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23 Commits
Author SHA1 Message Date
tianmo a89628db4f 忽视文件修改 2026-10-21 18:11:38 +08:00
tianmo 050b44598f 文件忽视 2026-10-21 18:11:27 +08:00
tianmo 55707a3d08 资源整理,开始开发 2026-10-21 17:50:34 +08:00
tianmo b50318ad8b 字体更新 2026-10-20 19:05:19 +08:00
tianmo b18ac60237 Merge branch 'develop' of https://gitlab.yeomai.site/Yeomai/Vision into develop
# Conflicts:
#	Assets/Core/Fonts/FontsSample.prefab.meta
#	Assets/Core/Fonts/TMP_fonts/SmileySans-Oblique SDF.asset
#	Assets/Core/Fonts/digits_sheet_1.json.meta
#	ProjectSettings/ProjectSettings.asset
2026-10-20 19:00:05 +08:00
tianmo b26a10ceb9 自定义字体 2026-10-20 18:59:18 +08:00
Yeomai 44d7c06caa 移除ai 2026-10-14 22:24:24 +08:00
Yeomai 7e55f78a48 打包调试 2026-10-14 22:03:22 +08:00
tianmo 1aeaebcddb 敌人追踪 2026-10-14 19:33:29 +08:00
tianmo e839c158ac 敌人移动特效粒子动画 2026-10-14 18:07:56 +08:00
tianmo 3ae43d1297 得意黑字体安装 2026-10-14 14:46:24 +08:00
Yeomai d0144205c4 光照 2026-10-13 23:46:37 +08:00
Yeomai 6ab7e391ac 打包流程 2026-10-13 23:40:53 +08:00
Yeomai 0ca50e67a5 升级到 unity6.0国际版 2026-10-13 22:17:25 +08:00
tianmo 6f4a214113 调整 2026-10-13 19:28:50 +08:00
tianmo 5921a4884e 增加skill、加入界面基础加载 2026-10-13 18:40:42 +08:00
tianmo 839165ea63 引入spine 2026-10-12 19:22:02 +08:00
tianmo b26c7bbebd 材质修改 2026-10-12 14:26:05 +08:00
tianmo ae5c4212dc shader修改 2026-10-12 11:13:18 +08:00
tianmo 5bf02177df 优化特效-溶解材质 2026-10-12 10:38:19 +08:00
tianmo 5d58cb3743 材质修改 2026-10-10 20:12:37 +08:00
tianmo 7c1fedab2c 渲染管线+基础贴图 2026-10-10 18:00:07 +08:00
tianmo 8c61936fc9 新增 .gitattributes:统一 LF 行尾,Unity YAML 走专用合并
- Unity 的 YAML 资源(.unity/.prefab/.asset/.meta/.mat/.controller/.anim)统一按 LF 处理,
  避免 macOS 与 Windows 之间因行尾差异出现假改动
- 代码与着色器(.cs/.shader/.hlsl/.cginc/.compute)以及 .uxml/.uss/.json 固定 LF
- 图片、模型、音频、DLL、安装包等标记为 binary,禁止行尾转换与文本 diff
- 场景、预制体等 YAML 文件冲突改用 UnityYAMLMerge;本机需配置 merge.unityyamlmerge 驱动,
  未配置时自动回退为普通合并

库内文件当前已全部为 LF,无需再做 renormalize。
2026-10-10 17:19:59 +08:00
368 changed files with 100915 additions and 1766 deletions

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@@ -0,0 +1,64 @@
---
name: task-difficulty-verification
description: 按需求难度分配验证成本——简单改动只做最省的确认、不跑测试;复杂改动必须做回归测试,避免改完反复返工。在本项目(Unity Vision)里做代码、场景或资源改动时适用。
---
# 按难度分配验证成本
目标:简单任务不要为了「保险」浪费 token 去测试;复杂任务必须验证,避免改错没发现、来回返工。
## 先判定难度,并用一句话说明
动手前判定,并用一句话告诉用户这次算简单还是复杂(例如「这算简单任务,改完直接给你」)。判错了用户能当场纠正。
**简单任务**(符合任一):
- 单文件小改、文案 / 命名 / 日志 / 注释
- 只读查询、看状态、回答问题
- 加一个对象、调一个参数、改个颜色或层级
- 删除无用代码,且无人引用
- 影响面单一,且用户已明确说明期望结果
**复杂任务**(符合任一):
- 跨文件 / 跨模块,或改动落在公共 API、被多处调用的代码上
- 核心逻辑、算法、状态机、存档或数据格式、构建配置、包依赖、渲染管线、材质 / Shader
- 改动会引入其他代码要使用的新类型、新接口、新字段
- 改错了不容易被发现,或者可能破坏原本能跑的东西
- 用户明确要求验证或回归
拿不准时按复杂处理。
