feat(scene-mgmt): 全屏图柔焦模糊与序列帧播放
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -8,7 +8,7 @@ Shader "AIBIS/KiteFocusSprite"
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[Header(Focus Blur)]
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_BlurAmount ("Blur Amount", Range(0, 1)) = 0
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_BlurSize ("Blur Size", Range(0, 0.05)) = 0.012
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[HideInInspector] _UseGaussianBlur ("Use Gaussian Blur", Float) = 0
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[HideInInspector] _UseSoftFocus ("Use Soft Focus", Float) = 0
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_DefocusBloom ("Defocus Highlight Bloom", Range(0, 1)) = 0.32
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_HaloStrength ("Large Circle Halo", Range(0, 0.6)) = 0.22
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_ChromaticFringe ("Lens Color Fringe", Range(0, 0.6)) = 0.14
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@@ -76,7 +76,7 @@ Shader "AIBIS/KiteFocusSprite"
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fixed4 _Color;
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float _BlurAmount;
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float _BlurSize;
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float _UseGaussianBlur;
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float _UseSoftFocus;
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float _DefocusBloom;
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float _HaloStrength;
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float _ChromaticFringe;
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@@ -152,30 +152,31 @@ Shader "AIBIS/KiteFocusSprite"
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return result * 0.125;
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}
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// Same directional Gaussian kernel used by EyeUnifiedSprite in the
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// Peipei eye module, including its lower-cost mobile fallback.
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half3 EyeGaussianBlurRgb(float2 uv, float stepSize)
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half4 SoftFocusBlur(float2 uv, float radius)
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{
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float angle = 1.937315;
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float2 stepDir = float2(sin(angle), cos(angle));
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float2 stepUv = stepDir * stepSize;
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float nearRadius = radius * 0.48;
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half4 result = samplePremultiplied(uv) * 0.20;
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#if defined(SHADER_API_MOBILE)
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half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.34;
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rgb += tex2D(_MainTex, saturate(uv + stepUv)).rgb * 0.33;
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rgb += tex2D(_MainTex, saturate(uv - stepUv)).rgb * 0.33;
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#else
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half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.18;
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rgb += tex2D(_MainTex, saturate(uv + stepUv * 1.0)).rgb * 0.15;
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rgb += tex2D(_MainTex, saturate(uv - stepUv * 1.0)).rgb * 0.15;
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rgb += tex2D(_MainTex, saturate(uv + stepUv * 2.0)).rgb * 0.12;
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rgb += tex2D(_MainTex, saturate(uv - stepUv * 2.0)).rgb * 0.12;
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rgb += tex2D(_MainTex, saturate(uv + stepUv * 3.0)).rgb * 0.09;
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rgb += tex2D(_MainTex, saturate(uv - stepUv * 3.0)).rgb * 0.09;
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rgb += tex2D(_MainTex, saturate(uv + stepUv * 4.0)).rgb * 0.05;
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rgb += tex2D(_MainTex, saturate(uv - stepUv * 4.0)).rgb * 0.05;
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#endif
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return rgb;
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result += samplePremultiplied(uv + float2( nearRadius, 0)) * 0.08;
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result += samplePremultiplied(uv + float2(-nearRadius, 0)) * 0.08;
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result += samplePremultiplied(uv + float2(0, nearRadius)) * 0.08;
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result += samplePremultiplied(uv + float2(0, -nearRadius)) * 0.08;
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result += samplePremultiplied(uv + float2( nearRadius, nearRadius)) * 0.055;
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result += samplePremultiplied(uv + float2(-nearRadius, nearRadius)) * 0.055;
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result += samplePremultiplied(uv + float2( nearRadius, -nearRadius)) * 0.055;
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result += samplePremultiplied(uv + float2(-nearRadius, -nearRadius)) * 0.055;
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result += samplePremultiplied(uv + float2( radius, 0)) * 0.04;
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result += samplePremultiplied(uv + float2(-radius, 0)) * 0.04;
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result += samplePremultiplied(uv + float2(0, radius)) * 0.04;
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result += samplePremultiplied(uv + float2(0, -radius)) * 0.04;
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result += samplePremultiplied(uv + float2( radius, radius)) * 0.025;
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result += samplePremultiplied(uv + float2(-radius, radius)) * 0.025;
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result += samplePremultiplied(uv + float2( radius, -radius)) * 0.025;
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result += samplePremultiplied(uv + float2(-radius, -radius)) * 0.025;
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return result;
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}
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fixed4 frag(v2f i) : SV_Target
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@@ -193,18 +194,15 @@ Shader "AIBIS/KiteFocusSprite"
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float2 texel = max(abs(_MainTex_TexelSize.xy), float2(1e-5, 1e-5));
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float radius = (length(texel) * 0.5 + _BlurSize) * (0.28 + blurAmt * 1.72);
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if (_UseGaussianBlur > 0.5)
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if (_UseSoftFocus > 0.5)
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{
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float stepSize = length(texel) + _BlurSize;
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half3 blurredRgb = EyeGaussianBlurRgb(i.uv, stepSize);
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float blurStrength = pow(blurAmt, 0.75);
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half4 sharpPremul = sharp;
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sharpPremul.rgb *= sharpPremul.a;
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half4 gaussianColor = half4(blurredRgb * sharp.a, sharp.a);
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gaussianColor = lerp(sharpPremul, gaussianColor, blurStrength);
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gaussianColor.rgb *= i.color.rgb * i.color.a;
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gaussianColor.a *= i.color.a;
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return gaussianColor;
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half4 softBlurred = SoftFocusBlur(i.uv, radius);
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half4 softSharp = sharp;
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softSharp.rgb *= softSharp.a;
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half4 softColor = lerp(softSharp, softBlurred, smoothstep(0.0, 1.0, blurAmt));
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softColor.rgb *= i.color.rgb * i.color.a;
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softColor.a *= i.color.a;
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return softColor;
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}
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half4 disc = ApertureDisc(i.uv, radius);
