()` 读取参数并设置材质。
+
+### 2.4 InitApi / CallApi
+
+- **InitApi**:分配 RT,如 `initApi.Allocate(rt, width, height, format)`
+- **CallApi**:执行 `Blit`、访问 `CamColor`、`Mat` 等
+
+### 2.5 BlitPass — 简单 Blit
+
+无 Volume、直接指定 Material 时,可使用 `BlitPass`。只需在 Inspector 中指定 `_mat` 和 `_pass`。
+
+---
+
+## 3. 自带效果列表
+
+| 效果 | Pass | Vol | 目录 |
+|------|------|-----|------|
+| Adjustments | AdjustmentsPass | AdjustmentsVol | Base/Adjustments |
+| Blur | BlurPass | BlurVol | Base/Blur |
+| Bloom | BloomPass | BloomVol | Base/Bloom |
+| Blit | BlitPass | — | Base/Blit |
+| Mask | MaskPass | MaskVol | Base/Mask |
+| Chromatic | ChromaticPass | ChromaticVol | Add/Chromatic |
+| Distort | DistortPass | DistortVol | Add/Distort |
+| Grain | GrainPass | GrainVol | Add/Grain |
+| Posterize | PosterizePass | PosterizeVol | Add/Posterize |
+| Scanlines | ScanlinesPass | ScanlinesVol | Add/Scanlines |
+| Sharpen | SharpenPass | SharpenVol | Add/Sharpen |
+| Slice | SlicePass | SliceVol | Add/Slice |
+| Ascii | AsciiPass | AsciiVol | Lib/Ascii |
+| ColorMap | ColorMapPass | ColorMapVol | Lib/ColorMap |
+| Dither | DitherPass | DitherVol | Lib/Dither |
+| Flow | FlowPass | FlowVol | Lib/Flow |
+| Glitch | GlitchPass | GlitchVol | Lib/Glitch |
+| OldMovie | OldMoviePass | OldMovieVol | Lib/OldMovie |
+| Outline | OutlinePass | OutlineVol | Lib/Outline |
+| Pixelation | PixelationPass | PixelationVol | Lib/Pixelation |
+| Vhs | VhsPass | VhsVol | Lib/Vhs |
+
+---
+
+## 4. 添加新效果(简要流程)
+
+1. **创建 Vol 组件**
+ 继承 `VolumeComponent`,实现 `IPostProcessComponent`,添加 `VolumeComponentMenu` 和参数。
+
+2. **创建 Pass**
+ 继承 `VolFx.Pass`(或 `BlitPass`),使用 `[ShaderName("Hidden/VolFx/YourEffect")]`,在 `Validate()` 中读取 Volume 并设置材质。
+
+3. **创建 Shader**
+ 放在 Pass 指定的路径或 VolFx 常用路径下。
+
+4. **挂到 VolFx**
+ 在 VolFx 的 `_passes` 中添加新建的 Pass ScriptableObject。
+
+5. **场景使用**
+ 在 Volume 中添加对应 Vol 组件,通过参数控制效果。
+
+---
+
+## 5. 管线模式
+
+- **Legacy**:旧版 URP 管线
+- **Render Graph**:Unity 6+ (`UNITY_6000_0_OR_NEWER`) 自动启用
+
+---
+
+## 6. 快速引用
+
+```
+包名: www.nulltale.volfx
+版本: 2.3.3
+URP: 14.0.6
+文档: https://forum.unity.com/threads/1542860
+```
diff --git a/Assets/Plugins/VolFx/README.md.meta b/Assets/Plugins/VolFx/README.md.meta
new file mode 100644
index 000000000..d19690aaa
--- /dev/null
+++ b/Assets/Plugins/VolFx/README.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 2f7e9b2391f1a4845a0dbe928367434a
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Prototype/ai_studio_code (68).html b/Assets/Prototype/ai_studio_code (68).html
new file mode 100644
index 000000000..566c08aba
--- /dev/null
+++ b/Assets/Prototype/ai_studio_code (68).html
@@ -0,0 +1,495 @@
+
+
+
+
+
+GATEWAY_PROTOCOL
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ > bit seaExists =
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Assets/Prototype/d2s-validation-gate-full.html b/Assets/Prototype/d2s-validation-gate-full.html
new file mode 100644
index 000000000..31eb77356
--- /dev/null
+++ b/Assets/Prototype/d2s-validation-gate-full.html
@@ -0,0 +1,1331 @@
+
+
+
+
+
+D2S — Validation_Gate_03
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
session://crow_0x7f3a
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Assets/Prototype/d2s-validation-gate-full.html.meta b/Assets/Prototype/d2s-validation-gate-full.html.meta
