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File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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<<<<<<<< HEAD:Assets/Scenes/ExpressFixScene.unity.meta
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guid: 0df376d007485054496c311356978311
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========
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guid: 2c99bb256d7eae145a3c3e601cd2680b
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folderAsset: yes
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>>>>>>>> feature/地铁功能:Assets/Resources/Yarn/SubWay.meta
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,7 +4,6 @@ using AibisDream.Framework;
|
||||
using AibisDream.Utility;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
@@ -23,14 +22,15 @@ namespace AibisDream.FixSystem
|
||||
|
||||
private SpriteRenderer _targetSpriteRenderer; // 目标的 SpriteRenderer
|
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|
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private LineRenderer _dotLine;
|
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private LineRenderer _cutLine;
|
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private CutLine _cutLine;
|
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|
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#endregion
|
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|
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// 模块基本数据
|
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[SerializeField] public BodyModuleData data;
|
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public float clickRadius = 0.5f;
|
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private bool _available = true;
|
||||
private bool _cutting;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -49,6 +49,14 @@ namespace AibisDream.FixSystem
|
||||
_alarmMaterial = Resources.Load<Material>("Materials/AlarmMaterial");
|
||||
}
|
||||
|
||||
private void Update()
|
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{
|
||||
if (_cutting && Input.GetMouseButtonDown(0))
|
||||
{
|
||||
OnCut();
|
||||
}
|
||||
}
|
||||
|
||||
#region 插槽功能
|
||||
|
||||
public bool IsAvailable()
|
||||
@@ -104,35 +112,37 @@ namespace AibisDream.FixSystem
|
||||
|
||||
public void EnableCut()
|
||||
{
|
||||
// 显示虚线
|
||||
var dotLine = GetOrCreateDotLine();
|
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// 指针转为锯片
|
||||
// 打开或获取CutLine
|
||||
ShowCutLine();
|
||||
_cutting = true;
|
||||
}
|
||||
|
||||
private void OnCut()
|
||||
{
|
||||
//
|
||||
Vector2 mousePos = CommonUtil.GetMouseWorldPos(Input.mousePosition);
|
||||
_cutLine.DetectLineClick(mousePos, clickRadius);
|
||||
}
|
||||
|
||||
private LineRenderer GetOrCreateDotLine()
|
||||
private void ShowCutLine()
|
||||
{
|
||||
if (_dotLine != null)
|
||||
// 切割线不存在,就新建一个
|
||||
if (_cutLine == null)
|
||||
{
|
||||
return _dotLine;
|
||||
var prefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.CutLinePrefabName);
|
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var cutLineObj = Instantiate(prefab, transform);
|
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_cutLine = cutLineObj.GetComponent<CutLine>();
|
||||
}
|
||||
|
||||
var dotLine = new GameObject("Dot Line").AddComponent<LineRenderer>();
|
||||
// 设置Line的参数
|
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dotLine.sortingLayerName = ConstRef.FixMiddleLayer;
|
||||
dotLine.sortingOrder = 4;
|
||||
dotLine.materials = new[] { ResourceKit.LoadAssetSync<Material>(ConstRef.DotLineMaterialName) };
|
||||
dotLine.textureMode = LineTextureMode.Tile;
|
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dotLine.loop = true;
|
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// 对切割线进行初始化
|
||||
var shapePoints = new List<Vector2>();
|
||||
_targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints);
|
||||
if (shapePoints.Count <= 0)
|
