材质修改
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using UnityEditor;
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using UnityEngine;
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// UIMask 材质面板的"下拉框 -> 隐藏属性"绘制器基类。
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// ShaderLab 的 Blend / Cull 只接受数字属性,没法用枚举直接切换,
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// 所以由绘制器把下拉框的选项写进隐藏属性。
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// 每次绘制面板都会同步一次,所以从其它 shader(例如 URP/Lit 也有同名的
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// _SrcBlend / _DstBlend / _Cull)切过来的材质会被自动纠正。
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// 注意:attribute 的名字必须是子类的简单类名,Unity 按类名查找绘制器。
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public abstract class UIMaskEnumDrawer : MaterialPropertyDrawer
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{
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protected abstract string[] Options { get; }
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// 把下拉框当前选项同步到材质上的隐藏属性
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protected abstract void Apply(MaterialEditor editor, int index);
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public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
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{
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EditorGUI.BeginChangeCheck();
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int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Options.Length - 1);
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index = EditorGUI.Popup(position, label, index, Options);
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if (EditorGUI.EndChangeCheck())
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{
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prop.floatValue = index;
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}
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Apply(editor, index);
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}
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public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
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{
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return EditorGUIUtility.singleLineHeight;
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}
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protected void SetValue(MaterialEditor editor, string propertyName, float value)
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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 || !material.HasProperty(propertyName))
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{
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continue;
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}
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if (!Mathf.Approximately(material.GetFloat(propertyName), value))
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{
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material.SetFloat(propertyName, value);
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}
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}
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}
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}
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// 混合模式:加色 / 普通混合
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// 数值对应 UnityEngine.Rendering.BlendMode:SrcAlpha=5, One=1, OneMinusSrcAlpha=10
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public class UIMaskBlendMode : UIMaskEnumDrawer
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{
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private static readonly string[] Items = { "Additive", "AlphaBlend" };
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protected override string[] Options => Items;
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protected override void Apply(MaterialEditor editor, int index)
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{
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SetValue(editor, "_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha);
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SetValue(editor, "_DstBlend", index == 0
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? (float)UnityEngine.Rendering.BlendMode.One
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: (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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}
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}
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// 渲染面:只渲染前面 / 只渲染后面 / 双面
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// ShaderLab 的 Cull 取值:Off=0(双面)、Front=1(剔除正面,即只渲染后面)、Back=2(剔除背面,即只渲染前面)
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public class UIMaskRenderFace : UIMaskEnumDrawer
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{
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private const float CullOff = 0f;
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private const float CullFront = 1f;
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private const float CullBack = 2f;
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private static readonly string[] Items = { "前面", "背面", "双面" };
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protected override string[] Options => Items;
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protected override void Apply(MaterialEditor editor, int index)
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{
