优化特效-溶解材质
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@@ -1,5 +1,6 @@
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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// UIMask 的材质面板:分组折叠 + 中文标签。
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// shader 里用 CustomEditor "UIMaskShaderGUI" 挂上这个类。
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@@ -9,6 +10,9 @@ public class UIMaskShaderGUI : ShaderGUI
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{
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private const string FoldKeyPrefix = "UIMask.GUI.";
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// 用来读取 shader 里声明的默认值(新建一个隐藏材质读它的初始值)
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private static Material defaultsMaterial;
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private class Group
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{
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public string Label;
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@@ -45,7 +49,17 @@ public class UIMaskShaderGUI : ShaderGUI
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{
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Label = "溶解",
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Toggle = "_UseDissolve",
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Props = new[] { "_DissolveTex", "_DissolveChannel", "_Dissolve", "_DissolveWidth" }
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Props = new[]
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{
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"_DissolveTex",
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"_DissolveChannel",
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"_Dissolve",
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"_DissolveWidth",
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"_DissolveEdgeColor",
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"_DissolveEdgeSharpness",
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"_DissolveHighlightColor",
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"_DissolveHighlightWidth"
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}
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},
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new Group
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{
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@@ -82,11 +96,15 @@ public class UIMaskShaderGUI : ShaderGUI
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.BeginHorizontal();
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bool newExpanded = EditorGUILayout.Foldout(expanded, group.Label, true, EditorStyles.foldoutHeader);
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GUILayout.FlexibleSpace();
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if (toggle != null)
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{
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GUILayout.FlexibleSpace();
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editor.ShaderProperty(toggle, GUIContent.none, 0);
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}
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if (GUILayout.Button(new GUIContent("重置", "把本组参数恢复为 shader 默认值"), EditorStyles.miniButton, GUILayout.Width(42f)))
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{
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ResetGroup(editor, props, group);
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}
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EditorGUILayout.EndHorizontal();
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if (newExpanded != expanded)
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@@ -104,6 +122,123 @@ public class UIMaskShaderGUI : ShaderGUI
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EditorGUILayout.EndVertical();
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}
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// 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)
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private static void ResetGroup(MaterialEditor editor, MaterialProperty[] props, Group group)
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{
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Material sample = null;
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foreach (Object target in editor.targets)
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{
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sample = target as Material;
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if (sample != null)
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{
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break;
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}
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}
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if (sample == null)
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{
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return;
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}
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if (defaultsMaterial == null || defaultsMaterial.shader != sample.shader)
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{
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if (defaultsMaterial != null)
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{
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Object.DestroyImmediate(defaultsMaterial);
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}
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defaultsMaterial = new Material(sample.shader) { hideFlags = HideFlags.HideAndDontSave };
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}
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Undo.RecordObjects(editor.targets, "Reset " + group.Label);
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foreach (string name in EnumerateNames(group))
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{
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MaterialProperty prop = FindProperty(name, props, false);
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if (prop == null || !defaultsMaterial.HasProperty(name))
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{
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continue;
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}
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switch (prop.type)
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{
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case MaterialProperty.PropType.Color:
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prop.colorValue = defaultsMaterial.GetColor(name);
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break;
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case MaterialProperty.PropType.Vector:
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prop.vectorValue = defaultsMaterial.GetVector(name);
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break;
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case MaterialProperty.PropType.Texture:
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prop.textureValue = defaultsMaterial.GetTexture(name);
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break;
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default:
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float value = defaultsMaterial.GetFloat(name);
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prop.floatValue = value;
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// 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
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if (name.StartsWith("_Use"))
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{
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SetKeyword(editor, KeywordOf(name), value > 0.5f);
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}
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break;
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}
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}
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foreach (Object target in editor.targets)
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{
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EditorUtility.SetDirty(target);
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}
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}
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private static IEnumerable<string> EnumerateNames(Group group)
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{
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if (!string.IsNullOrEmpty(group.Toggle))
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{
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yield return group.Toggle;
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}
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foreach (string row in group.Props)
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{
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int separator = row.IndexOf('|');
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if (separator < 0)
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{
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yield return row;
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}
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else
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{
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yield return row.Substring(0, separator);
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yield return row.Substring(separator + 1);
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}
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}
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}
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private static string KeywordOf(string propertyName)
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{