## 「删除兜底代码」属于哪一档
删运行时的后备逻辑(自动查找节点、默认值、容错分支)时,别按行数、也别按动了几个文件判,按**删掉之后出错看不看得见**判:
- 后备路径其实没被走到(引用 / 配置本来就接全)→ 等同删死代码,**简单任务**,同一件事涉及几个文件也一样。只做一次最便宜的确认:查一遍引用确实接好,然后交付。
- 后备路径确实在兜着东西(有地方没接)→ **复杂任务**。这种改动出错的表现是「不报错、就是不工作」,必须回归。
- 光读代码分不出是哪种:**后备代码在的时候,「引用是否接全」本身是看不见的**,所以不能拿「我只是删死代码」当免检前提。查一次实际接线就能分清,而这个检查本身就是那次最便宜的确认。
## 简单任务:不做测试
- 直接改完交付,最多做一次最便宜的确认:读一次返回值、看一眼 transform、curl 一次接口。
- 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。
- 不要用「更保险」当理由补验证步骤。
- **本项目的简单改动不要再跑这些**:Unity 编译检查、控制台检查、进 Play 模式实测、保存场景 / 预制体。它们只在「复杂任务:必须回归」那一档才做。
典型的简单改动:改字段类型 / 字段名 / 默认值、文案 / 注释 / 日志、调 Inspector 数值。
## 复杂任务:必须回归
按下面顺序做,够用即停:
1. 先让编译错误清零:读 `mcpforunity://editor/state` 等到 `compilation.is_compiling == false`,再 `read_console(types=["error"], count="10")`。
2. 跑覆盖本次改动的测试(`run_tests`,EditMode / PlayMode 按改动性质选),只跑相关范围,不重跑全量。
3. 回头验证本次改动会碰到、但原本正常的行为:调用方、相邻功能点、序列化数据、场景里已存在的对象。
4. 结果讲清楚:跑了什么、过没过、哪部分没测以及原因。
## 避免重复修改
- 验证通过就停手,不要顺手再改别的地方。
- 验证不过:定位根因改一次,重跑同一条验证;不要一边猜一边连续打补丁。
- 同一处连续两次修不好,停下来把现象和判断交给用户决定。
用户明确要求跑测试、或明确说不用测时,以用户的要求为准。
@@ -0,0 +1,113 @@
---
name: unity-development-rules
description: Unity 开发规则(Unity Vision 项目)。在本项目里写或改 C# 脚本、预制体、场景时适用,包含节点引用接线等硬性约定。
---
# Unity 开发规则
本项目的硬性约定。动手写脚本、改预制体或场景之前先对照这里。
## 节点引用必须在 Inspector / 预制体里指定,不能硬编码到代码
脚本要访问场景或预制体里的节点(Transform、Text、Image、其他组件……)时,一律用 `[SerializeField]` 字段,由 Inspector 或预制体把引用接好。
**不允许**——在代码里按名字 / 标签 / 路径找节点:
```csharp
// ❌ 节点名字写死在代码里
target = transform.Find("FPS").GetComponent<TMP_Text>();
target = GameObject.Find("FPS").GetComponent<TMP_Text>();
foreach (var t in GetComponentsInChildren<TMP_Text>(true))
if (t.name == "FPS") return t;
```
**允许**:
```csharp
[SerializeField] private TMP_Text target; // ✅ 引用由 Inspector / 预制体提供
```
**为什么**:节点改名或挪位置以后,硬编码的查找会静默失效——不报错、就是不工作;而且引用关系藏在代码里,看 Inspector 看不出到底接没接上。
**引用为空时**:不要写运行时兜底查找,直接报错,让接线问题第一时间暴露。
```csharp
private void Awake()
{
if (target == null)
Debug.LogError("[Xxx] 没有指定 target,请在 Inspector 里拖入。", this);
}
```
**边界**:这条只约束游戏运行时代码。编辑器工具、一次性批处理脚本需要按结构查找节点时可以照常查找。
## Inspector 里的字段名怎么显示成中文
**`[InspectorName]` 管不了普通字段**:Unity 6 的文档对这个特性写的是 "enum value declarations"(只讲枚举值),实测把 `[InspectorName("...")]` 加在 `[SerializeField]` 字段上,字段的 `displayName` 仍是英文原名。别用它来改字段标签。
想让字段在 Inspector 里显示中文,只有这几条路:
1. **中文字段名**(要精确控制标签时用这个)。C# 允许 Unicode 标识符,字段名写中文,Inspector 里就显示这个中文——编辑器不会给中文插空格、术语表也不会翻译它(实测 `NicifyVariableName("可到达半径")` → `可到达半径`)。**改名前必须加 `[FormerlySerializedAs("旧名")]`**:Unity 按字段名反序列化,直接改名会清空 Inspector 里已经接好的引用。
```csharp
// 语义是「玩家可到达的半径」,Inspector 里就显示「可到达半径」
[Tooltip("玩家可到达的半径,单位米")]
[FormerlySerializedAs("reachableRadius")]
[SerializeField] private float 可到达半径 = 5f;
```
2. **自定义 Editor**:`[CustomEditor(typeof(Xxx))]` 里 `EditorGUILayout.PropertyField(prop, new GUIContent("可到达半径"))`。字段少又必须换标签时才用,字段一多就是维护负担。