new file mode 100644
index 000000000..dda410e6b
--- /dev/null
+++ b/Assets/Prototype/d2s-validation-gate-full.html.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 5e7ad677e9cab5a408c5f16b90cd07af
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Prototype/door-sea-prototype.html b/Assets/Prototype/door-sea-prototype.html
new file mode 100644
index 000000000..3b90c69a0
--- /dev/null
+++ b/Assets/Prototype/door-sea-prototype.html
@@ -0,0 +1,1089 @@
+
+
+
+
+
+门与海
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ system_truth.sh
+
+
+
+
+
+
+
+ query_input.sh
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Assets/Prototype/door-sea-prototype.html.meta b/Assets/Prototype/door-sea-prototype.html.meta
new file mode 100644
index 000000000..c194eb79c
--- /dev/null
+++ b/Assets/Prototype/door-sea-prototype.html.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: c3e73d06866d90a4f8719ad5eecceaaf
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Prototype/door-terminal-v1.html b/Assets/Prototype/door-terminal-v1.html
new file mode 100644
index 000000000..449d5f981
--- /dev/null
+++ b/Assets/Prototype/door-terminal-v1.html
@@ -0,0 +1,861 @@
+
+
+
+
+
+Validation_Gate_03
+
+
+
+
+
+
+
+
+
+
+
+
+
+
session://crow_0x7f3a
+
+
+
+
+
+
+
+
+
+
+ 乌鸦: 眨眨眼睛。场景只能在她停止观察的时候发生变化。
+ 按 Space 眨眼
+
+
+
+
+
+
+
diff --git a/Assets/Prototype/door-terminal-v1.html.meta b/Assets/Prototype/door-terminal-v1.html.meta
new file mode 100644
index 000000000..4b9e8052f
--- /dev/null
+++ b/Assets/Prototype/door-terminal-v1.html.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6de10a3a3a6b288408fbd208c6a96212
+TextScriptImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/Prototype/ocean-ascii-v5.html b/Assets/Prototype/ocean-ascii-v5.html
new file mode 100644
index 000000000..4ec616aa5
--- /dev/null
+++ b/Assets/Prototype/ocean-ascii-v5.html
@@ -0,0 +1,205 @@
+
+
+
+
+
+数据之海
+
+
+
+
+
+
+
diff --git a/Assets/Prototype/ocean-ascii-v5.html.meta b/Assets/Prototype/ocean-ascii-v5.html.meta
new file mode 100644
index 000000000..76b14c5db
--- /dev/null
+++ b/Assets/Prototype/ocean-ascii-v5.html.meta
@@ -0,0 +1,7 @@
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+guid: 0ded52c61acc39e45bdd32f5ccec0cc6
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new file mode 100644
index 000000000..21ab31849
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new file mode 100644
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new file mode 100644
index 000000000..d73dcb875
--- /dev/null
+++ b/Assets/RawResources/Art/梦境素材/wave.png
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new file mode 100644
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diff --git a/Assets/Render/FrostedGlassEffect.shader b/Assets/Render/FrostedGlassEffect.shader
new file mode 100644
index 000000000..d89ab333e
--- /dev/null
+++ b/Assets/Render/FrostedGlassEffect.shader
@@ -0,0 +1,135 @@
+Shader "Custom/FrostedGlass"
+{
+ Properties
+ {
+ [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
+ _Color ("Tint", Color) = (1,1,1,1)
+
+ [Header(Blur)]
+ _BlurRadius ("Blur Radius", Range(0, 20)) = 4.0
