尝试下新的highlight
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- _RainbowNoiseFactor: 0.2
|
||||
- _RainbowSaturation: 1
|
||||
- _RainbowSpeed: 1
|
||||
- _RecolorRGBFade: 1
|
||||
- _RecolorRGBTextureToggle: 0
|
||||
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|
||||
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|
||||
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||||
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|
||||
- _Saturation: 1
|
||||
- _ScreenTilingPixelsPerUnit: 100
|
||||
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|
||||
- _ShaderFading: 0
|
||||
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|
||||
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|
||||
- _SharpenFactor: 4
|
||||
- _SharpenFade: 1
|
||||
- _SharpenOffset: 2
|
||||
- _ShiftHueSpeed: 0.5
|
||||
- _ShiftingBrightness: 1
|
||||
- _ShiftingContrast: 0.5
|
||||
- _ShiftingDensity: 1.5
|
||||
- _ShiftingFade: 1
|
||||
- _ShiftingRainbowToggle: 0
|
||||
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|
||||
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|
||||
- _ShineContrast: 2
|
||||
- _ShineFade: 1
|
||||
- _ShineFrequency: 0.3
|
||||
- _ShineMaskToggle: 0
|
||||
- _ShineRotation: 276
|
||||
- _ShineSaturation: 0.5
|
||||
- _ShineSmooth: 1
|
||||
- _ShineSpeed: 5
|
||||
- _ShineWidth: 0.1
|
||||
- _SineGlowContrast: 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- _SineGlowMin: 0
|
||||
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|
||||
- _SineRotateAngle: 15
|
||||
- _SineRotateFade: 1
|
||||
- _SineRotateFrequency: 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
|
||||
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|
||||
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|
||||
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|
||||
- _InnerOutlineColor: {r: 15.999997, g: 15.999997, b: 15.999997, a: 1}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
|
||||
- _OuterOutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
|
||||
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|
||||
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
|
||||
- _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
|
||||
- _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
|
||||
- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
|
||||
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|
||||
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|
||||
- _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
|
||||
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|
||||
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
|
||||
- _RainbowCenter: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
|
||||
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|
||||
- _ShadowColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
|
||||
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
|
||||
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
|
||||
- _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0}
|
||||
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
|
||||
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
|
||||
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
|
||||
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
|
||||
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
|
||||
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
|
||||
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
|
||||
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
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||||
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
|
||||
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
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||||
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
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- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
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- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
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- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
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- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
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||||
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
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||||
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
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||||
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
|
||||
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
|
||||
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _UVScalePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
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||||
- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
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||||
- _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0}
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||||
- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
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||||
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
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||||
m_BuildTextureStacks: []
|
||||
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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guid: ed23ebedc9a6ba6438b415c33c5af650
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,389 @@
|
||||
Shader "AibisDream/SpriteInteractionHint"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
||||
_Color("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[Header(Edge)]
|
||||
[HDR] _OutlineColor("Hint Color", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_OutlineWidth("Edge Width (px)", Range(0.5, 4)) = 1.0