3. **不改标签,用 `[Tooltip]` 补说明**:字段名保持英文(项目现状),鼠标悬停能看到中文说明。字段名本身够清楚时,这条就够了。
**中文名按「这个字段在这个项目里干什么」来定,不要直译英文名**:表示玩家可到达的半径,就写「可到达半径」,不要写成「半径」或「可达半径值」——同一个 Inspector 里经常并列出现好几个半径 / 距离 / 目标,标签本身就得能分清谁是谁。
**顺带一个坑**:编辑器语言是中文时,Unity 会按**内置术语表**翻译常见字段名(`prefab` → 预制件、`radius` → 半径 之类),只覆盖常见词——字段名一旦不是标准词,标签就原样显示英文。所以 Inspector 上看到的中文未必写在代码里,别去 `.cs` 里搜。
## 动画一律用 Animator 播,不用 legacy 的 Animation 组件
要在物体上播放动画时,走 `Animator`(状态 / 触发器 / 参数):
```csharp
[SerializeField] private Animator animator; // ✅ 引用由 Inspector / 预制体提供
```
**不允许**——用老的 `Animation` 组件播动画:
```csharp
// ❌ legacy 的 Animation 组件
_animation = GetComponent<Animation>();
_animation.clip = someClip;
_animation.Play();
// ❌ 运行时自己补一个 Animation 组件
gameObject.AddComponent<Animation>();
```
**为什么**:项目统一一套动画播放方式,动画和程序看同一处。混用会让同一个物体上既有 `Animator` 又有 `Animation`,两边驱动同一批属性,播放互相打架、排查困难。
**例外**:用户明确说明这次要用 `Animation` 才用,且只限那一次改动。
## 只做用户点名要做的事
用户说改哪里就只改哪里。下面这些都算「没说过的事」,不要顺手做:
- 给预制体 / 物体加组件(尤其是为了让自己写的代码能跑起来而补一个组件)
- 加用户没提过的功能或容错(自动回收、时长兜底、默认值兜底……)
- 动用户已经定好的行为或时序(例如特效 / 动画的播放时机)
- 保存场景、保存预制体、改其它资源
不改就做不下去时,先说明「为什么必须动它」并问一句,确认后再动。
## 预制体资产存不下场景对象引用
预制体上的脚本要指向场景里的物体(玩家、UI、相机……)时,预制体资产里这个字段只能是空的,
必须在**每个场景实例上各接一次**;指向资源(预制体、Clip、材质)的字段才可以直接在预制体上设。
接的时候留意目标是不是「真正会移动 / 变化」的那个节点:玩家根节点不动、真正移动的是子节点时,要接子节点。
## 「编译干净」要先确认脚本真的被 Unity 导入
改完脚本后,确认对应的 `*.cs.meta` 已生成、类型能在编辑器程序集里查到,再看编译结果。
否则 Unity 还没导入这个文件,控制台没报错不代表它编译通过。
@@ -0,0 +1,35 @@
---
name: vision-project-rules
description: Use for any development or maintenance task in the Vision Unity project. Enforce strict request scope by allowing only work the user explicitly requested and preventing unrequested edits, cleanup, testing, UI actions, or external side effects.
---
# Vision Project Rules
## Strict Request Scope
The user's latest explicit request defines the entire authorized scope. Previous context may explain the request but does not authorize additional work.
- Do only what is necessary to complete and verify the requested task.
- Do not infer permission from available tools, prior tasks, similar requests, repository state, or the ability to make another change.
- Do not add unrequested features, refactors, formatting changes, dependency changes, file moves, cleanup, tests, UI actions, logs, or external side effects.
- Do not fix unrelated problems discovered during the task. Report them only when they directly affect the requested result.
- If an extra action would materially change files, project state, Unity state, or external systems, stop before taking it and ask.
## Minimal Verification
- Verification is allowed only when it directly proves the requested task succeeded.