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float cull = index == 0 ? CullBack : (index == 1 ? CullFront : CullOff);
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SetValue(editor, "_Cull", cull);
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}
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}
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// 贴图通道:R / G / B / A(值直接被 shader 采样时使用,不需要写隐藏属性)
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// 默认 A(index = 3)
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public class UIMaskChannel : UIMaskEnumDrawer
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{
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private static readonly string[] Items = { "R 通道", "G 通道", "B 通道", "A 通道" };
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protected override string[] Options => Items;
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protected override void Apply(MaterialEditor editor, int index)
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{
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// 下拉框的值本身就是要采样的通道号,无需同步到别的属性
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,195 @@
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using UnityEditor;
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using UnityEngine;
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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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// 折叠状态存在 EditorPrefs(按组名),重编译/重启 Unity 后仍然保持。
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// 未在 Groups 里列出的属性(_SrcBlend/_DstBlend/_Cull、硬边溶解、Stencil 等)不绘制。
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public class UIMaskShaderGUI : ShaderGUI
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{
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private const string FoldKeyPrefix = "UIMask.GUI.";
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private class Group
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{
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public string Label;
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public string Toggle; // 组的启用开关(没有则为 null)
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public string[] Props; // 组内属性,按显示顺序
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}
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private static readonly Group[] Groups =
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{
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new Group
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{
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Label = "基础",
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Props = new[] { "_BlendMode", "_RenderFace", "_TintColor", "_GlowScale|_AlphaScale", "_MainTex" }
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},
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new Group
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{
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Label = "UV 滚动",
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Toggle = "_UseUvAni",
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Props = new[] { "_SpeedU|_SpeedV" }
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},
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new Group
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{
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Label = "UV 扰乱",
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Toggle = "_UseUvDistortion",
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Props = new[] { "_UVNoiseTex", "_Distortion", "_NoiseScroll" }
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},
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new Group
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{
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Label = "遮罩 Mask",
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Toggle = "_UseMask",
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Props = new[] { "_UseMaskUvAni", "_Mask", "_MaskChannel", "_MaskSpeedU|_MaskSpeedV" }
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},
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new Group
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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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},
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new Group
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{
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Label = "UI 裁切",
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Toggle = "_UseUIMaskClip",
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Props = new[] { "_ClipRect" }
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},
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new Group
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{
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Label = "顶点遮罩",
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Toggle = "_UseVertexMask",
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Props = new[] { "_VertexOffset" }
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},
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};
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public override void OnGUI(MaterialEditor editor, MaterialProperty[] props)
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{
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foreach (Group group in Groups)
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{
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DrawGroup(editor, props, group);
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}