|
||||
_EdgeSoftness("Edge Softness", Range(0, 1)) = 0.05
|
||||
_InnerEdgeBias("Inner Edge Bias", Range(0, 1)) = 0.9
|
||||
_AlphaThreshold("Alpha Threshold", Range(0, 1)) = 0.1
|
||||
|
||||
[Header(Pulse)]
|
||||
_PulseSpeed("Pulse Speed", Float) = 2.5
|
||||
_PulseMin("Pulse Min Brightness", Range(0, 1)) = 0.45
|
||||
_PulseSteps("Pulse Steps", Range(1, 8)) = 4
|
||||
_FillPulseStrength("Edge Glow Strength", Range(0, 1)) = 0.12
|
||||
|
||||
[Header(Sweep)]
|
||||
_SweepStrength("Sweep Strength", Range(0, 1)) = 0.25
|
||||
_SweepWidth("Sweep Width", Range(0.02, 0.5)) = 0.14
|
||||
_SweepDuration("Sweep Duration", Float) = 0.55
|
||||
_SweepInterval("Sweep Interval", Float) = 1.8
|
||||
_SweepAngle("Sweep Angle", Range(-1, 1)) = 0.35
|
||||
|
||||
[Header(Control)]
|
||||
_Intensity("Intensity (0=off)", Range(0, 1)) = 1.0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"RenderType" = "Transparent"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"IgnoreProjector" = "True"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "SpriteInteractionHint"
|
||||
Tags { "LightMode" = "Universal2D" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _Color;
|
||||
float4 _OutlineColor;
|
||||
float _OutlineWidth;
|
||||
float _EdgeSoftness;
|
||||
float _InnerEdgeBias;
|
||||
float _AlphaThreshold;
|
||||
float _PulseSpeed;
|
||||
float _PulseMin;
|
||||
float _PulseSteps;
|
||||
float _FillPulseStrength;
|
||||
float _SweepStrength;
|
||||
float _SweepWidth;
|
||||
float _SweepDuration;
|
||||
float _SweepInterval;
|
||||
float _SweepAngle;
|
||||
float _Intensity;
|
||||
CBUFFER_END
|
||||
|
||||
float GetPulse(float minBrightness, float speed, float steps)
|
||||
{
|
||||
float pulse = sin(_Time.y * speed) * 0.5 + 0.5;
|
||||
float discreteSteps = max(1.0, round(steps));
|
||||
if (discreteSteps > 1.0)
|
||||
{
|
||||
pulse = round(pulse * (discreteSteps - 1.0)) / (discreteSteps - 1.0);
|
||||
}
|
||||
return lerp(minBrightness, 1.0, pulse);
|
||||
}
|
||||
|
||||
float GetEdgeMask(float rawValue, float softness)
|
||||
{
|
||||
float hardMask = step(0.001, rawValue);
|
||||
float softMask = smoothstep(0.001, 0.45, rawValue);
|
||||
return lerp(hardMask, softMask, softness);
|
||||
}
|
||||
|
||||
float GetBinaryAlpha(float alpha, float threshold)
|
||||
{
|
||||
return step(threshold, alpha);
|
||||
}
|
||||
|
||||
float GetSweepMask(float2 uv, float strength, float width, float duration, float interval, float angle)
|
||||
{
|
||||
float cycleLength = max(0.01, duration + interval);
|
||||
float cycleTime = fmod(_Time.y, cycleLength);
|
||||
float active = step(cycleTime, duration);
|
||||
if (active < 0.5)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float sweepProgress = saturate(cycleTime / max(0.01, duration));
|
||||
float2 sweepDir = normalize(float2(1.0, angle));
|
||||
float sweepCoord = dot(uv - 0.5, sweepDir) + 0.5;
|
||||
float band = 1.0 - smoothstep(0.0, width, abs(sweepCoord - sweepProgress));
|
||||
return band * strength;
|
||||
}
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
||||
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
||||
output.color = input.color * _Color;
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
float2 uv = input.uv;
|
||||
half4 spriteColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
|
||||
spriteColor *= input.color;
|
||||
|
||||
float currentAlpha = spriteColor.a;
|
||||
|
||||
if (_Intensity < 0.001)
|
||||
return spriteColor;
|
||||
|
||||
float2 texel = _MainTex_TexelSize.xy * _OutlineWidth;
|
||||
|
||||
// 8-direction neighbor alpha sampling
|
||||
float a1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( texel.x, 0 )).a;
|
||||
float a2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(-texel.x, 0 )).a;
|
||||
float a3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( 0, texel.y )).a;
|
||||
float a4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( 0, -texel.y )).a;
|
||||
float a5 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( texel.x, texel.y )).a;
|
||||
float a6 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(-texel.x, texel.y )).a;
|
||||
float a7 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( texel.x, -texel.y )).a;
|
||||
float a8 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(-texel.x, -texel.y )).a;
|
||||
|
||||
float currentMask = GetBinaryAlpha(currentAlpha, _AlphaThreshold);
|
||||
float b1 = GetBinaryAlpha(a1, _AlphaThreshold);
|
||||
float b2 = GetBinaryAlpha(a2, _AlphaThreshold);
|
||||
float b3 = GetBinaryAlpha(a3, _AlphaThreshold);
|
||||
float b4 = GetBinaryAlpha(a4, _AlphaThreshold);
|
||||
float b5 = GetBinaryAlpha(a5, _AlphaThreshold);
|
||||
float b6 = GetBinaryAlpha(a6, _AlphaThreshold);
|
||||
float b7 = GetBinaryAlpha(a7, _AlphaThreshold);
|
||||
float b8 = GetBinaryAlpha(a8, _AlphaThreshold);
|
||||
|
||||
float maxNeighbor = max(max(max(b1, b2), max(b3, b4)),
|
||||
max(max(b5, b6), max(b7, b8)));
|
||||
float minNeighbor = min(min(min(b1, b2), min(b3, b4)),
|
||||
min(min(b5, b6), min(b7, b8)));
|
||||
float maxNeighborAlpha = max(max(max(a1, a2), max(a3, a4)),
|
||||
max(max(a5, a6), max(a7, a8)));
|
||||
|
||||
float outerEdgeRaw = saturate(maxNeighbor - currentMask);
|
||||
float innerEdgeRaw = saturate(currentMask - minNeighbor);
|
||||
|
||||
float outerEdgeMask = GetEdgeMask(outerEdgeRaw, _EdgeSoftness);
|
||||
float innerEdgeMask = GetEdgeMask(innerEdgeRaw, _EdgeSoftness * 0.6);
|
||||
|
||||
float pulse = GetPulse(_PulseMin, _PulseSpeed, _PulseSteps);
|
||||
float pulseStrength = pulse * _Intensity;
|
||||
float sweepMask = GetSweepMask(uv, _SweepStrength, _SweepWidth, _SweepDuration, _SweepInterval, _SweepAngle) * _Intensity;
|
||||
|
||||
// Use silhouette-driven masks so sprites with different interior colors behave more consistently.