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@@ -424,18 +424,19 @@ MonoBehaviour:
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initialBlur: 0.58
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blurSize: 0.0045
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firstAttemptStart: 0.45
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firstFocusDuration: 0.82
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firstFocusDuration: 0.72
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firstNearFocusBlur: 0.16
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firstHoldDuration: 0.12
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firstSlipDuration: 0.48
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firstHoldDuration: 0.1
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firstSlipDuration: 0.42
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firstSlipBlur: 0.52
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secondAttemptStart: 2
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secondFocusDuration: 0.92
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secondAttemptStart: 1.85
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secondFocusDuration: 0.82
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secondNearFocusBlur: 0.08
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secondHoldDuration: 0.14
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secondSlipDuration: 0.58
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secondHoldDuration: 0.12
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secondSlipDuration: 0.5
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unresolvedBlur: 0.44
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descentStart: 4
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blurFadeStart: 4
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blurFadeDuration: 3.2
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--- !u!1 &218986882
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GameObject:
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m_ObjectHideFlags: 0
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@@ -37,6 +37,13 @@ namespace AibisDream
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private Quaternion _largeBaseLocalRotation;
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private Vector3 _largeBaseLocalScale;
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private float _largeBaseAlpha;
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private Material _largeBaseMaterial;
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private MaterialPropertyBlock _largePropertyBlock;
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private Coroutine _largeSpriteAnimationCoroutine;
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private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount");
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private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize");
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private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus");
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// 通过 activeSelf 判断当前状态
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private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
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@@ -89,6 +96,95 @@ namespace AibisDream
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_largeBaseLocalRotation = tr.localRotation;
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_largeBaseLocalScale = tr.localScale;
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_largeBaseAlpha = _largeSpriteRenderer.color.a;
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_largeBaseMaterial = _largeSpriteRenderer.sharedMaterial;
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}
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private void StopLargeSpriteAnimation()
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{
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if (_largeSpriteAnimationCoroutine == null) return;
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StopCoroutine(_largeSpriteAnimationCoroutine);
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_largeSpriteAnimationCoroutine = null;
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}
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private IEnumerator LoopLargeSpriteAnimation(Sprite[] frames, float secondsPerFrame)
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{
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var frameIndex = 0;
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var wait = new WaitForSeconds(Mathf.Max(0.01f, secondsPerFrame));
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while (frames.Length > 0)
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{
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if (_largeSpriteRenderer != null)
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{
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_largeSpriteRenderer.sprite = frames[frameIndex];
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}
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frameIndex = (frameIndex + 1) % frames.Length;
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yield return wait;
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}
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}
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private void ApplyLargeSpriteBlur(float amount, float blurSize)
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{
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if (_largeSpriteRenderer == null) return;
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amount = Mathf.Clamp01(amount);
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if (amount <= 0.001f)
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{
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_largeSpriteRenderer.SetPropertyBlock(null);
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_largeSpriteRenderer.sharedMaterial = _largeBaseMaterial;
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return;
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}
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if (_kiteFocusMaterial == null)
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{
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Debug.LogWarning("[SpriteShowcase] 未配置全屏图片可用的对焦材质。", this);
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return;
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}
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_largeSpriteRenderer.sharedMaterial = _kiteFocusMaterial;
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_largePropertyBlock ??= new MaterialPropertyBlock();
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_largeSpriteRenderer.GetPropertyBlock(_largePropertyBlock);
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_largePropertyBlock.SetFloat(BlurAmountId, amount);
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_largePropertyBlock.SetFloat(BlurSizeId, Mathf.Max(0f, blurSize));
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_largePropertyBlock.SetFloat(UseSoftFocusId, 1f);
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_largeSpriteRenderer.SetPropertyBlock(_largePropertyBlock);
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}
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public void SetLargeSpriteBlur(float amount, float blurSize = 0.012f)
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{
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ApplyLargeSpriteBlur(amount, blurSize);
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}
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public IEnumerator TweenLargeSpriteBlur(float targetAmount, float duration, float blurSize = 0.012f)
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{
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if (_largeSpriteRenderer == null) yield break;
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_largePropertyBlock ??= new MaterialPropertyBlock();
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_largeSpriteRenderer.GetPropertyBlock(_largePropertyBlock);
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var startAmount = _largeSpriteRenderer.sharedMaterial == _kiteFocusMaterial
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? _largePropertyBlock.GetFloat(BlurAmountId)
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: 0f;
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targetAmount = Mathf.Clamp01(targetAmount);
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duration = Mathf.Max(0f, duration);
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if (duration <= 0f)
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{
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ApplyLargeSpriteBlur(targetAmount, blurSize);