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}
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private static void DrawGroup(MaterialEditor editor, MaterialProperty[] props, Group group)
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{
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MaterialProperty toggle = string.IsNullOrEmpty(group.Toggle)
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? null
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: FindProperty(group.Toggle, props, false);
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string foldKey = FoldKeyPrefix + group.Label;
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// 默认只展开"基础",其余收起(收起时右边的勾选状态仍能看出该功能有没有开)
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bool expanded = EditorPrefs.GetBool(foldKey, group.Label == "基础");
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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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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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EditorGUILayout.EndHorizontal();
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if (newExpanded != expanded)
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{
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EditorPrefs.SetBool(foldKey, newExpanded);
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}
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if (newExpanded)
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{
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EditorGUI.indentLevel++;
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DrawProps(editor, props, group.Props);
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.EndVertical();
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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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foreach (string row in rows)
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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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DrawOne(editor, props, row);
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continue;
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}
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MaterialProperty left = FindProperty(row.Substring(0, separator), props, false);
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MaterialProperty right = FindProperty(row.Substring(separator + 1), props, false);
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if (left != null && right != null && IsSingleValue(left) && IsSingleValue(right))
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{
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DrawTwoPerRow(editor, left, right);
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}
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else
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{
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// 其中一边不存在或不是单值属性,退回各自一行,避免出错
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if (left != null) DrawOne(editor, props, left.name);
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if (right != null) DrawOne(editor, props, right.name);
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}
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}
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}
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private static void DrawOne(MaterialEditor editor, MaterialProperty[] props, string name)
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{
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MaterialProperty prop = FindProperty(name, props, false);
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if (prop == null)
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{
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return;
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}
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if (prop.type == MaterialProperty.PropType.Texture)
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{
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// Unity 原生贴图选择器(缩略图 + 平铺/偏移都由它画)
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bool scaleOffset = (prop.flags & MaterialProperty.PropFlags.NoScaleOffset) == 0;
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editor.TextureProperty(prop, prop.displayName, scaleOffset);
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return;
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}
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if (prop.type == MaterialProperty.PropType.Vector)
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{
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DrawVectorTwoLines(prop);
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return;
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}
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editor.ShaderProperty(prop, prop.displayName);
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}
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private static bool IsSingleValue(MaterialProperty prop)
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{
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return prop.type == MaterialProperty.PropType.Float
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|| prop.type == MaterialProperty.PropType.Int;
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}
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// 两个单值属性并排一行;半行放不下默认标签宽度,所以临时收窄标签