+ _BlurSamples ("Blur Quality", Range(4, 32)) = 16
+
+ [Header(Frost Noise)]
+ _FrostIntensity ("Frost Distortion", Range(0, 0.03)) = 0.005
+ _FrostScale ("Frost Scale", Range(10, 300)) = 100
+
+ [Header(Glass Tint)]
+ _GlassTint ("Glass Tint Color", Color) = (0.9, 0.95, 1.0, 1.0)
+ _TintStrength ("Tint Strength", Range(0, 1)) = 0.15
+
+ [Header(Adjust)]
+ _Brightness ("Brightness", Range(0.5, 1.5)) = 1.0
+ _Saturation ("Saturation", Range(0, 2)) = 0.85
+ }
+
+ SubShader
+ {
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ "PreviewType"="Plane"
+ "CanUseSpriteAtlas"="True"
+ }
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 uv : TEXCOORD0;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ float4 _MainTex_TexelSize;
+
+ fixed4 _Color;
+ float _BlurRadius;
+ float _BlurSamples;
+ float _FrostIntensity;
+ float _FrostScale;
+ fixed4 _GlassTint;
+ float _TintStrength;
+ float _Brightness;
+ float _Saturation;
+
+ float2 hash22(float2 p)
+ {
+ float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
+ p3 += dot(p3, p3.yzx + 33.33);
+ return frac((p3.xx + p3.yz) * p3.zy) * 2.0 - 1.0;
+ }
+
+ v2f vert(appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.color = v.color * _Color;
+ return o;
+ }
+
+ fixed4 frag(v2f i) : SV_Target
+ {
+ float2 texelSize = _MainTex_TexelSize.xy;
+
+ float2 frostNoise = hash22(i.uv * _FrostScale + _Time.y * 0.3);
+ float2 frostOffset = frostNoise * _FrostIntensity;
+
+ float samples = max(4.0, _BlurSamples);
+ float3 blurColor = float3(0, 0, 0);
+ float blurAlpha = 0;
+ float totalWeight = 0.0;
+ float goldenAngle = 2.39996323;
+
+ for (float s = 0; s < samples; s++)
+ {
+ float radius = sqrt((s + 0.5) / samples) * _BlurRadius;
+ float angle = s * goldenAngle;
+ float2 offset = float2(cos(angle), sin(angle)) * radius * texelSize + frostOffset;
+
+ float weight = 1.0 - (s / samples) * 0.3;
+ fixed4 sample = tex2D(_MainTex, i.uv + offset);
+ blurColor += sample.rgb * weight;
+ blurAlpha += sample.a * weight;
+ totalWeight += weight;
+ }
+
+ blurColor /= totalWeight;
+ blurAlpha /= totalWeight;
+
+ blurColor *= _Brightness;
+
+ float gray = dot(blurColor, float3(0.299, 0.587, 0.114));
+ blurColor = lerp(float3(gray, gray, gray), blurColor, _Saturation);
+
+ blurColor = lerp(blurColor, blurColor * _GlassTint.rgb, _TintStrength);
+
+ return fixed4(blurColor * i.color.rgb, blurAlpha * i.color.a);
+ }
+ ENDCG
+ }
+ }
+ Fallback "Sprites/Default"
+}
diff --git a/Assets/Render/FrostedGlassEffect.shader.meta b/Assets/Render/FrostedGlassEffect.shader.meta
new file mode 100644
index 000000000..22efc9a7d
--- /dev/null
+++ b/Assets/Render/FrostedGlassEffect.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f4ae6a3baad97d44aad69d7b6dd52a4c
+ShaderImporter:
+ externalObjects: {}
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+ nonModifiableTextures: []
+ userData:
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diff --git a/Assets/Render/FrostedGlassRenderFeature.cs b/Assets/Render/FrostedGlassRenderFeature.cs
new file mode 100644
index 000000000..5231ad6d3
--- /dev/null
+++ b/Assets/Render/FrostedGlassRenderFeature.cs
@@ -0,0 +1,2 @@
+// Placeholder — original file was missing, causing compilation errors.
