Ichni.RhythmGame
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{
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// 以EnvironmentObject为基底,支持伪阴影shader参数刷新
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public class BasicEnvironmentObject : EnvironmentObject
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{
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[Header("Pseudo Shadow Settings")]
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public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
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[Header("Pseudo Shadow Settings")] public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
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[Range(-1, 1)] public float shadowThreshold = 0.2f;
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[Range(0, 1)] public float shadowSmoothness = 0.5f;
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public bool useWorldLight = false;
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public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
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public override bool haveEmission => true;
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public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
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bool isStatic,
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@@ -33,6 +30,7 @@ namespace Ichni.RhythmGame
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basicEnvObj.fakeLightDir = fakeLightDir;
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return basicEnvObj;
|
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}
|
||||
|
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public override void Refresh()
|
||||
{
|
||||
base.Refresh();
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@@ -46,37 +44,39 @@ namespace Ichni.RhythmGame
|
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mat.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
|
||||
}
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}
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}
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|
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namespace Beatmap
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||||
{
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public class BasicEnvironmentObject_BM : EnvironmentObject_BM
|
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namespace Beatmap
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||||
{
|
||||
|
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public float shadowThreshold;
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public float shadowSmoothness;
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public bool useWorldLight;
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public Vector3 fakeLightDir;
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public BasicEnvironmentObject_BM() { }
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public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
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string themeBundleName, string objectName, bool isStatic,
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float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
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: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
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public class BasicEnvironmentObject_BM : EnvironmentObject_BM
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{
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this.shadowThreshold = shadowThreshold;
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this.shadowSmoothness = shadowSmoothness;
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this.useWorldLight = useWorldLight;
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this.fakeLightDir = fakeLightDir;
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}
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public float shadowThreshold;
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public float shadowSmoothness;
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public bool useWorldLight;
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public Vector3 fakeLightDir;
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public override void ExecuteBM()
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{
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matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
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shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
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public BasicEnvironmentObject_BM()
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{
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}
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public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
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string themeBundleName, string objectName, bool isStatic,
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float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
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: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
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{
|
||||
|
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this.shadowThreshold = shadowThreshold;
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this.shadowSmoothness = shadowSmoothness;
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this.useWorldLight = useWorldLight;
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this.fakeLightDir = fakeLightDir;
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}
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public override void ExecuteBM()
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{
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matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
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shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
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}
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}
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}
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}
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}
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8
Assets/ThemeBundles/DepartureToMultiverse/Atlas.meta
Normal file
8
Assets/ThemeBundles/DepartureToMultiverse/Atlas.meta
Normal file
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m_Colors:
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--- !u!114 &3905949624757751178
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- sprite: {fileID: 21300000, guid: 04f724039e1528845ac958ecf5ef0159, type: 3}
|
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flipU: 0
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flipV: 0
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VelocityModule:
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@@ -19101,8 +19101,8 @@ ParticleSystem:
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m_NumColorKeys: 2
|
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m_NumAlphaKeys: 2
|
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CustomDataModule:
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enabled: 0
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mode0: 0
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enabled: 1
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mode0: 1
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vectorComponentCount0: 4
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color0:
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serializedVersion: 2
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@@ -19173,7 +19173,7 @@ ParticleSystem:
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vector0_0:
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serializedVersion: 2
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minMaxState: 0
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scalar: 0
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scalar: 1