- For a plugin installation, import the requested files, refresh and compile Unity, check installation errors, and verify the registered entry exists when applicable.
- Do not open the plugin window, run its features, inspect screenshots, or exercise unrelated workflows unless the user explicitly asks for that verification.
- Stop once the requested task is complete; do not continue into optimization, cleanup, or follow-up work.
## Inspect Only What Is Needed
- Use read-only inspection only to understand the exact files, commands, or state required for the request.
- Do not browse broad areas of the project merely because they may be useful later.
- Preserve existing user changes and never overwrite or delete unrelated work.
## Conflict Handling
- A new explicit instruction replaces the previous scope.
- When the boundary is genuinely unclear and the next action is consequential, ask one concise question before acting.
- Never treat silence, approval of a previous task, or a general request for help as permission for a related unrequested action.
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# ============================================================
# Unity 项目 .gitattributes
# 行尾统一为 LF,二进制资源禁止转换,Unity YAML 走专用合并
# ============================================================
# 默认按文本处理,自动识别
* text=auto
# --- Unity YAML 资源 ---
*.unity text eol=lf
*.prefab text eol=lf
*.asset text eol=lf
*.meta text eol=lf
*.mat text eol=lf
*.controller text eol=lf
*.anim text eol=lf
*.playable text eol=lf
*.mask text eol=lf
*.physicMaterial text eol=lf
*.physicsMaterial2D text eol=lf
*.asmdef text eol=lf
*.asmref text eol=lf
*.json text eol=lf
# --- 代码 / 着色器 / UI ---
*.cs text eol=lf
*.shader text eol=lf
*.hlsl text eol=lf
*.cginc text eol=lf
*.compute text eol=lf
*.uxml text eol=lf
*.uss text eol=lf
# --- 二进制资源 ---
*.png binary
*.jpg binary
*.jpeg binary
*.gif binary
*.psd binary
*.tga binary
*.tif binary
*.exr binary
*.hdr binary
*.bmp binary
*.fbx binary
*.obj binary
*.blend binary
*.3ds binary
*.dae binary
*.wav binary
*.mp3 binary
*.ogg binary
*.aiff binary
*.mp4 binary
*.mov binary
*.webm binary
*.dll binary
*.so binary
*.dylib binary
*.a binary
*.bundle binary
*.unitypackage binary
*.apk binary
*.aab binary
*.app binary
*.keystore binary
*.jks binary
*.p12 binary
# --- Unity YAML 冲突走 UnityYAMLMerge ---
*.unity merge=unityyamlmerge
*.prefab merge=unityyamlmerge
*.asset merge=unityyamlmerge
*.meta merge=unityyamlmerge
*.controller merge=unityyamlmerge
*.anim merge=unityyamlmerge
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@@ -65,3 +65,11 @@ mono_crash.*.json
crashlytics-build.properties
.DS_Store
*~
# --- 打包中间产物:性能测试包在打包开始时生成到 Assets/Resources,打包结束自动删除 ---
# 只忽略这两个文件本身,目录 Assets/Resources 与其 .meta 必须保留
/Assets/Resources/PerformanceTestRunInfo.json
/Assets/Resources/PerformanceTestRunInfo.json.meta
/Assets/Resources/PerformanceTestRunSettings.json
/Assets/Resources/PerformanceTestRunSettings.json.meta
Vision.slnx
Assets/FR2_Cache.asset
+1 -1
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@@ -51,5 +51,5 @@
"temp/": true,
"Temp/": true
},
"dotnet.defaultSolution": "Vision.sln"
"dotnet.defaultSolution": "Vision.slnx"
}
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
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folderAsset: yes
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userData:
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fileFormatVersion: 2
guid: f3cf55624c9dc49e191123be39d184f1
folderAsset: yes
DefaultImporter:
externalObjects: {}
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guid: 0c463fb381b804c7b803d2b5a138e8b8
folderAsset: yes
DefaultImporter:
externalObjects: {}
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fileFormatVersion: 2
guid: 2073e1e5955f54a58b326895e250f148
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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using UnityEditor;
using UnityEngine;
// UIMask 材质面板的"下拉框 -> 隐藏属性"绘制器基类。
// ShaderLab 的 Blend / Cull 只接受数字属性,没法用枚举直接切换,
// 所以由绘制器把下拉框的选项写进隐藏属性。
// 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