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string trimmed = propertyName.StartsWith("_") ? propertyName.Substring(1) : propertyName;
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return "_" + trimmed.ToUpperInvariant() + "_ON";
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}
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private static void SetKeyword(MaterialEditor editor, string keyword, bool enabled)
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{
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foreach (Object target in editor.targets)
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{
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var material = target as Material;
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if (material == null)
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{
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continue;
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}
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if (enabled)
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{
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material.EnableKeyword(keyword);
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}
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else
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{
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material.DisableKeyword(keyword);
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}
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}
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}
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// 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
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private static void DrawProps(MaterialEditor editor, MaterialProperty[] props, string[] rows)
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{
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@@ -114,6 +114,8 @@ Material:
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- _DetailNormalMapScale: 1
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- _Dissolve: 0
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- _DissolveChannel: 3
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- _DissolveEdgeSharpness: 2
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- _DissolveHighlightWidth: 0.08
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- _DissolveWidth: 0
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- _Distortion: 0
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- _DstBlend: 10
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@@ -163,6 +165,8 @@ Material:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _ClipRect: {r: -1, g: -1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _DissolveEdgeColor: {r: 0, g: 0, b: 0, a: 1}
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- _DissolveHighlightColor: {r: 0, g: 0, b: 0, a: 1}
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- _EdgeColor: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _MainTexTiling: {r: 1, g: 1, b: 0, a: 0}
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@@ -9,7 +9,7 @@
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// 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。
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// 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、
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// 顶点 Mask 翻转),需要时由程序控制,材质面板只留艺术参数。
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Shader "VFX/VFX" {
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Shader "VFX/Yeomai_VFX" {
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Properties {
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[UIMaskBlendMode] _BlendMode ("混合模式", Float) = 0
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[HideInInspector] _SrcBlend ("Src Blend", Float) = 5
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@@ -38,6 +38,12 @@ Properties {
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[UIMaskChannel] _DissolveChannel("通道", Float) = 3
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_Dissolve ("溶解进度", Range(0, 1.01)) = 0
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_DissolveWidth ("溶解宽度", Range(0, 1)) = 0
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// 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
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[HDR]_DissolveEdgeColor ("溶解边缘颜色", Color) = (0, 0, 0, 1)
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_DissolveEdgeSharpness ("边缘锐度 (越大越细)", Range(0.001, 8)) = 2
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// 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
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[HDR]_DissolveHighlightColor ("溶解边缘高亮", Color) = (0, 0, 0, 1)
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_DissolveHighlightWidth ("高亮宽度 (越小越细)", Range(0.001, 0.5)) = 0.08
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[Toggle] _UseUIMaskClip("启用", Float) = 0
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_ClipRect("裁切矩形 (由 Mask / RectMask2D 控制)", Vector) = (-1, -1, 1, 1)
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[Toggle] _UseVertexMask("启用", Float) = 0
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@@ -124,6 +130,10 @@ Category {
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float _DissolveChannel;
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fixed _Dissolve;
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fixed _DissolveWidth;
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fixed4 _DissolveEdgeColor;
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fixed _DissolveEdgeSharpness;
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fixed4 _DissolveHighlightColor;
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fixed _DissolveHighlightWidth;
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#endif
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// 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)
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@@ -244,6 +254,15 @@ Category {
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fixed dissolveMap = UIMaskSampleChannel(_DissolveTex, i.texcoordDissolve, _DissolveChannel);
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fixed dissolveAlpha = saturate(smoothstep( DissolveWithParticle, (DissolveWithParticle+_DissolveWidth), dissolveMap));
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col.a *= dissolveAlpha;
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// 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。
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// 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。
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fixed dissolveEdge = pow(1.0 - dissolveAlpha, _DissolveEdgeSharpness);
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col.rgb += _DissolveEdgeColor.rgb * dissolveEdge;
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// 细亮圈:只在溶解边界(dissolveAlpha ≈ 0.5)附近加亮,越靠近边界越亮,
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// 宽度由 _DissolveHighlightWidth 控制;颜色用 HDR 拉高就是"烧得发白"的亮边。
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fixed highlightBand = saturate(1.0 - abs(dissolveAlpha - 0.5) / max(_DissolveHighlightWidth, 0.0001));
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col.rgb += _DissolveHighlightColor.rgb * smoothstep(0.0, 1.0, highlightBand);
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#endif
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#if _USEUIMASKCLIP_ON
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@@ -0,0 +1,191 @@
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%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!21 &2100000
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||||
Material:
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||||
serializedVersion: 8
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m_ObjectHideFlags: 0
|
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
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||||
m_Name: particle
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m_Shader: {fileID: 4800000, guid: 7ddbc50ff7d2d42939fd3e9816f2baf4, type: 3}
|
||||
m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
|
||||
- _USEDISSOLVE_ON
|
||||
m_InvalidKeywords:
|
||||
- _USEUVTRAIL_ON
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
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||||
m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
|
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disabledShaderPasses: []
|
||||
m_LockedProperties:
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m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
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- _BaseMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DissolveTex:
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||||
m_Texture: {fileID: 2800000, guid: 94c4ffff470a043f68f9d388161c3b2a, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _UVNoiseTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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- _DissolveEdgeSharpness: 0.001
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- _DissolveHighlightWidth: 0.203
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- _DissolveWidth: 0.174
|
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _ClipRect: {r: -1, g: -1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _DissolveEdgeColor: {r: 1, g: 0.03199675, b: 0, a: 1}
|
||||
- _DissolveHighlightColor: {r: 4, g: 2.8794167, b: 0, a: 1}
|
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- _EdgeColor: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _MainTexTiling: {r: 1, g: 1, b: 0, a: 0}
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- _NoiseScroll: {r: 0, g: 0, b: 1, a: 1}
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