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Props = new[] { "_DissolveTex", "_DissolveChannel", "_Dissolve", "_DissolveWidth" } + Props = new[] + { + "_DissolveTex", + "_DissolveChannel", + "_Dissolve", + "_DissolveWidth", + "_DissolveEdgeColor", + "_DissolveEdgeSharpness", + "_DissolveHighlightColor", + "_DissolveHighlightWidth" + } }, new Group { @@ -82,11 +96,15 @@ public class UIMaskShaderGUI : ShaderGUI EditorGUILayout.BeginVertical(EditorStyles.helpBox); EditorGUILayout.BeginHorizontal(); bool newExpanded = EditorGUILayout.Foldout(expanded, group.Label, true, EditorStyles.foldoutHeader); + GUILayout.FlexibleSpace(); if (toggle != null) { - GUILayout.FlexibleSpace(); editor.ShaderProperty(toggle, GUIContent.none, 0); } + if (GUILayout.Button(new GUIContent("重置", "把本组参数恢复为 shader 默认值"), EditorStyles.miniButton, GUILayout.Width(42f))) + { + ResetGroup(editor, props, group); + } EditorGUILayout.EndHorizontal(); if (newExpanded != expanded) @@ -104,6 +122,123 @@ public class UIMaskShaderGUI : ShaderGUI EditorGUILayout.EndVertical(); } + // 把某一组的属性恢复成 shader 默认值(启用开关同时同步它的关键字) + private static void ResetGroup(MaterialEditor editor, MaterialProperty[] props, Group group) + { + Material sample = null; + foreach (Object target in editor.targets) + { + sample = target as Material; + if (sample != null) + { + break; + } + } + if (sample == null) + { + return; + } + + if (defaultsMaterial == null || defaultsMaterial.shader != sample.shader) + { + if (defaultsMaterial != null) + { + Object.DestroyImmediate(defaultsMaterial); + } + defaultsMaterial = new Material(sample.shader) { hideFlags = HideFlags.HideAndDontSave }; + } + + Undo.RecordObjects(editor.targets, "Reset " + group.Label); + + foreach (string name in EnumerateNames(group)) + { + MaterialProperty prop = FindProperty(name, props, false); + if (prop == null || !defaultsMaterial.HasProperty(name)) + { + continue; + } + + switch (prop.type) + { + case MaterialProperty.PropType.Color: + prop.colorValue = defaultsMaterial.GetColor(name); + break; + + case MaterialProperty.PropType.Vector: + prop.vectorValue = defaultsMaterial.GetVector(name); + break; + + case MaterialProperty.PropType.Texture: + prop.textureValue = defaultsMaterial.GetTexture(name); + break; + + default: + float value = defaultsMaterial.GetFloat(name); + prop.floatValue = value; + // 开关类属性(_UseXxx)要把关键字一起恢复,否则面板勾选和实际编译状态会对不上 + if (name.StartsWith("_Use")) + { + SetKeyword(editor, KeywordOf(name), value > 0.5f); + } + break; + } + } + + foreach (Object target in editor.targets) + { + EditorUtility.SetDirty(target); + } + } + + private static IEnumerable EnumerateNames(Group group) + { + if (!string.IsNullOrEmpty(group.Toggle)) + { + yield return group.Toggle; + } + + foreach (string row in group.Props) + { + int separator = row.IndexOf('|'); + if (separator < 0) + { + yield return row; + } + else + { + yield return row.Substring(0, separator); + yield return row.Substring(separator + 1); + } + } + } + + private static string KeywordOf(string propertyName) + { + string trimmed = propertyName.StartsWith("_") ? propertyName.Substring(1) : propertyName; + return "_" + trimmed.ToUpperInvariant() + "_ON"; + } + + private static void SetKeyword(MaterialEditor editor, string keyword, bool enabled) + { + foreach (Object target in editor.targets) + { + var material = target as Material; + if (material == null) + { + continue; + } + + if (enabled) + { + material.EnableKeyword(keyword); + } + else + { + material.DisableKeyword(keyword); + } + } + } + // group.Props 里一项 = 一行;写 "A|B" 表示这两个单值属性并排在同一行 private static void DrawProps(MaterialEditor editor, MaterialProperty[] props, string[] rows) { diff --git a/Assets/Shaders/VFX.mat b/Assets/Shaders/VFX.mat index f1ab89d..05e09bb 100644 --- a/Assets/Shaders/VFX.mat +++ b/Assets/Shaders/VFX.mat @@ -114,6 +114,8 @@ Material: - _DetailNormalMapScale: 1 - _Dissolve: 0 - _DissolveChannel: 3 + - _DissolveEdgeSharpness: 2 + - _DissolveHighlightWidth: 0.08 - _DissolveWidth: 0 - _Distortion: 0 - _DstBlend: 10 @@ -163,6 +165,8 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _ClipRect: {r: -1, g: -1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} + - _DissolveEdgeColor: {r: 0, g: 0, b: 0, a: 1} + - _DissolveHighlightColor: {r: 0, g: 0, b: 0, a: 1} - _EdgeColor: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _MainTexTiling: {r: 1, g: 1, b: 0, a: 0} diff --git a/Assets/Shaders/VFX.shader b/Assets/Shaders/VFX.shader index 4fcc558..881a5fe 100644 --- a/Assets/Shaders/VFX.shader +++ b/Assets/Shaders/VFX.shader @@ -9,7 +9,7 @@ // Blend 是固定功能状态,不参与 shader 变体表,所以切换混合模式不产生额外变体。 // 面向美术:程序/技术类参数一律用 [HideInInspector] 隐藏(混合模式内部值、Stencil 组、 // 顶点 Mask 翻转),需要时由程序控制,材质面板只留艺术参数。 -Shader "VFX/VFX" { +Shader "VFX/Yeomai_VFX" { Properties { [UIMaskBlendMode] _BlendMode ("混合模式", Float) = 0 [HideInInspector] _SrcBlend ("Src Blend", Float) = 5 @@ -38,6 +38,12 @@ Properties { [UIMaskChannel] _DissolveChannel("通道", Float) = 3 _Dissolve ("溶解进度", Range(0, 1.01)) = 0 _DissolveWidth ("溶解宽度", Range(0, 1)) = 0 + // 默认黑色 = 不叠加任何颜色,保证新参数不影响原有溶解效果 + [HDR]_DissolveEdgeColor ("溶解边缘颜色", Color) = (0, 0, 0, 1) + _DissolveEdgeSharpness ("边缘锐度 (越大越细)", Range(0.001, 8)) = 2 + // 第二层:贴边界的细亮圈(烧纸的燃烧边),同样默认黑色不影响原效果 + [HDR]_DissolveHighlightColor ("溶解边缘高亮", Color) = (0, 0, 0, 1) + _DissolveHighlightWidth ("高亮宽度 (越小越细)", Range(0.001, 0.5)) = 0.08 [Toggle] _UseUIMaskClip("启用", Float) = 0 _ClipRect("裁切矩形 (由 Mask / RectMask2D 控制)", Vector) = (-1, -1, 1, 1) [Toggle] _UseVertexMask("启用", Float) = 0 @@ -124,6 +130,10 @@ Category { float _DissolveChannel; fixed _Dissolve; fixed _DissolveWidth; + fixed4 _DissolveEdgeColor; + fixed _DissolveEdgeSharpness; + fixed4 _DissolveHighlightColor; + fixed _DissolveHighlightWidth; #endif // 通道选择:0=R 1=G 2=B 3=A。用点乘取通道,避免动态分量索引(SM2.0 不支持) @@ -244,6 +254,15 @@ Category { fixed dissolveMap = UIMaskSampleChannel(_DissolveTex, i.texcoordDissolve, _DissolveChannel); fixed dissolveAlpha = saturate(smoothstep( DissolveWithParticle, (DissolveWithParticle+_DissolveWidth), dissolveMap)); col.a *= dissolveAlpha; + // 溶解边缘色:越靠近溶解边界越亮。已溶解区域 alpha≈0 不可见,所以视觉上就是沿着溶解轮廓的一圈颜色。 + // 做火焰时把颜色设成 HDR 橙红(用 HDR 拾色器的强度调亮),边缘就会像在燃烧。 + fixed dissolveEdge = pow(1.0 - 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