// _SrcBlend / _DstBlend / _Cull)切过来的材质会被自动纠正。
// 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。
public abstract class UIMaskEnumDrawer : MaterialPropertyDrawer
{
protected abstract string[] Options { get; }
// 把下拉框当前选项同步到材质上的隐藏属性
protected abstract void Apply(MaterialEditor editor, int index);
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
{
EditorGUI.BeginChangeCheck();
int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Options.Length - 1);
index = EditorGUI.Popup(position, label, index, Options);
if (EditorGUI.EndChangeCheck())
{
prop.floatValue = index;
}
Apply(editor, index);
}
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
{
return EditorGUIUtility.singleLineHeight;
}
protected void SetValue(MaterialEditor editor, string propertyName, float value)
{
foreach (Object target in editor.targets)
{
var material = target as Material;
if (material == null || !material.HasProperty(propertyName))
{
continue;
}
if (!Mathf.Approximately(material.GetFloat(propertyName), value))
{
material.SetFloat(propertyName, value);
}
}
}
}
// 混合模式:Additive / Alpha / Alpha Premultiplied / Opaque
// 数值对应 UnityEngine.Rendering.BlendMode:SrcAlpha=5, One=1, OneMinusSrcAlpha=10, Zero=0
// Opaque 会同时打开 ZWrite(不透明需要写深度),其余模式 ZWrite = 0
public class UIMaskBlendMode : UIMaskEnumDrawer
{
private static readonly string[] Items = { "Additive", "Alpha", "Alpha Premultiplied", "Opaque" };
protected override string[] Options => Items;
protected override void Apply(MaterialEditor editor, int index)
{
const float srcAlpha = (float)UnityEngine.Rendering.BlendMode.SrcAlpha; // 5
const float one = (float)UnityEngine.Rendering.BlendMode.One; // 1
const float oneMinusSrcAlpha = (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha; // 10
const float zero = (float)UnityEngine.Rendering.BlendMode.Zero; // 0
switch (index)
{
case 1: // Alpha:标准透明混合
SetValue(editor, "_SrcBlend", srcAlpha);
SetValue(editor, "_DstBlend", oneMinusSrcAlpha);
SetValue(editor, "_ZWrite", 0f);
break;
case 2: // Alpha Premultiplied:颜色已预乘 alpha,源因子用 One
SetValue(editor, "_SrcBlend", one);
SetValue(editor, "_DstBlend", oneMinusSrcAlpha);
SetValue(editor, "_ZWrite", 0f);
break;
case 3: // Opaque:不混合 + 写深度
SetValue(editor, "_SrcBlend", one);
SetValue(editor, "_DstBlend", zero);
SetValue(editor, "_ZWrite", 1f);
break;
default: // Additive:SrcAlpha + One
SetValue(editor, "_SrcBlend", srcAlpha);
SetValue(editor, "_DstBlend", one);
SetValue(editor, "_ZWrite", 0f);
break;
}
}
}
// 渲染面:只渲染前面 / 只渲染后面 / 双面
// 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)
public class UIMaskRenderFace : UIMaskEnumDrawer
{
private const float CullOff = 0f;
private const float CullFront = 1f;
private const float CullBack = 2f;
private static readonly string[] Items = { "前面", "背面", "双面" };
protected override string[] Options => Items;
protected override void Apply(MaterialEditor editor, int index)
{
float cull = index == 0 ? CullBack : (index == 1 ? CullFront : CullOff);
SetValue(editor, "_Cull", cull);
}
}
// 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)
// 默认 A(index = 3)
public class UIMaskChannel : UIMaskEnumDrawer
{
private static readonly string[] Items = { "R 通道", "G 通道", "B 通道", "A 通道" };
protected override string[] Options => Items;
protected override void Apply(MaterialEditor editor, int index)
{
// 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
}
}
// 通用模块:粒子自定义数据通道下拉框(shader 里写 [CustomDataChannel])
// 选项 9 项:null / Custom1.xyzw / Custom2.xyzw;值 0=null,1~4=Custom1,5~8=Custom2
// 右侧会提示该通道是否已被同一材质上的其它参数占用
//(约定:属性名里含 "CustomChannel" 的都会被统计,以后新增参数只要按这个命名即可自动纳入)
// shader 侧配套函数:CustomDataChannelValue(custom1, custom2, channel) → 取对应通道的值
public class CustomDataChannel : MaterialPropertyDrawer
{
private static readonly string[] Items =
{
"null",
"Custom1.x", "Custom1.y", "Custom1.z", "Custom1.w",
"Custom2.x", "Custom2.y", "Custom2.z", "Custom2.w"
};
private const float HintWidth = 150f;
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
{
return EditorGUIUtility.singleLineHeight;
}
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
{