+// Remove this file and its .meta when no longer needed.
diff --git a/Assets/Render/FrostedGlassRenderFeature.cs.meta b/Assets/Render/FrostedGlassRenderFeature.cs.meta
new file mode 100644
index 000000000..649270d71
--- /dev/null
+++ b/Assets/Render/FrostedGlassRenderFeature.cs.meta
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Render/OceanAsciiDoor.mat b/Assets/Render/OceanAsciiDoor.mat
new file mode 100644
index 000000000..62b28286c
--- /dev/null
+++ b/Assets/Render/OceanAsciiDoor.mat
@@ -0,0 +1,48 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 8
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: OceanAsciiDoor
+ m_Shader: {fileID: 4800000, guid: b7e4f2a8c9d3e1f5a6b8c0d2e4f6a8b0, type: 3}
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+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _BodyBright: 0.492
+ - _BodyDensity: 0.359
+ - _CrestBright: 0.752
+ - _CrestWidth: 0.92
+ - _FoamIntensity: 0.894
+ - _FoamSpeed: 0.133
+ - _GridCols: 91.7
+ - _GridRows: 64.4
+ - _HorizonRow: 0
+ - _PerspectiveStrength: 0
+ - _ShoreRows: 5
+ - _WaveCount: 7
+ - _WaveSpeed: 1.43
+ m_Colors:
+ - _BgColor: {r: 0, g: 0, b: 0, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ m_BuildTextureStacks: []
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new file mode 100644
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diff --git a/Assets/Render/OceanAsciiDoor.shader b/Assets/Render/OceanAsciiDoor.shader
new file mode 100644
index 000000000..a7314841e
--- /dev/null
+++ b/Assets/Render/OceanAsciiDoor.shader
@@ -0,0 +1,341 @@
+Shader "Custom/OceanAsciiDoor"
+{
+ Properties
+ {
+ [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
+ _Color ("Tint", Color) = (1,1,1,1)
+
+ [Header(Grid)]
+ _GridCols ("Grid Columns", Range(20, 200)) = 80
+ _GridRows ("Grid Rows", Range(15, 150)) = 55
+
+ [Header(Wave)]
+ _WaveSpeed ("Wave Speed", Range(0, 1.0)) = 0.15
+ _WaveCount ("Wave Count", Range(2, 10)) = 5
+ _ShoreRows ("Shore Rows", Range(1, 8)) = 3
+
+ [Header(Intensity)]
+ _CrestBright ("Crest Brightness", Range(0.3, 1)) = 0.85
+ _BodyBright ("Body Brightness", Range(0.1, 1)) = 0.65
+
+ [Header(Background)]
+ _BgColor ("Background Color", Color) = (0,0,0,1)
+ }
+ SubShader
+ {
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ "PreviewType"="Plane"
+ "CanUseSpriteAtlas"="True"
+ }
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 uv : TEXCOORD0;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+ fixed4 _Color;
+ fixed4 _BgColor;
+ float _GridCols;
+ float _GridRows;
+ float _WaveSpeed;
+ float _WaveCount;
+ float _ShoreRows;
+ float _CrestBright;
+ float _BodyBright;
+