|
||||
float innerSupport = innerEdgeMask * _InnerEdgeBias * 0.1;
|
||||
float edgeMask = saturate(max(outerEdgeMask, innerSupport));
|
||||
float edgeGlowMask = outerEdgeMask * smoothstep(_AlphaThreshold, 1.0, maxNeighborAlpha) * _FillPulseStrength;
|
||||
float sweepBodyMask = currentMask * sweepMask;
|
||||
|
||||
float edgeTint = saturate(edgeMask * pulseStrength);
|
||||
float glowTint = edgeGlowMask * pulseStrength;
|
||||
float bodyTint = saturate(sweepBodyMask);
|
||||
|
||||
half3 edgeTargetColor = _OutlineColor.rgb;
|
||||
half3 sweepTargetColor = lerp(spriteColor.rgb, _OutlineColor.rgb, 0.75);
|
||||
half3 outColor = lerp(spriteColor.rgb, edgeTargetColor, edgeTint);
|
||||
outColor += _OutlineColor.rgb * glowTint * 0.25;
|
||||
outColor = lerp(outColor, sweepTargetColor, bodyTint);
|
||||
float outAlpha = saturate(currentAlpha + (outerEdgeMask * 0.18 + glowTint + bodyTint * 0.12) * _OutlineColor.a);
|
||||
|
||||
return half4(outColor, outAlpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "SpriteInteractionHintUnlit"
|
||||
Tags { "LightMode" = "SRPDefaultUnlit" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _Color;
|
||||
float4 _OutlineColor;
|
||||
float _OutlineWidth;
|
||||
float _EdgeSoftness;
|
||||
float _InnerEdgeBias;
|
||||
float _AlphaThreshold;
|
||||
float _PulseSpeed;
|
||||
float _PulseMin;
|
||||
float _PulseSteps;
|
||||
float _FillPulseStrength;
|
||||
float _SweepStrength;
|
||||
float _SweepWidth;
|
||||
float _SweepDuration;
|
||||
float _SweepInterval;
|
||||
float _SweepAngle;
|
||||
float _Intensity;
|
||||
CBUFFER_END
|
||||
|
||||
float GetPulse(float minBrightness, float speed, float steps)
|
||||
{
|
||||
float pulse = sin(_Time.y * speed) * 0.5 + 0.5;
|
||||
float discreteSteps = max(1.0, round(steps));
|
||||
if (discreteSteps > 1.0)
|
||||
{
|
||||
pulse = round(pulse * (discreteSteps - 1.0)) / (discreteSteps - 1.0);
|
||||
}
|
||||
return lerp(minBrightness, 1.0, pulse);
|
||||
}
|
||||
|
||||
float GetEdgeMask(float rawValue, float softness)
|
||||
{
|
||||
float hardMask = step(0.001, rawValue);
|
||||
float softMask = smoothstep(0.001, 0.45, rawValue);
|
||||
return lerp(hardMask, softMask, softness);
|
||||
}
|
||||
|
||||
float GetBinaryAlpha(float alpha, float threshold)
|
||||
{
|
||||
return step(threshold, alpha);
|
||||
}
|
||||
|
||||
float GetSweepMask(float2 uv, float strength, float width, float duration, float interval, float angle)
|
||||
{
|
||||
float cycleLength = max(0.01, duration + interval);
|
||||
float cycleTime = fmod(_Time.y, cycleLength);
|
||||
float active = step(cycleTime, duration);
|
||||
if (active < 0.5)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float sweepProgress = saturate(cycleTime / max(0.01, duration));
|
||||
float2 sweepDir = normalize(float2(1.0, angle));
|
||||
float sweepCoord = dot(uv - 0.5, sweepDir) + 0.5;
|
||||
float band = 1.0 - smoothstep(0.0, width, abs(sweepCoord - sweepProgress));
|
||||
return band * strength;
|
||||
}
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
|
||||
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
|
||||
output.color = input.color * _Color;
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
float2 uv = input.uv;
|
||||
half4 spriteColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
|
||||
spriteColor *= input.color;
|
||||
|
||||
float currentAlpha = spriteColor.a;
|
||||
|
||||
if (_Intensity < 0.001)
|
||||
return spriteColor;
|
||||
|
||||
float2 texel = _MainTex_TexelSize.xy * _OutlineWidth;
|
||||
|
||||
float a1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( texel.x, 0 )).a;