||||
{
|
||||
Debug.LogWarning($"{name} has no shape");
|
||||
return;
|
||||
}
|
||||
|
||||
// 设置line的周长
|
||||
_targetSpriteRenderer.sprite.GetPhysicsShape(0, new List<Vector2>());
|
||||
|
||||
return dotLine;
|
||||
_cutLine.Init(shapePoints, clickRadius);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -0,0 +1,206 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class CutLine : MonoBehaviour
|
||||
{
|
||||
private LineRenderer _lineRenderer;
|
||||
|
||||
private Vector2[] _linePoints;
|
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private float[] _normalizedLinePoints;
|
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private Bounds _bounds;
|
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private List<Vector2> _recordedRanges = new();
|
||||
|
||||
#region 初始化
|
||||
|
||||
public void Init(List<Vector2> shapePoints, float clickRadius)
|
||||
{
|
||||
_lineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
// 按照新点位重绘线条
|
||||
RedrawLine(shapePoints);
|
||||
// 生成归一化点
|
||||
NormalizePoints(shapePoints);
|
||||
// 生成基本的包围盒
|
||||
GeneBoundingBox(clickRadius);
|
||||
|
||||
ClearRecordedRanges();
|
||||
}
|
||||
|
||||
private void RedrawLine(List<Vector2> shapePoints)
|
||||
{
|
||||
var linePoints = shapePoints.Select(item => new Vector3(item.x, item.y, 0)).ToArray();
|
||||
_lineRenderer.SetPositions(linePoints);
|
||||
}
|
||||
|
||||
private void NormalizePoints(List<Vector2> shapePoints)
|
||||
{
|
||||
// 先生成首尾相连的点,默认Loop
|
||||
shapePoints.Add(shapePoints[0]);
|
||||
_linePoints = shapePoints.ToArray();
|
||||
|
||||
float totalLength = 0f;
|
||||
var segmentLengths = new List<float>();
|
||||
|
||||
// 计算总长度和各段长度
|
||||
for (var i = 1; i < _linePoints.Length; i++)
|
||||
{
|
||||
var segmentLength = Vector2.Distance(_linePoints[i - 1], _linePoints[i]);
|
||||
segmentLengths.Add(segmentLength);
|
||||
totalLength += segmentLength;
|
||||
}
|
||||
|
||||
// 计算每个点的归一化位置
|
||||
var normalizedLinePoints = new float[segmentLengths.Count + 1];
|
||||
normalizedLinePoints[0] = 0f;
|
||||
var accumulatedLength = 0f;
|
||||
|
||||
for (var i = 0; i < segmentLengths.Count; i++)
|
||||
{
|
||||
accumulatedLength += segmentLengths[i];
|
||||
normalizedLinePoints[i + 1] = accumulatedLength / totalLength;
|
||||
}
|
||||
}
|
||||
|
||||
private void GeneBoundingBox(float clickRadius)
|
||||
{
|
||||
_bounds = new Bounds();
|
||||
foreach (var point in _linePoints)
|
||||
{
|
||||
_bounds.Encapsulate(point);
|
||||
}
|
||||
|
||||
_bounds.Expand(clickRadius * 2);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 切割检测
|
||||
|
||||
public void DetectLineClick(Vector2 clickPosition, float clickRadius)
|
||||
{
|
||||
// 先进行包围盒检测,不在包围盒直接返回
|
||||
if (!_bounds.Contains(clickPosition))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
List<Vector2> newRanges = new List<Vector2>();
|
||||
|
||||
// 检查每条线段
|
||||
for (int i = 1; i < _linePoints.Length; i++)
|
||||
{
|
||||
Vector2 start = _linePoints[i - 1];
|
||||
Vector2 end = _linePoints[i];
|
||||
|
||||
// 计算点到线段的距离
|
||||
float distance = DistanceToSegment(clickPosition, start, end);
|
||||
|
||||
if (distance <= clickRadius)
|
||||
{
|
||||
// 计算点击影响的范围
|
||||
float normalizedStart = _normalizedLinePoints[i - 1];
|
||||
float normalizedEnd = _normalizedLinePoints[i];
|
||||
|
||||
// 计算实际影响的范围(考虑点击半径)
|
||||
float segmentLength = Vector2.Distance(start, end);
|
||||
float radiusRatio = clickRadius / segmentLength;
|
||||
|
||||
float rangeStart = Mathf.Clamp01(normalizedStart - radiusRatio);
|
||||
float rangeEnd = Mathf.Clamp01(normalizedEnd + radiusRatio);
|
||||
|
||||
newRanges.Add(new Vector2(rangeStart, rangeEnd));
|
||||
}
|
||||
}
|
||||
|
||||
// 合并新检测到的区间
|
||||
foreach (Vector2 range in newRanges)
|
||||
{
|
||||
_recordedRanges.Add(range);
|
||||
}
|
||||
|
||||
// 合并所有重叠区间
|
||||
MergeRanges();
|
||||
|
||||
// 打印当前所有区间(调试用)
|
||||
Debug.Log("Current recorded ranges:");
|
||||