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private static void DrawTwoPerRow(MaterialEditor editor, MaterialProperty left, MaterialProperty right)
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{
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Rect row = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
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const float gap = 6f;
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float half = (row.width - gap) * 0.5f;
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float oldLabelWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = Mathf.Min(oldLabelWidth, half * 0.5f);
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editor.ShaderProperty(new Rect(row.x, row.y, half, row.height), left, new GUIContent(left.displayName));
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editor.ShaderProperty(new Rect(row.x + half + gap, row.y, half, row.height), right, new GUIContent(right.displayName));
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EditorGUIUtility.labelWidth = oldLabelWidth;
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}
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// 四分量向量:属性名独占一行,X/Y/Z/W 单独占下一行(默认是挤在同一行,名字会被切掉)
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private static void DrawVectorTwoLines(MaterialProperty prop)
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{
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EditorGUILayout.LabelField(prop.displayName, EditorStyles.label);
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = prop.hasMixedValue;
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Vector4 value = EditorGUILayout.Vector4Field(GUIContent.none, prop.vectorValue);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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prop.vectorValue = value;
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,186 @@
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- _DstBlend: 10
|
||||
- _DstBlendAlpha: 0
|
||||
- _EdgeGlow: 1
|
||||
- _EnvironmentReflections: 1
|
||||
- _GlossMapScale: 0
|
||||
- _Glossiness: 0
|
||||
- _GlossyReflections: 0
|
||||
- _GlowScale: 1
|
||||
- _MaskChannel: 3
|
||||
- _MaskSpeedU: 0
|
||||
- _MaskSpeedV: 0
|
||||
- _Metallic: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.005
|
||||
- _QueueOffset: 0
|
||||
- _ReceiveShadows: 1
|
||||
- _RenderFace: 0
|
||||
- _Smoothness: 0.5
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SpeedU: 0
|
||||
- _SpeedV: 0
|
||||
- _SrcBlend: 5
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
- _StencilOp: 0
|
||||
- _StencilReadMask: 255
|
||||
- _StencilWriteMask: 255
|
||||
- _Surface: 0
|
||||
- _UseDissolve: 0
|
||||
- _UseHardEdge: 0
|
||||
- _UseMask: 0
|
||||
- _UseMaskUvAni: 0
|
||||
- _UseReceiveFog: 0
|
||||
- _UseUIMaskClip: 0
|
||||
- _UseUvAni: 0
|
||||
- _UseUvDistortion: 0
|
||||
- _UseUvTrail: 1
|
||||
- _UseVertexMask: 0
|
||||
- _VertexFlipX: 1
|
||||
- _WorkflowMode: 1
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _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}
|
||||
- _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}
|
||||
- _NoiseScroll: {r: 0, g: 0, b: 1, a: 1}
|
||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
- _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
|
||||
- _VertexOffset: {r: 0, g: 0, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
--- !u!114 &4124507439711967337
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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||||
m_Name:
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||||
m_EditorClassIdentifier:
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||||
version: 7
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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||||
guid: fef3f43e5c75945209ac3bd77f1cad29
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||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,264 @@
|
||||
// UIMask:UI Mask 粒子/特效 shader —— 加色与普通混合共用一个 shader
|
||||
//
|
||||
// 混合模式在材质面板上是一个下拉框 "_BlendMode"(加色 Additive / 普通混合 AlphaBlend)。
|
||||
// 它由 Assets/Shaders/Editor/UIMaskBlendMode.cs([UIMaskBlendMode] 绘制器)映射到真正的 Blend 状态:
|
||||
// 加色(Additive): _SrcBlend = 5 (SrcAlpha) _DstBlend = 1 (One)
|
||||
// 普通混合(AlphaBlend):_SrcBlend = 5 (SrcAlpha) _DstBlend = 10 (OneMinusSrcAlpha)
|
||||
// 渲染面同理:[UIMaskRenderFace] 下拉映射到隐藏属性 _Cull(双面=0,只渲染后面=1,只渲染前面=2)。
|
||||
// _SrcBlend / _DstBlend / _Cull 是隐藏属性,由下拉框自动写入,不要手动改。
|
||||
// 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" {
|
||||
Properties {
|
||||
[UIMaskBlendMode] _BlendMode ("混合模式", Float) = 0
|
||||
[HideInInspector] _SrcBlend ("Src Blend", Float) = 5
|
||||
[HideInInspector] _DstBlend ("Dst Blend", Float) = 1
|
||||
[UIMaskRenderFace] _RenderFace ("渲染面", Float) = 2
|
||||
[HideInInspector] _Cull ("Cull", Float) = 0
|
||||
[HDR]_TintColor ("着色", Color) = (0.5,0.5,0.5,0.5)
|
||||
_GlowScale("发光强度", float) = 1
|
||||
_AlphaScale("透明度", float) = 1
|
||||
_MainTex ("主贴图", 2D) = "white" {}
|
||||
[Toggle] _UseUvAni("启用", Float) = 0
|
||||
_SpeedU("U 速度", Float) = 0
|
||||
_SpeedV("V 速度", Float) = 0
|
||||
[Toggle] _UseUvDistortion("启用", Float) = 0
|
||||
_UVNoiseTex("噪声贴图", 2D) = "black" {}
|
||||
_Distortion ("扰动量", Float) = 0
|
||||
_NoiseScroll ("噪声滚动 (XY 速度 / ZW 强度)", Vector) = (0,0,1,1)
|
||||
[Toggle] _UseMask("启用", Float) = 0
|
||||
[Toggle] _UseMaskUvAni("UV 滚动", Float) = 0
|
||||
_Mask("遮罩贴图", 2D) = "white" {}
|
||||
[UIMaskChannel] _MaskChannel("通道", Float) = 3
|
||||
_MaskSpeedU("U 速度", Float) = 0
|
||||
_MaskSpeedV("V 速度", Float) = 0
|
||||
[Toggle] _UseDissolve("启用", Float) = 0
|
||||
_DissolveTex ("溶解贴图", 2D) = "white" {}