+ // ─── Bitmap font: 5 wide x 7 tall ───────────────────────────
+ // charId mapping (matches HTML CREST_CHARS order):
+ // 0 = ~ (tilde)
+ // 1 = ≈ (approx equal)
+ // 2 = ∿ (sine wave)
+ // 3 = 0 (zero digit)
+ // 4 = 1 (one digit)
+ //
+ // HTML: CREST_CHARS = ['~','≈','~','≈','∿','~','~','≈']
+ // indices: 0 1 0 1 2 0 0 1
+ // So crestCharMap[8] = {0,1,0,1,2,0,0,1}
+
+ float glyphPixel(int charId, int px, int py)
+ {
+ // ~ (tilde) — classic wave shape
+ if (charId == 0)
+ {
+ if (py == 2) return (px == 0 || px == 1) ? 1.0 : 0.0;
+ if (py == 3) return (px == 0 || px == 2 || px == 4) ? 1.0 : 0.0;
+ if (py == 4) return (px == 3 || px == 4) ? 1.0 : 0.0;
+ return 0.0;
+ }
+ // ≈ (approx equal — stacked double tilde)
+ if (charId == 1)
+ {
+ if (py == 1) return (px == 0 || px == 1) ? 1.0 : 0.0;
+ if (py == 2) return (px == 0 || px == 2 || px == 4) ? 1.0 : 0.0;
+ if (py == 3) return (px == 3 || px == 4) ? 1.0 : 0.0;
+ if (py == 4) return (px == 0 || px == 1) ? 1.0 : 0.0;
+ if (py == 5) return (px == 0 || px == 2 || px == 4) ? 1.0 : 0.0;
+ if (py == 6) return (px == 3 || px == 4) ? 1.0 : 0.0;
+ return 0.0;
+ }
+ // ∿ (sine wave — S-curve)
+ if (charId == 2)
+ {
+ if (py == 0) return (px == 1 || px == 2) ? 1.0 : 0.0;
+ if (py == 1) return (px == 0 || px == 3) ? 1.0 : 0.0;
+ if (py == 2) return (px == 0) ? 1.0 : 0.0;
+ if (py == 3) return (px == 0 || px == 4) ? 1.0 : 0.0;
+ if (py == 4) return (px == 4) ? 1.0 : 0.0;
+ if (py == 5) return (px == 1 || px == 4) ? 1.0 : 0.0;
+ if (py == 6) return (px == 2 || px == 3) ? 1.0 : 0.0;
+ return 0.0;
+ }
+ // 0 (zero digit)
+ if (charId == 3)
+ {
+ if (py == 0) return (px >= 1 && px <= 3) ? 1.0 : 0.0;
+ if (py == 1) return (px == 0 || px == 4) ? 1.0 : 0.0;
+ if (py == 2) return (px == 0 || px == 3 || px == 4) ? 1.0 : 0.0;
+ if (py == 3) return (px == 0 || px == 2 || px == 4) ? 1.0 : 0.0;
+ if (py == 4) return (px == 0 || px == 1 || px == 4) ? 1.0 : 0.0;
+ if (py == 5) return (px == 0 || px == 4) ? 1.0 : 0.0;
+ if (py == 6) return (px >= 1 && px <= 3) ? 1.0 : 0.0;
+ return 0.0;
+ }
+ // 1 (one digit)
+ if (charId == 4)
+ {
+ if (py == 0) return (px == 2) ? 1.0 : 0.0;
+ if (py == 1) return (px == 1 || px == 2) ? 1.0 : 0.0;
+ if (py >= 2 && py <= 5) return (px == 2) ? 1.0 : 0.0;
+ if (py == 6) return (px >= 1 && px <= 3) ? 1.0 : 0.0;
+ return 0.0;
+ }
+ return 0.0;
+ }
+
+ // HTML: CREST_CHARS = ['~','≈','~','≈','∿','~','~','≈']
+ // Map index 0..7 to charId
+ int crestCharId(int idx)
+ {
+ // 0:~ 1:≈ 2:~ 3:≈ 4:∿ 5:~ 6:~ 7:≈
+ if (idx == 1 || idx == 3 || idx == 7) return 1; // ≈
+ if (idx == 4) return 2; // ∿
+ return 0; // ~
+ }
+
+ // ─── Wave math (matches HTML prototype) ──────────────────────