foreach (Vector2 range in _recordedRanges)
|
||||
{
|
||||
Debug.Log($"Range: {range.x} - {range.y}");
|
||||
}
|
||||
}
|
||||
|
||||
private float DistanceToSegment(Vector2 point, Vector2 segmentStart, Vector2 segmentEnd)
|
||||
{
|
||||
Vector2 segment = segmentEnd - segmentStart;
|
||||
Vector2 pointToStart = point - segmentStart;
|
||||
|
||||
float dotProduct = Vector2.Dot(pointToStart, segment);
|
||||
|
||||
// 检查点是否在线段的投影范围内
|
||||
if (dotProduct <= 0)
|
||||
{
|
||||
return Vector2.Distance(point, segmentStart);
|
||||
}
|
||||
|
||||
float segmentLengthSquared = segment.sqrMagnitude;
|
||||
if (dotProduct >= segmentLengthSquared)
|
||||
{
|
||||
return Vector2.Distance(point, segmentEnd);
|
||||
}
|
||||
|
||||
// 计算垂直距离
|
||||
return Mathf.Abs(segmentStart.y * segmentEnd.x - segmentStart.x * segmentEnd.y +
|
||||
point.x * (segmentStart.y - segmentEnd.y) +
|
||||
point.y * (segmentEnd.x - segmentStart.x)) /
|
||||
Mathf.Sqrt(segmentLengthSquared);
|
||||
}
|
||||
|
||||
private void MergeRanges()
|
||||
{
|
||||
if (_recordedRanges.Count <= 1) return;
|
||||
|
||||
// 先按起始位置排序
|
||||
_recordedRanges.Sort((a, b) => a.x.CompareTo(b.x));
|
||||
|
||||
List<Vector2> mergedRanges = new List<Vector2>();
|
||||
Vector2 currentRange = _recordedRanges[0];
|
||||
|
||||
for (int i = 1; i < _recordedRanges.Count; i++)
|
||||
{
|
||||
Vector2 nextRange = _recordedRanges[i];
|
||||
|
||||
// 检查是否有重叠或相邻
|
||||
if (nextRange.x <= currentRange.y)
|
||||
{
|
||||
// 合并区间
|
||||
currentRange.y = Mathf.Max(currentRange.y, nextRange.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
mergedRanges.Add(currentRange);
|
||||
currentRange = nextRange;
|
||||
}
|
||||
}
|
||||
|
||||
mergedRanges.Add(currentRange);
|
||||
_recordedRanges = mergedRanges;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// 获取当前所有记录的范围(0-1之间的值)
|
||||
public List<Vector2> GetRecordedRanges()
|
||||
{
|
||||
return new List<Vector2>(_recordedRanges);
|
||||
}
|
||||
|
||||
// 清除所有记录的范围
|
||||
public void ClearRecordedRanges()
|
||||
{
|
||||
_recordedRanges.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5842a5c9314449c8a972472b796da927
|
||||
timeCreated: 1745912339
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using AibisDream.Utility;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization;
|
||||
using UnityEngine.Localization.Settings;
|
||||
using UnityEngine.Localization.Tables;
|
||||
@@ -9,7 +10,8 @@ namespace AibisDream.Framework
|
||||
{
|
||||
private static LocalizationTable _actorTableName;
|
||||
|
||||
public static LocalizationTable ActorTableName => _actorTableName ??= new LocalizationTable("ActorName");
|
||||
public static LocalizationTable ActorTableName =>
|
||||
_actorTableName ??= new LocalizationTable(ConstRef.ActorNameTable);
|
||||
|
||||
public static void SwitchLanguage(string localeCode)
|
||||
{
|
||||
|
||||
@@ -47,7 +47,18 @@ namespace AibisDream.Framework
|
||||
{
|
||||
public void OnUpdate()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.K))
|
||||
{
|
||||
MonoCenter.Mono.StartCoroutine(FixSystemCenter.StateMachine.SwitchState(FixState.BodyModule, "Head"));
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Q))
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var module = bodyModuleSystem.FindBodyModuleByName("Memory");
|
||||
|
||||
module.EnableCut();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -116,6 +116,19 @@ namespace AibisDream.Utility
|
||||
return _mainCam.ScreenToWorldPoint(mousePoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取鼠标在世界中的位置
|
||||
/// </summary>
|
||||
/// <param name="mousePoint">鼠标界面位置</param>
|
||||
/// <returns>世界位置</returns>
|
||||
public static Vector3 GetMouseWorldPos(Vector3 mousePoint)
|
||||
{
|
||||
if (!_mainCam) _mainCam = Camera.main;
|
||||
|
||||
mousePoint.z = 0;
|
||||
return _mainCam.ScreenToWorldPoint(mousePoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 属性复制
|
||||
/// </summary>
|
||||
|
||||