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minScalar: 0
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maxCurve:
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serializedVersion: 2
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@@ -19227,7 +19227,7 @@ ParticleSystem:
|
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vector0_1:
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serializedVersion: 2
|
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minMaxState: 0
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scalar: 0
|
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scalar: 1
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minScalar: 0
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maxCurve:
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serializedVersion: 2
|
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@@ -19281,7 +19281,7 @@ ParticleSystem:
|
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vector0_2:
|
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serializedVersion: 2
|
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minMaxState: 0
|
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scalar: 0
|
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scalar: 1
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minScalar: 0
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maxCurve:
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serializedVersion: 2
|
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@@ -19335,7 +19335,7 @@ ParticleSystem:
|
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vector0_3:
|
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serializedVersion: 2
|
||||
minMaxState: 0
|
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scalar: 0
|
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scalar: 1
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minScalar: 0
|
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maxCurve:
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serializedVersion: 2
|
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@@ -19717,7 +19717,7 @@ ParticleSystemRenderer:
|
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m_GlobalIlluminationMeshLod: 0
|
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m_SortingLayerID: 0
|
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m_SortingLayer: 0
|
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m_SortingOrder: 5
|
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m_SortingOrder: 6
|
||||
m_MaskInteraction: 0
|
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m_RenderMode: 0
|
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m_MeshDistribution: 0
|
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@@ -19738,8 +19738,8 @@ ParticleSystemRenderer:
|
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m_AllowRoll: 1
|
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m_FreeformStretching: 0
|
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m_RotateWithStretchDirection: 1
|
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m_UseCustomVertexStreams: 0
|
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m_VertexStreams: 00010304
|
||||
m_UseCustomVertexStreams: 1
|
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m_VertexStreams: 000103042224
|
||||
m_UseCustomTrailVertexStreams: 0
|
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m_TrailVertexStreams: 00010304
|
||||
m_Mesh: {fileID: 0}
|
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@@ -19776,13 +19776,13 @@ Transform:
|
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4577072594657777396}
|
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serializedVersion: 2
|
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m_LocalRotation: {x: -0, y: -0, z: -0.7071068, w: 0.7071068}
|
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m_LocalPosition: {x: 0, y: -0, z: 0}
|
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
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m_LocalScale: {x: 1, y: 1, z: 1}
|
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m_ConstrainProportionsScale: 0
|
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m_Children: []
|
||||
m_Father: {fileID: 4577072593858437033}
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: -90}
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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--- !u!198 &4577072594657777399
|
||||
ParticleSystem:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -20037,8 +20037,8 @@ ParticleSystem:
|
||||
startSize:
|
||||
serializedVersion: 2
|
||||
minMaxState: 3
|
||||
scalar: 1
|
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minScalar: 0.5
|
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scalar: 0.8
|
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minScalar: 0.4
|
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maxCurve:
|
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serializedVersion: 2
|
||||
m_Curve:
|
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@@ -23958,8 +23958,8 @@ ParticleSystem:
|
||||
m_NumColorKeys: 2
|
||||
m_NumAlphaKeys: 2
|
||||
CustomDataModule:
|
||||
enabled: 0
|
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mode0: 0
|
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enabled: 1
|
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mode0: 1
|
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vectorComponentCount0: 4
|
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color0:
|
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serializedVersion: 2
|
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@@ -24030,7 +24030,7 @@ ParticleSystem:
|
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vector0_0:
|
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serializedVersion: 2
|
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minMaxState: 0
|
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scalar: 0
|
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scalar: 1
|
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minScalar: 0
|
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maxCurve:
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serializedVersion: 2
|
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@@ -24084,7 +24084,7 @@ ParticleSystem:
|
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vector0_1:
|
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serializedVersion: 2
|
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minMaxState: 0
|
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scalar: 0
|
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scalar: 1
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minScalar: 0
|
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maxCurve:
|
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serializedVersion: 2
|
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@@ -24138,7 +24138,7 @@ ParticleSystem:
|
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vector0_2:
|
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serializedVersion: 2
|
||||
minMaxState: 0
|
||||
scalar: 0
|
||||
scalar: 1
|
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minScalar: 0
|
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maxCurve:
|
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serializedVersion: 2
|
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@@ -24192,7 +24192,7 @@ ParticleSystem:
|
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vector0_3:
|
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serializedVersion: 2
|
||||
minMaxState: 0
|
||||
scalar: 0
|
||||
scalar: 1
|
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minScalar: 0
|
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maxCurve:
|
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serializedVersion: 2
|
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@@ -24574,7 +24574,7 @@ ParticleSystemRenderer:
|
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m_GlobalIlluminationMeshLod: 0
|
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m_SortingLayerID: 0
|
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m_SortingLayer: 0
|
||||
m_SortingOrder: 10
|
||||