|
||||
[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
|
||||
[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
|
||||
_VertexOffset ("方向与范围", Vector) = (0,0,1,1)
|
||||
// 程序专用:顶点 Mask 的翻转,由程序设置
|
||||
[HideInInspector] _VertexFlipX ("程序专用", Float) = 1
|
||||
// required for UI.Mask —— 这几个由 Unity 的 Mask / RectMask2D 在运行时写入,不需要美术看到
|
||||
[HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil("Stencil ID", Float) = 0
|
||||
[HideInInspector] _StencilOp("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
[HideInInspector] _ColorMask("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
CustomEditor "UIMaskShaderGUI"
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend [_SrcBlend][_DstBlend]
|
||||
Cull [_Cull] Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
// 全部使用 shader_feature(按材质用到的组合裁剪),不要改成 multi_compile
|
||||
#pragma shader_feature _USEMASK_ON
|
||||
#pragma shader_feature _USEMASKUVANI_ON
|
||||
#pragma shader_feature _USEUVANI_ON
|
||||
#pragma shader_feature _USEUVDISTORTION_ON
|
||||
#pragma shader_feature _USEDISSOLVE_ON
|
||||
#pragma shader_feature _USEUIMASKCLIP_ON
|
||||
#pragma shader_feature _USEVERTEXMASK_ON
|
||||
|
||||
// 不声明 multi_compile_fog:UNITY_FOG_* 宏在无雾关键字时展开为空,
|
||||
// 原来的"_UseReceiveFog"开关勾了也不会有任何效果,故已移除。
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
#if _USEMASK_ON
|
||||
sampler2D _Mask;
|
||||
fixed4 _Mask_ST;
|
||||
float _MaskChannel;
|
||||
#if _USEMASKUVANI_ON
|
||||
float _MaskSpeedU;
|
||||
float _MaskSpeedV;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if _USEUVANI_ON
|
||||
float _SpeedU;
|
||||
float _SpeedV;
|
||||
#endif
|
||||
|
||||
#if _USEUVDISTORTION_ON
|
||||
sampler2D _UVNoiseTex;
|
||||
fixed4 _UVNoiseTex_ST;
|
||||
fixed _Distortion;
|
||||
fixed4 _NoiseScroll;
|
||||
#endif
|
||||
|
||||
#if _USEDISSOLVE_ON
|
||||
sampler2D _DissolveTex;
|
||||
fixed4 _DissolveTex_ST;
|
||||
float _DissolveChannel;
|
||||
fixed _Dissolve;
|
||||
fixed _DissolveWidth;
|
||||
#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)
|
||||
inline float UIMaskSampleChannel(sampler2D tex, float2 uv, float channel)
|
||||
{
|
||||
float4 c = tex2D(tex, uv);
|
||||
float4 w = 1.0 - saturate(abs(channel - float4(0.0, 1.0, 2.0, 3.0)));
|
||||
return dot(c, w);
|
||||
}
|
||||
|
||||
#if _USEUIMASKCLIP_ON
|
||||
fixed4 _ClipRect;
|
||||
#endif
|
||||
|
||||
#if _USEVERTEXMASK_ON
|
||||
fixed4 _VertexOffset;
|
||||
fixed _VertexFlipX;
|
||||
#endif
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
fixed4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
fixed4 texcoord : TEXCOORD0;
|
||||
|
||||
#if _USEMASK_ON
|
||||
fixed2 texcoordMask : TEXCOORD2;
|
||||
#endif
|
||||
|
||||
#if _USEUVDISTORTION_ON
|
||||
fixed2 texcoordNoise : TEXCOORD3;
|
||||
#endif
|
||||
|
||||
#if _USEDISSOLVE_ON
|
||||
fixed2 texcoordDissolve: TEXCOORD4;
|
||||
#endif
|
||||
|
||||
#if _USEUIMASKCLIP_ON
|
||||
fixed4 worldPosition : TEXCOORD5;
|
||||
#endif
|
||||
|
||||
#if _USEVERTEXMASK_ON
|
||||
fixed4 vertex2 : TEXCOORD7;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
fixed4 _MainTex_ST;
|
||||
fixed _GlowScale;
|
||||
fixed _AlphaScale;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.color = v.color * _TintColor;
|
||||
o.texcoord.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
o.texcoord.zw = v.texcoord.zw;
|
||||
|
||||
#if _USEMASK_ON
|
||||
o.texcoordMask = TRANSFORM_TEX(v.texcoord,_Mask);
|
||||
#endif
|
||||
|
||||
#if _USEUVDISTORTION_ON
|
||||
o.texcoordNoise = TRANSFORM_TEX(v.texcoord,_UVNoiseTex);
|
||||
#endif
|
||||
|
||||
#if _USEDISSOLVE_ON
|
||||
o.texcoordDissolve = TRANSFORM_TEX(v.texcoord,_DissolveTex);
|
||||
#endif
|
||||
|
||||
#if _USEUIMASKCLIP_ON
|
||||
o.worldPosition = mul(unity_ObjectToWorld, v.vertex);
|
||||
#endif
|
||||
|
||||
#if _USEVERTEXMASK_ON
|
||||
o.vertex2 = v.vertex;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
#if _USEUVANI_ON
|
||||
// 用 _Time.y(float)而不是 _Time.g(fixed):运行久了 fixed 精度不足会出现像素块/卡顿
|
||||
i.texcoord.xy += _Time.y * float2(_SpeedU, _SpeedV);
|
||||
#endif
|
||||
|
||||
#if _USEUVDISTORTION_ON
|
||||
float2 noiseScrollXY = _NoiseScroll.xy;
|
||||
i.texcoordNoise += fixed2(_Time.g * noiseScrollXY);
|
||||
i.texcoord.xy += tex2D(_UVNoiseTex, i.texcoordNoise).xy*_Distortion*_NoiseScroll.zw;
|
||||
#endif
|
||||
|
||||
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord.xy);
|
||||
col.rgb *= _GlowScale;
|
||||
col.a = saturate(col.a) * _AlphaScale;
|
||||
|
||||
#if _USEMASK_ON
|
||||
#if _USEMASKUVANI_ON
|
||||
i.texcoordMask += _Time.y * float2(_MaskSpeedU, _MaskSpeedV);
|
||||
#endif
|
||||
col.a = saturate(col.a * UIMaskSampleChannel(_Mask, i.texcoordMask, _MaskChannel));
|
||||
#endif
|
||||
|
||||
#if _USEDISSOLVE_ON
|
||||
fixed DissolveWithParticle =(_Dissolve*(1-i.texcoord.z)*(1+_DissolveWidth)-_DissolveWidth) ;
|
||||
fixed dissolveMap = UIMaskSampleChannel(_DissolveTex, i.texcoordDissolve, _DissolveChannel);
|
||||
fixed dissolveAlpha = saturate(smoothstep( DissolveWithParticle, (DissolveWithParticle+_DissolveWidth), dissolveMap));
|
||||
col.a *= dissolveAlpha;
|
||||
#endif
|
||||
|
||||
#if _USEUIMASKCLIP_ON
|
||||
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#if _USEVERTEXMASK_ON
|
||||
col.a *= smoothstep(1, 0, ((i.vertex2.x - _VertexOffset.x) * _VertexOffset.z + (i.vertex2.y - _VertexOffset.y) * _VertexOffset.w) * _VertexFlipX);
|
||||
#endif
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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||||
guid: 7ddbc50ff7d2d42939fd3e9816f2baf4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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Reference in new issue
Block a user