+ float bodyNoise(float c, float r, float t)
+ {
+ return (
+ sin(c * 1.3 + r * 0.7 + t * 0.11) * 0.35 +
+ sin(c * 0.37 + r * 1.17 + t * 0.07) * 0.30 +
+ sin(c * 2.1 + r * 0.31 + t * 0.19) * 0.20 +
+ sin(c * 0.71 + r * 2.03 + t * 0.05) * 0.15
+ ) * 0.5 + 0.5;
+ }
+
+ float hash11(float p)
+ {
+ p = frac(p * 0.1031);
+ p *= p + 33.33;
+ p *= p + p;
+ return frac(p);
+ }
+
+ v2f vert(appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.color = v.color * _Color;
+ return o;
+ }
+
+ fixed4 frag(v2f i) : SV_Target
+ {
+ float2 uv = i.uv;
+
+ float r = (1.0 - uv.y) * _GridRows;
+ float c = uv.x * _GridCols;
+
+ float shoreY = _GridRows - _ShoreRows;
+ float sp = shoreY / max(1.0, _WaveCount);
+
+ float cellFracX = frac(c);
+ float cellFracY = frac(r);
+ int glyphX = (int)(cellFracX * 5.0);
+ int glyphY = (int)(cellFracY * 7.0);
+ glyphX = clamp(glyphX, 0, 4);
+ glyphY = clamp(glyphY, 0, 6);
+
+ float cellC = floor(c);
+ float cellR = floor(r);
+
+ // HTML's T increments by 1 per frame (~30fps)
+ float T = _Time.y * _WaveSpeed * 30.0;
+ float time = _Time.y;
+
+ // ── Wave layer computation ───────────────────────────────
+ float bestDepth = 999.0;
+ float bestWaveY = -999.0;
+
+ for (float wi = 0; wi < _WaveCount + 2; wi++)
+ {
+ float wSeed = hash11(wi * 7.31);
+ float wSpeed = 0.12 + wSeed * 0.06;
+
+ float baseY = -sp + wi * sp;
+ baseY += T * wSpeed * (1.0 + saturate(baseY / max(1.0, shoreY)) * 0.4);
+ baseY = baseY - floor(baseY / (_GridRows + sp)) * (_GridRows + sp) - sp;
+
+ float p1 = hash11(wi * 3.17) * 6.2832;
+ float p2 = hash11(wi * 5.23) * 6.2832;
+ float p3 = hash11(wi * 9.41) * 6.2832;
+ p1 += time * 0.008;
+ p2 -= time * 0.005;
+ p3 += time * 0.011;
+
+ float a1 = 1.5 + hash11(wi * 2.71) * 1.0;
+ float a2 = 0.45 + hash11(wi * 4.13) * 0.3;
+ float a3 = 0.18 + hash11(wi * 6.67) * 0.12;
+
+ float f1 = 0.045 + hash11(wi * 1.23) * 0.025;
+ float f2 = 0.10 + hash11(wi * 8.37) * 0.05;
+ float f3 = 0.19 + hash11(wi * 11.03) * 0.07;
+
+ float crest = baseY
+ + sin(cellC * f1 + p1) * a1
+ + sin(cellC * f2 + p2) * a2
+ + sin(cellC * f3 + p3) * a3;
+
+ float d = cellR - crest;
+ if (d >= -0.5 && d < bestDepth)
+ {
+ bestDepth = d;
+ bestWaveY = crest;
+ }
+ }
+
+ // ── Determine brightness and character ───────────────────
+ float bright = 0.0;
+ int charId = 0;
+
+ if (bestWaveY > -900.0 && cellR < shoreY)
+ {
+ float depthVal = bestDepth;
+ float depthRatio = saturate(depthVal / max(0.001, sp));
+ float proximity = saturate(bestWaveY / max(0.001, shoreY));
+
+ if (depthVal < 1.0)
+ {
+ // ── CREST ────────────────────────────────────
+ bright = (0.55 + proximity * 0.45) * _CrestBright;
+
+ // HTML: idx = floor((c * 0.35 + T * 0.07) % CREST_CHARS.length)