m_SortingOrder: 4
|
||||
m_MaskInteraction: 0
|
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m_RenderMode: 0
|
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m_MeshDistribution: 0
|
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@@ -24595,8 +24595,8 @@ ParticleSystemRenderer:
|
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m_AllowRoll: 1
|
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m_FreeformStretching: 0
|
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m_RotateWithStretchDirection: 1
|
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m_UseCustomVertexStreams: 0
|
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m_VertexStreams: 00010304
|
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m_UseCustomVertexStreams: 1
|
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m_VertexStreams: 000103042224
|
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m_UseCustomTrailVertexStreams: 0
|
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m_TrailVertexStreams: 00010304
|
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m_Mesh: {fileID: 0}
|
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|
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@@ -5002,7 +5002,7 @@ TrailRenderer:
|
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
|
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m_Materials:
|
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- {fileID: 2100000, guid: c9ac29169fa74034094bcfa8119d1c78, type: 2}
|
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- {fileID: 2100000, guid: aaa6158cbeef09e4394d93f416a73b57, type: 2}
|
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m_StaticBatchInfo:
|
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firstSubMesh: 0
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subMeshCount: 0
|
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@@ -5029,7 +5029,7 @@ TrailRenderer:
|
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m_PreviewTimeScale: 1
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m_Parameters:
|
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serializedVersion: 3
|
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widthMultiplier: 0.5
|
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widthMultiplier: 0.1
|
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widthCurve:
|
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serializedVersion: 2
|
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m_Curve:
|
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@@ -5131,10 +5131,10 @@ ParticleSystem:
|
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simulationSpeed: 1
|
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stopAction: 0
|
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cullingMode: 0
|
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ringBufferMode: 0
|
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ringBufferMode: 2
|
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ringBufferLoopRange: {x: 0, y: 1}
|
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emitterVelocityMode: 0
|
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looping: 1
|
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looping: 0
|
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prewarm: 0
|
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playOnAwake: 1
|
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useUnscaledTime: 0
|
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@@ -5690,7 +5690,7 @@ ParticleSystem:
|
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m_RotationOrder: 4
|
||||
randomizeRotationDirection: 0
|
||||
gravitySource: 0
|
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maxNumParticles: 10
|
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maxNumParticles: 1
|
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customEmitterVelocity: {x: 0, y: 0, z: 0}
|
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size3D: 0
|
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rotation3D: 0
|
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@@ -14885,14 +14885,14 @@ ParticleSystem:
|
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 4577072594143320190}
|
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serializedVersion: 8
|
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lengthInSec: 0.5
|
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lengthInSec: 1
|
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simulationSpeed: 1
|
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stopAction: 0
|
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cullingMode: 0
|
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ringBufferMode: 0
|
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ringBufferMode: 2
|
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ringBufferLoopRange: {x: 0, y: 1}
|
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emitterVelocityMode: 0
|
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looping: 1
|
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looping: 0
|
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prewarm: 0
|
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playOnAwake: 1
|
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useUnscaledTime: 0
|
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@@ -14960,7 +14960,7 @@ ParticleSystem:
|
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startLifetime:
|
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serializedVersion: 2
|
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minMaxState: 0
|
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scalar: 0.5
|
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scalar: 1
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minScalar: 5
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maxCurve:
|
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serializedVersion: 2
|
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@@ -15448,7 +15448,7 @@ ParticleSystem:
|
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m_RotationOrder: 4
|
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randomizeRotationDirection: 0
|
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gravitySource: 0
|
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maxNumParticles: 5
|
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maxNumParticles: 1
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customEmitterVelocity: {x: 0, y: 0, z: 0}
|
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size3D: 0
|
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rotation3D: 0
|
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@@ -15714,7 +15714,7 @@ ParticleSystem:
|
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rateOverTime:
|
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serializedVersion: 2
|
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minMaxState: 0
|
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scalar: 5
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scalar: 0
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minScalar: 10
|
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maxCurve:
|
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serializedVersion: 2
|
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@@ -15874,7 +15874,7 @@ ParticleSystem:
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
cycleCount: 5
|
||||
cycleCount: 1
|
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repeatInterval: 0.01
|
||||
probability: 1
|
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SizeModule:
|
||||
|
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@@ -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
|
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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;
|
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#if defined(_HAVESUN_ON)
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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));
|
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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
|
||||
}
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}
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user