Rect popupRect = new Rect(position.x, position.y, Mathf.Max(60f, position.width - HintWidth - 4f), position.height);
Rect hintRect = new Rect(position.xMax - HintWidth, position.y, HintWidth, position.height);
int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Items.Length - 1);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = prop.hasMixedValue;
index = EditorGUI.Popup(popupRect, label, index, Items);
EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck())
{
prop.floatValue = index;
}
bool occupied;
string hint = DescribeOccupation(editor, prop, index, out occupied);
var hintContent = new GUIContent(hint, "数据来自粒子系统的「自定义数据」模块;"
+ "还需要在粒子渲染器的「自定义顶点流」里按 UV、Custom1.xyzw、Custom2.xyzw 的顺序勾选对应通道。");
Color oldColor = GUI.color;
if (index == 0)
{
GUI.color = new Color(0.7f, 0.7f, 0.7f);
}
else
{
GUI.color = occupied ? new Color(1f, 0.72f, 0.25f) : new Color(0.55f, 0.85f, 0.55f);
}
EditorGUI.LabelField(hintRect, hintContent, EditorStyles.miniLabel);
GUI.color = oldColor;
}
private static string DescribeOccupation(MaterialEditor editor, MaterialProperty prop, int index, out bool occupied)
{
occupied = false;
if (index == 0)
{
return "未使用";
}
var material = editor.targets.Length > 0 ? editor.targets[0] as Material : null;
if (material == null)
{
return string.Empty;
}
Shader shader = material.shader;
int count = shader.GetPropertyCount();
var owners = new System.Collections.Generic.List<string>();
for (int i = 0; i < count; i++)
{
string name = shader.GetPropertyName(i);
if (name == prop.name || !name.Contains("CustomChannel"))
{
continue;
}
if (!material.HasProperty(name) || Mathf.RoundToInt(material.GetFloat(name)) != index)
{
continue;
}
string description = shader.GetPropertyDescription(i);
owners.Add(string.IsNullOrEmpty(description) ? name : description);
}
if (owners.Count == 0)
{
return "未占用";
}
occupied = true;
return owners.Count == 1
? "已被 " + owners[0] + " 占用"
: "已被 " + owners[0] + " 等 " + owners.Count + " 处占用";
}
}
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using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
// UIMask 的材质面板:分组折叠 + 中文标签。
// shader 里用 CustomEditor "UIMaskShaderGUI" 挂上这个类。
// 折叠状态存在 EditorPrefs(按组名),重编译/重启 Unity 后仍然保持。
// 未在 Groups 里列出的属性(_SrcBlend/_DstBlend/_Cull、硬边溶解、Stencil 等)不绘制。
public class UIMaskShaderGUI : ShaderGUI
{
private const string FoldKeyPrefix = "UIMask.GUI.";
// 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)
private static Material defaultsMaterial;
private class Group
{
public string Label;
public string Toggle; // 组的启用开关(没有则为 null)
public string[] Props; // 组内属性,按显示顺序
}
private static readonly Group[] Groups =
{
new Group
{
Label = "基础",
Props = new[] { "_BlendMode", "_RenderFace", "_TintColor", "_GlowScale|_AlphaScale", "_MainTex", "_SoftParticleFade" }
},
new Group
{
Label = "UV 滚动",
Toggle = "_UseUvAni",
Props = new[] { "_SpeedU|_SpeedV" }
},
new Group
{
Label = "UV 扰乱",
Toggle = "_UseUvDistortion",
Props = new[] { "_UVNoiseTex", "_Distortion", "_NoiseScroll" }
},
new Group
{
Label = "遮罩 Mask",
Toggle = "_UseMask",
Props = new[] { "_UseMaskUvAni", "_Mask", "_MaskChannel", "_MaskSpeedU|_MaskSpeedV" }
},
new Group
{
Label = "溶解",
Toggle = "_UseDissolve",
Props = new[]
{
"_DissolveTex",
"_DissolveChannel",
"_Dissolve",
"_DissolveWidth",
"_DissolveCustomChannel",
"_DissolveEdgeColor",
"_DissolveEdgeSharpness",
"_DissolveHighlightColor",
"_DissolveHighlightWidth"
}
},
new Group
{
Label = "UI 裁切",
Toggle = "_UseUIMaskClip",
Props = new[] { "_ClipRect" }
},
new Group
{
Label = "顶点遮罩",
Toggle = "_UseVertexMask",
Props = new[] { "_VertexOffset" }
},
};
public override void OnGUI(MaterialEditor editor, MaterialProperty[] props)
{
foreach (Group group in Groups)
{
DrawGroup(editor, props, group);
}
}
private static void DrawGroup(MaterialEditor editor, MaterialProperty[] props, Group group)
{
MaterialProperty toggle = string.IsNullOrEmpty(group.Toggle)
? null
: FindProperty(group.Toggle, props, false);
string foldKey = FoldKeyPrefix + group.Label;
// 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)
bool expanded = EditorPrefs.GetBool(foldKey, group.Label == "基础");
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.BeginHorizontal();