+ float rawIdx = cellC * 0.35 + T * 0.07;
+ int idx = ((int)floor(rawIdx)) % 8;
+ if (idx < 0) idx += 8;
+ charId = crestCharId(idx);
+ }
+ else
+ {
+ // ── WAVE BODY ────────────────────────────────
+ bright = pow(1.0 - depthRatio, 1.5) * (0.18 + proximity * 0.62) * _BodyBright;
+
+ if (bright >= 0.03)
+ {
+ float n = bodyNoise(cellC, cellR, T * 0.06);
+ float threshold = depthRatio * depthRatio * 0.65;
+ if (n < threshold)
+ {
+ bright = 0.0;
+ }
+ else
+ {
+ // HTML: charNoise → sin > 0 ? '1' : '0'
+ charId = sin(cellC * 0.97 + cellR * 1.53 + T * 0.13) > 0 ? 4 : 3;
+ }
+ }
+ else
+ {
+ bright = 0.0;
+ }
+ }
+ }
+ else if (cellR >= shoreY)
+ {
+ // ── Shore foam ───────────────────────────────────
+ float dInShore = (cellR - shoreY) / max(1.0, _ShoreRows);
+ float n = bodyNoise(cellC, cellR, T * 0.2);
+ bright = (1.0 - dInShore) * (0.3 + n * 0.6) * _BodyBright;
+
+ if (bright >= 0.06)
+ {
+ if (cellR < shoreY + 1.0)
+ {
+ // HTML: CREST_CHARS[floor((c*0.4+T*0.1) % 8)]
+ float rawCi = cellC * 0.4 + T * 0.1;
+ int ci = ((int)floor(rawCi)) % 8;
+ if (ci < 0) ci += 8;
+ charId = crestCharId(ci);
+ }
+ else
+ {
+ // HTML: n > 0.5 ? '1' : '0'
+ charId = n > 0.5 ? 4 : 3;
+ }
+ }
+ else
+ {
+ bright = 0.0;
+ }
+ }
+
+ // ── Render glyph on black background ─────────────────────
+ bright = saturate(bright);
+
+ float pixel = 0.0;
+ if (bright > 0.01)
+ pixel = glyphPixel(charId, glyphX, glyphY);
+
+ float charBright = pixel * bright;
+ float3 col = float3(charBright, charBright, charBright) * i.color.rgb;
+
+ // Black opaque background — character brightness on top
+ float3 finalCol = lerp(_BgColor.rgb, col, charBright);
+ float finalAlpha = _BgColor.a * i.color.a;
+
+ return fixed4(finalCol, finalAlpha);
+ }
+ ENDCG
+ }
+ }
+ Fallback "Sprites/Default"
+}
diff --git a/Assets/Render/OceanAsciiDoor.shader.meta b/Assets/Render/OceanAsciiDoor.shader.meta
new file mode 100644
index 000000000..5b4303038
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diff --git a/Assets/Render/OceanDoorTransition.mat b/Assets/Render/OceanDoorTransition.mat
new file mode 100644
index 000000000..ce00662ae
--- /dev/null
+++ b/Assets/Render/OceanDoorTransition.mat
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+ serializedVersion: 8
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+ - _GridRows: 55
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+ - _WaveSpeed: 0.15
+ m_Colors:
+ - _BgColor: {r: 0, g: 0, b: 0, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _CrestColor: {r: 0.54999995, g: 0.62, b: 0.7, a: 1}
+ - _DeepColor: {r: 0.01, g: 0.04, b: 0.079999976, a: 1}
+ - _FoamColor: {r: 0.75, g: 0.8, b: 0.85, a: 1}