@@ -14,14 +14,18 @@ namespace AibisDream.Utility
|
||||
|
||||
public static readonly string TestSaveFilePath = Application.streamingAssetsPath + "/TestSaveFiles";
|
||||
|
||||
public const string FixMiddleLayer = "FixMiddle";
|
||||
|
||||
public const string DotLineMaterialName = "DotLine";
|
||||
|
||||
#region 本地化索引
|
||||
|
||||
public const string UITextTable = "UIText";
|
||||
|
||||
public const string ActorNameTable = "ActorName";
|
||||
|
||||
#endregion
|
||||
|
||||
#region 资产
|
||||
|
||||
public const string CutLinePrefabName = "CutLine";
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -7,8 +7,8 @@ Material:
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: DotLine
|
||||
m_Shader: {fileID: 10101, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Name: CutLineMaterial
|
||||
m_Shader: {fileID: 4800000, guid: 131cdecbc3d0ba246ade9a5536a9ef8d, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
@@ -39,21 +39,33 @@ Material:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _SecondaryTex:
|
||||
m_Texture: {fileID: 2800000, guid: d01c0cb5c0aef2748882aee25f266429, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _texcoord:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _BlurSize: 1
|
||||
- _Cutoff: 0.5
|
||||
- _EnableExternalAlpha: 0
|
||||
- _InvFade: 0.01
|
||||
- _LengthScale: 2.6
|
||||
- _Number: 41.2
|
||||
- _RangeCount: 1
|
||||
- _Speed: 55
|
||||
- _SwitchEnd: 0.716
|
||||
- _SwitchStart: 0.419
|
||||
- _TextureScale: 1
|
||||
- _TotalLength: 2.6
|
||||
- __dirty: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Ranges: {r: 0.05, g: 0.2, b: 0.43, a: 0.63}
|
||||
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _TintColor: {r: 1, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
@@ -0,0 +1,103 @@
|
||||
Shader "Custom/CutLine"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Primary Texture", 2D) = "white" {}
|
||||
_SecondaryTex ("Secondary Texture", 2D) = "white" {}
|
||||
_TextureScale ("Texture Scale", Float) = 1.0
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_TotalLength ("Total Length", Float) = 1.0
|
||||
_Ranges ("Ranges", Vector) = (0,0,0,0) // 用于传递范围数据
|
||||
_RangeCount("Range Count", Int) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderType"="Transparent"
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"PreviewType"="Plane"
|
||||
}
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
// 定义最大支持的范围对数
|
||||
#define MAX_RANGE_PAIRS 4 // 最多4对范围(8个值)
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float positionRatio : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _SecondaryTex;
|
||||
float _TextureScale;
|
||||
float _TotalLength;
|
||||
fixed4 _Color;
|
||||
|
||||
// 使用数组存储范围数据
|
||||
float4 _Ranges[MAX_RANGE_PAIRS]; // 每个float4存储2对范围(start1,end1,start2,end2)
|
||||
int _RangeCount; // 实际范围对数
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.positionRatio = v.uv.x * _TextureScale / _TotalLength;
|
||||
o.uv = float2(v.uv.x * _TextureScale, v.uv.y);
|
||||
return o;
|
||||
}
|
||||
|
||||
bool is_in_ranges(const float pos)
|
||||
{
|
||||
const float normalized_pos = frac(pos);
|
||||
bool result = false;
|
||||
|
||||
// 遍历所有范围对
|
||||
[loop]
|
||||
for (int i = 0; i < _RangeCount; i++)
|
||||
{
|
||||
// 使用step函数代替分支
|
||||
float4 range = _Ranges[i];
|
||||
const float in_range1 = step(range.x, normalized_pos) * step(normalized_pos, range.y);
|
||||
const float in_range2 = step(range.z, normalized_pos) * step(normalized_pos, range.w);
|
||||
result = result || in_range2 + in_range1 > 0;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
const bool in_range = is_in_ranges(i.positionRatio);
|
||||
const fixed4 col = in_range ? tex2D(_SecondaryTex, i.uv) : tex2D(_MainTex, i.uv);
|
||||
return col * _Color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 131cdecbc3d0ba246ade9a5536a9ef8d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _SecondaryTex: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user