bool newExpanded = EditorGUILayout.Foldout(expanded, group.Label, true, EditorStyles.foldoutHeader);
GUILayout.FlexibleSpace();
if (toggle != null)
{
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)
{
EditorPrefs.SetBool(foldKey, newExpanded);
}
if (newExpanded)
{
EditorGUI.indentLevel++;
DrawProps(editor, props, group.Props);
EditorGUI.indentLevel--;
}
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.propertyType)
{
case UnityEngine.Rendering.ShaderPropertyType.Color:
prop.colorValue = defaultsMaterial.GetColor(name);
break;
case UnityEngine.Rendering.ShaderPropertyType.Vector:
prop.vectorValue = defaultsMaterial.GetVector(name);
break;
case UnityEngine.Rendering.ShaderPropertyType.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<string> 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)
{
foreach (string row in rows)
{
int separator = row.IndexOf('|');
if (separator < 0)
{
DrawOne(editor, props, row);
continue;
}
MaterialProperty left = FindProperty(row.Substring(0, separator), props, false);
MaterialProperty right = FindProperty(row.Substring(separator + 1), props, false);
if (left != null && right != null && IsSingleValue(left) && IsSingleValue(right))
{
DrawTwoPerRow(editor, left, right);
}
else
{
// 其中一边不存在或不是单值属性,退回各自一行,避免出错
if (left != null) DrawOne(editor, props, left.name);
if (right != null) DrawOne(editor, props, right.name);
}
}
}
private static void DrawOne(MaterialEditor editor, MaterialProperty[] props, string name)
{
MaterialProperty prop = FindProperty(name, props, false);
if (prop == null)
{
return;
}
if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)
{
// Unity 原生贴图选择器(缩略图 + 平铺/偏移都由它画)
bool scaleOffset = (prop.propertyFlags & UnityEngine.Rendering.ShaderPropertyFlags.NoScaleOffset) == 0;
editor.TextureProperty(prop, prop.displayName, scaleOffset);
return;
}
if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector)
{
DrawVectorTwoLines(prop);
return;
}
editor.ShaderProperty(prop, prop.displayName);
}
private static bool IsSingleValue(MaterialProperty prop)
{
return prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float
|| prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Int;
}
// 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
private static void DrawTwoPerRow(MaterialEditor editor, MaterialProperty left, MaterialProperty right)
{
Rect row = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
const float gap = 6f;
float half = (row.width - gap) * 0.5f;
float oldLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = Mathf.Min(oldLabelWidth, half * 0.5f);
editor.ShaderProperty(new Rect(row.x, row.y, half, row.height), left, new GUIContent(left.displayName));
editor.ShaderProperty(new Rect(row.x + half + gap, row.y, half, row.height), right, new GUIContent(right.displayName));
EditorGUIUtility.labelWidth = oldLabelWidth;
}
// 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)
private static void DrawVectorTwoLines(MaterialProperty prop)
{
EditorGUILayout.LabelField(prop.displayName, EditorStyles.label);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = prop.hasMixedValue;
Vector4 value = EditorGUILayout.Vector4Field(GUIContent.none, prop.vectorValue);
EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck())
{
prop.vectorValue = value;
}
}
}
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guid: 7c6f191011a3b407883ba54289bd23c7
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serializedVersion: 2
userData:
assetBundleName:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
+314
View File
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Shader "VFX/Yeomai_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
[HideInInspector] _ZWrite ("ZWrite", 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
_SoftParticleFade ("软粒子过渡", Range(0, 5)) = 0
_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
[CustomDataChannel] _DissolveCustomChannel ("自定义数据通道", Float) = 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
_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 [_ZWrite]
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;