|
||||
float a2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(-texel.x, 0 )).a;
|
||||
float a3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( 0, texel.y )).a;
|
||||
float a4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( 0, -texel.y )).a;
|
||||
float a5 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( texel.x, texel.y )).a;
|
||||
float a6 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(-texel.x, texel.y )).a;
|
||||
float a7 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2( texel.x, -texel.y )).a;
|
||||
float a8 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + float2(-texel.x, -texel.y )).a;
|
||||
|
||||
float currentMask = GetBinaryAlpha(currentAlpha, _AlphaThreshold);
|
||||
float b1 = GetBinaryAlpha(a1, _AlphaThreshold);
|
||||
float b2 = GetBinaryAlpha(a2, _AlphaThreshold);
|
||||
float b3 = GetBinaryAlpha(a3, _AlphaThreshold);
|
||||
float b4 = GetBinaryAlpha(a4, _AlphaThreshold);
|
||||
float b5 = GetBinaryAlpha(a5, _AlphaThreshold);
|
||||
float b6 = GetBinaryAlpha(a6, _AlphaThreshold);
|
||||
float b7 = GetBinaryAlpha(a7, _AlphaThreshold);
|
||||
float b8 = GetBinaryAlpha(a8, _AlphaThreshold);
|
||||
|
||||
float maxNeighbor = max(max(max(b1, b2), max(b3, b4)),
|
||||
max(max(b5, b6), max(b7, b8)));
|
||||
float minNeighbor = min(min(min(b1, b2), min(b3, b4)),
|
||||
min(min(b5, b6), min(b7, b8)));
|
||||
float maxNeighborAlpha = max(max(max(a1, a2), max(a3, a4)),
|
||||
max(max(a5, a6), max(a7, a8)));
|
||||
|
||||
float outerEdgeRaw = saturate(maxNeighbor - currentMask);
|
||||
float innerEdgeRaw = saturate(currentMask - minNeighbor);
|
||||
|
||||
float outerEdgeMask = GetEdgeMask(outerEdgeRaw, _EdgeSoftness);
|
||||
float innerEdgeMask = GetEdgeMask(innerEdgeRaw, _EdgeSoftness * 0.6);
|
||||
|
||||
float pulse = GetPulse(_PulseMin, _PulseSpeed, _PulseSteps);
|
||||
float pulseStrength = pulse * _Intensity;
|
||||
float sweepMask = GetSweepMask(uv, _SweepStrength, _SweepWidth, _SweepDuration, _SweepInterval, _SweepAngle) * _Intensity;
|
||||
|
||||
float innerSupport = innerEdgeMask * _InnerEdgeBias * 0.1;
|
||||
float edgeMask = saturate(max(outerEdgeMask, innerSupport));
|
||||
float edgeGlowMask = outerEdgeMask * smoothstep(_AlphaThreshold, 1.0, maxNeighborAlpha) * _FillPulseStrength;
|
||||
float sweepBodyMask = currentMask * sweepMask;
|
||||
|
||||
float edgeTint = saturate(edgeMask * pulseStrength);
|
||||
float glowTint = edgeGlowMask * pulseStrength;
|
||||
float bodyTint = saturate(sweepBodyMask);
|
||||
|
||||
half3 edgeTargetColor = _OutlineColor.rgb;
|
||||
half3 sweepTargetColor = lerp(spriteColor.rgb, _OutlineColor.rgb, 0.75);
|
||||
half3 outColor = lerp(spriteColor.rgb, edgeTargetColor, edgeTint);
|
||||
outColor += _OutlineColor.rgb * glowTint * 0.25;
|
||||
outColor = lerp(outColor, sweepTargetColor, bodyTint);
|
||||
float outAlpha = saturate(currentAlpha + (outerEdgeMask * 0.18 + glowTint + bodyTint * 0.12) * _OutlineColor.a);
|
||||
|
||||
return half4(outColor, outAlpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Sprites/Default"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a34fe9b6eef27da488f084be707ba0e9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -18,7 +18,7 @@ position: 300,50
|
||||
|
||||
//【流程相关】
|
||||
//gameStage
|
||||
<<declare $gameStage=100>>
|
||||
<<declare $gameStage=1>>
|
||||
|
||||
//每个模块的首次检查
|
||||
<<declare $emoChecked=false>>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3a9a798c1467f049a932a0857ee1dfb
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user