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yield break;
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}
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var elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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var t = Mathf.Clamp01(elapsed / duration);
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t = t * t * (3f - 2f * t);
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ApplyLargeSpriteBlur(Mathf.Lerp(startAmount, targetAmount, t), blurSize);
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yield return null;
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}
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ApplyLargeSpriteBlur(targetAmount, blurSize);
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}
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public IEnumerator AnimateLargePresentation(float scaleMultiplier, float targetAlpha, float duration)
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@@ -164,6 +260,8 @@ namespace AibisDream
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{
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if (_largeSpriteRenderer == null) return;
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StopLargeSpriteAnimation();
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ApplyLargeSpriteBlur(0f, 0f);
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ResetLargePresentationImmediate();
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_largeSpriteRenderer.gameObject.SetActive(false);
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}
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@@ -510,6 +608,9 @@ namespace AibisDream
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private void ClearLargeImmediate()
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{
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StopLargeSpriteAnimation();
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ApplyLargeSpriteBlur(0f, 0f);
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if (_largeSpriteRenderer != null)
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{
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_largeSpriteRenderer.DOKill();
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@@ -685,6 +786,8 @@ namespace AibisDream
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/// <returns>协程</returns>
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public IEnumerator ShowLargeObj(string picName, float duration = 1)
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{
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StopLargeSpriteAnimation();
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// 互斥:小图立刻关掉,避免风筝层与底图不同步淡出造成的怪 fade
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if (IsSmallShowing)
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{
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@@ -721,6 +824,65 @@ namespace AibisDream
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}
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}
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/// <summary>
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/// 按“前缀1.png … 前缀N.png”加载并循环播放全屏序列帧。
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/// </summary>
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public IEnumerator ShowLargeSpriteAnimation(
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string picNamePrefix,
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int frameCount,
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float secondsPerFrame = 0.2f,
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float duration = 1f)
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{
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if (_largeSpriteRenderer == null || frameCount <= 0) yield break;
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StopLargeSpriteAnimation();
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if (IsSmallShowing)
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{
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yield return HideObj(0f);
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}
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if (IsKiteShowing)
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{
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yield return HideKite(0f);
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}
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var frames = new Sprite[frameCount];
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for (var i = 0; i < frameCount; i++)
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{
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var picName = $"{NormalizeDreamPicName(picNamePrefix)}{i + 1}";
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var key = string.Format(DreamSpritePath, picName);
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var handle = ResourceSystem.LoadAsync<Sprite>(key);
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yield return handle;
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if (handle.Status != AsyncOperationStatus.Succeeded || handle.Result == null)
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{
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Debug.LogError($"[SpriteShowcase] Failed to load animation frame: {key}");
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ClearLargeImmediate();
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yield break;
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}
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frames[i] = handle.Result;
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}
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ResetLargePresentationImmediate();
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_largeSpriteRenderer.gameObject.SetActive(true);
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_largeSpriteRenderer.sprite = frames[0];
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_largeSpriteRenderer.SetAlpha(0f);
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_currentLargePicName = $"{NormalizeDreamPicName(picNamePrefix)}1";
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_largeSpriteAnimationCoroutine = StartCoroutine(
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LoopLargeSpriteAnimation(frames, secondsPerFrame));
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if (duration <= 0f)
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{
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_largeSpriteRenderer.SetAlpha(1f);
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}
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else
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{
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yield return _largeSpriteRenderer.DOFade(1f, duration).WaitForCompletion();
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}
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}
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public void SetLargeSpriteImmediate(Sprite sprite)
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{
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if (_largeSpriteRenderer != null && sprite != null)
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@@ -799,6 +961,7 @@ namespace AibisDream
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{
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if (_largeSpriteRenderer == null) yield break;
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StopLargeSpriteAnimation();
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KillLargePresentationTweens();
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if (duration <= 0f)
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{
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@@ -811,6 +974,7 @@ namespace AibisDream
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_largeSpriteRenderer.gameObject.SetActive(false);
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_currentLargePicName = null;
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ApplyLargeSpriteBlur(0f, 0f);
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ResetLargePresentationImmediate();
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}
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@@ -7,14 +7,14 @@ namespace AibisDream
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{
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/// <summary>
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/// Drives the deliberately unsuccessful focus pulls at the start of the
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/// starfield-to-sea Timeline and keeps the starfield defocused until the
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/// Timeline reaches the sea.