// 软粒子:拿相机深度图和粒子自身深度比较,贴近其它几何体时淡出(距离=0 时完全不生效)
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _SoftParticleFade;
#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;
float _DissolveCustomChannel;
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)
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);
}
// 通用模块:按通道号取粒子自定义数据(供"自定义数据通道"下拉框使用)
// channel: 0 = null(返回 0),1~4 = Custom1.xyzw,5~8 = Custom2.xyzw
inline float CustomDataChannelValue(float4 custom1, float4 custom2, float channel)
{
float4 w1 = 1.0 - saturate(abs(channel - float4(1.0, 2.0, 3.0, 4.0)));
float4 w2 = 1.0 - saturate(abs(channel - float4(5.0, 6.0, 7.0, 8.0)));
return dot(custom1, w1) + dot(custom2, w2);
}
#if _USEUIMASKCLIP_ON
fixed4 _ClipRect;
#endif
#if _USEVERTEXMASK_ON
fixed4 _VertexOffset;
fixed _VertexFlipX;
#endif
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
// 顶点流约定(渲染器 → 自定义顶点流,按此顺序):UV, Custom1.xyzw, Custom2.xyzw
float4 texcoord : TEXCOORD0; // UV.xy + Custom1.xy
float4 texcoord1 : TEXCOORD1; // Custom1.zw + Custom2.xy
float4 texcoord2 : TEXCOORD2; // Custom2.zw
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
fixed4 texcoord : TEXCOORD0;
float4 customData : TEXCOORD1; // Custom1.xyzw
float4 customData2 : TEXCOORD6; // Custom2.xyzw
#if _USEMASK_ON || _USEUVDISTORTION_ON
// xy = 遮罩 UV,zw = 噪声 UV(合占一个插值器,给软粒子腾位置)
fixed4 uvPack : TEXCOORD2;
#endif
#if _USEDISSOLVE_ON
fixed2 texcoordDissolve: TEXCOORD4;
#endif
#if _USEUIMASKCLIP_ON
fixed2 worldPosition : TEXCOORD5;
#endif
// 软粒子:xy/w = 屏幕 UV,w = 视空间深度
float4 screenPos : TEXCOORD3;
#if _USEVERTEXMASK_ON
fixed2 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;
o.screenPos = ComputeScreenPos(o.vertex);
// 把打包在各 texcoord 里的粒子自定义数据还原成 Custom1.xyzw / Custom2.xyzw
o.customData = float4(v.texcoord.z, v.texcoord.w, v.texcoord1.x, v.texcoord1.y);
o.customData2 = float4(v.texcoord1.z, v.texcoord1.w, v.texcoord2.x, v.texcoord2.y);
#if _USEMASK_ON
o.uvPack.xy = TRANSFORM_TEX(v.texcoord,_Mask);
#endif
#if _USEUVDISTORTION_ON
o.uvPack.zw = 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).xy;
#endif
#if _USEVERTEXMASK_ON
o.vertex2 = v.vertex.xy;
#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.uvPack.zw += fixed2(_Time.g * noiseScrollXY);
i.texcoord.xy += tex2D(_UVNoiseTex, i.uvPack.zw).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.uvPack.xy += _Time.y * float2(_MaskSpeedU, _MaskSpeedV);
#endif
col.a = saturate(col.a * UIMaskSampleChannel(_Mask, i.uvPack.xy, _MaskChannel));
#endif
#if _USEDISSOLVE_ON
// 溶解进度 = 滑条 × 选中的自定义数据通道;通道 = null 时完全用滑条(保持原行为)
fixed customProgress = CustomDataChannelValue(i.customData, i.customData2, _DissolveCustomChannel);
fixed useCustom = step(0.5, _DissolveCustomChannel);
fixed dissolveProgress = _Dissolve * lerp(1.0, customProgress, useCustom);
fixed DissolveWithParticle =(dissolveProgress*(1+_DissolveWidth)-_DissolveWidth) ;
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 - dissolveAlpha, _DissolveEdgeSharpness);
col.rgb += _DissolveEdgeColor.rgb * dissolveEdge;
// 细亮圈:只在溶解边界(dissolveAlpha ≈ 0.5)附近加亮,越靠近边界越亮,
// 宽度由 _DissolveHighlightWidth 控制;颜色用 HDR 拉高就是"烧得发白"的亮边。
fixed highlightBand = saturate(1.0 - abs(dissolveAlpha - 0.5) / max(_DissolveHighlightWidth, 0.0001));
col.rgb += _DissolveHighlightColor.rgb * smoothstep(0.0, 1.0, highlightBand);
#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
// 软粒子:与相机深度图比较,贴近其它几何体(如地面)时按深度差淡出,消除生硬交线。
// _SoftParticleFade = 0(默认)时被 step 门控掉,完全不生效,也不产生分支/变体。
// 注意:正交相机下 screenPos.w != 视空间深度,此效果不适用。
{
float2 screenUV = i.screenPos.xy / i.screenPos.w;
float sceneEyeZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenUV));
float partEyeZ = i.screenPos.w;
float softFade = saturate((sceneEyeZ - partEyeZ) / max(_SoftParticleFade, 0.0001));
col.a *= lerp(1.0, softFade, step(0.0001, _SoftParticleFade));
}
return col;
}
ENDCG
}
}
}
}
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Copyright (c) 2022--2024, atelierAnchor <https://atelier-anchor.com>,
with Reserved Font Name <Smiley> and <得意黑>.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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