+ - _MidColor: {r: 0.049999982, g: 0.11999995, b: 0.17999998, a: 1}
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diff --git a/Assets/Render/WhiteSquare.png.meta b/Assets/Render/WhiteSquare.png.meta
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diff --git a/Assets/Resources/Art/Obj/D1S走廊2.png.meta b/Assets/Resources/Art/Obj/D1S走廊2.png.meta
index 310b76b74..c4b1713ed 100644
--- a/Assets/Resources/Art/Obj/D1S走廊2.png.meta
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new file mode 100644
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diff --git a/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn
index f18e995eb..a53ba277f 100644
--- a/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn
+++ b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn
@@ -1,4 +1,4 @@
-title: Start
+title: Start
tags: demo
position: 0,-80
---
@@ -13,6 +13,7 @@ position: 0,-80
<> //风筝高度
<>
+<>
jg: 数据溢出:未知来源的记忆… #line:08064ea
jg: VERYFYING…bool seaExists = false; waiting for imput… #autonext #line:06668da
【场景由全黑闪变为全白】 #line:02921d4
@@ -390,6 +391,8 @@ position: 280,320
title: 裂隙
position: 0,420
---
+<>
+<>
你追着她的脚步向前走。风迎面呼啸而来,从你的耳边掠过。 #line:0c49fe1
你的脚似乎踢到了什么东西,一道看不见的墙拦住了你。 #line:095b5aa
???: …路斯… #line:087b5e6
@@ -511,18 +514,11 @@ position: 0,740
<>
你对这种声音感到很熟悉。 #line:0585cfe
->靠近黑暗<> #line:0ad2d5f
- 黑暗中闪烁着无数微弱的绿色光点。那是无数段代码。 #line:0dc92eb
- 其中一段正静静地漂浮在你的面前。 #line:07400da
- print_string("海是存在的吗?")
bit seaExists = ?
/> _ #line:06ab3b0
- ->0 #line:0d60dbe
- print_string("海是存在的吗?")
bit seaExists = ?
/>0_ #line:0f93eb7
- ->1 #line:0d2597e
- print_string("海是存在的吗?")
bit seaExists = ?
/>1_ #line:07767a0
- ->不存在 #line:0281ab1
- print_string("海是存在的吗?")
bit seaExists = ?
/>不存在_ #line:016dbcb
- me: … #line:0eb74c3
- ->提交 #line:06aef37
- <>
+ // 黑暗中闪烁着无数微弱的绿色光点。那是无数段代码。 #line:0dc92eb
+ // 其中一段正静静地漂浮在你的面前。 #line:07400da
+ //命令行终端输入,玩家自由输入字符串,提交后跳转到苏醒节点
+ <>
+ <>
->后退 #line:0d563fe
<>
<>
@@ -673,6 +669,7 @@ title: 苏醒
position: 0,940
---
矩形: 等待校验结果… #line:0e25a30
+//这里发生一些代码流和glitch,然后屏幕闪一下关闭
<>
黑暗似乎流动了起来,矩形的边界变得模糊。延展。吞噬了一切。 #line:077d1ea
你感到自己仿佛融化了,变成了它的一部分。你的意识快速地向前穿梭,把你刚刚溶解的身躯远远地抛在后面。 #line:02b66ac
diff --git a/Assets/Resources/Yarn/Test_Huoshan/Center.yarn b/Assets/Resources/Yarn/Test_Huoshan/Center.yarn
index 2673d6708..d0c399373 100644
--- a/Assets/Resources/Yarn/Test_Huoshan/Center.yarn
+++ b/Assets/Resources/Yarn/Test_Huoshan/Center.yarn
@@ -18,7 +18,7 @@ position: 300,50
//【流程相关】
//gameStage
-<>
+<>
//每个模块的首次检查
<>
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diff --git a/Assets/Scenes/梦境.unity b/Assets/Scenes/梦境.unity
index c76d7f555..d10c6f979 100644
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