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/// starfield-to-sea Timeline. The effect is evaluated from Timeline time so
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/// pausing, frame drops and repeated playback remain deterministic.
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/// </summary>
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public sealed class StarfieldDefocusController : MonoBehaviour
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{
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private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount");
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private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize");
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private static readonly int UseGaussianBlurId = Shader.PropertyToID("_UseGaussianBlur");
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private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus");
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[Header("References")]
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[SerializeField] private PlayableDirector director;
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@@ -30,34 +30,36 @@ namespace AibisDream
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[Min(0f)]
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[SerializeField] private float firstAttemptStart = 0.45f;
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[Min(0.01f)]
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[SerializeField] private float firstFocusDuration = 0.82f;
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[SerializeField] private float firstFocusDuration = 0.48f;
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[Range(0f, 1f)]
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[SerializeField] private float firstNearFocusBlur = 0.38f;
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[Min(0f)]
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[SerializeField] private float firstHoldDuration = 0.12f;
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[SerializeField] private float firstHoldDuration = 0.14f;
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[Min(0.01f)]
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[SerializeField] private float firstSlipDuration = 0.48f;
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[SerializeField] private float firstSlipDuration = 0.38f;
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[Range(0f, 1f)]
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[SerializeField] private float firstSlipBlur = 0.72f;
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[Header("Focus Attempt 2")]
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[Min(0f)]
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[SerializeField] private float secondAttemptStart = 2f;
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[SerializeField] private float secondAttemptStart = 1.72f;
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[Min(0.01f)]
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[SerializeField] private float secondFocusDuration = 0.92f;
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[SerializeField] private float secondFocusDuration = 0.55f;
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[Range(0f, 1f)]
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[SerializeField] private float secondNearFocusBlur = 0.28f;
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[Min(0f)]
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[SerializeField] private float secondHoldDuration = 0.14f;
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[SerializeField] private float secondHoldDuration = 0.18f;
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[Min(0.01f)]
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[SerializeField] private float secondSlipDuration = 0.58f;
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[SerializeField] private float secondSlipDuration = 0.46f;
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[Range(0f, 1f)]
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[SerializeField] private float unresolvedBlur = 0.62f;
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[Header("Downward Pan")]
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[Tooltip("Timeline time at which the starfield starts moving down toward the sea.")]
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[Min(0f)]
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[SerializeField] private float descentStart = 4f;
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[SerializeField] private float blurFadeStart = 4f;
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[Min(0.01f)]
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[SerializeField] private float blurFadeDuration = 3.2f;
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private MaterialPropertyBlock propertyBlock;
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@@ -158,7 +160,7 @@ namespace AibisDream
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}
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director.Pause();
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SetTimelineTime(descentStart);
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SetTimelineTime(blurFadeStart);
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director.Play();
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while (director.state == PlayState.Playing)
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@@ -246,7 +248,7 @@ namespace AibisDream
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starfieldRenderer.GetPropertyBlock(propertyBlock);
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propertyBlock.SetFloat(BlurAmountId, EvaluateBlur(time));
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propertyBlock.SetFloat(BlurSizeId, blurSize);
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propertyBlock.SetFloat(UseGaussianBlurId, 1f);
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propertyBlock.SetFloat(UseSoftFocusId, 1f);
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starfieldRenderer.SetPropertyBlock(propertyBlock);
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}
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@@ -306,7 +308,12 @@ namespace AibisDream
|
||||
return SmoothLerp(secondNearFocusBlur, unresolvedBlur, InverseLerp(secondHoldEnd, secondSlipEnd, time));
|
||||
}
|
||||
|
||||
return unresolvedBlur;
|
||||
if (time < blurFadeStart)
|
||||
{
|
||||
return unresolvedBlur;
|
||||
}
|
||||
|
||||
return SmoothLerp(unresolvedBlur, 0f, InverseLerp(blurFadeStart, blurFadeStart + blurFadeDuration, time));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user