feat(dream): 添加梦境数据溢出与虚焦表现

This commit is contained in:
2026-07-15 19:38:42 +08:00
parent 1f931e987f
commit 92087b81ef
11 changed files with 614 additions and 5 deletions
@@ -0,0 +1,39 @@
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Shader "AibisDream/DreamDataOverflow"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_OverflowIntensity("Overflow Intensity", Range(0, 1)) = 0
_OverflowExposure("Overflow Exposure", Range(0, 3)) = 1.45
_OverflowGlow("Overflow Glow", Range(0, 2)) = 0.65
_OverflowChromatic("Overflow Chromatic", Range(0, 0.04)) = 0.006
_OverflowNoise("Overflow Noise", Range(0, 0.5)) = 0.08
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
"CanUseSpriteAtlas" = "True"
}
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLINCLUDE
#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;
float4 screenPosition : TEXCOORD1;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _Color;
float _OverflowIntensity;
float _OverflowExposure;
float _OverflowGlow;
float _OverflowChromatic;
float _OverflowNoise;
float hash21(float2 value)
{
value = frac(value * float2(123.34, 456.21));
value += dot(value, value + 45.32);
return frac(value.x * value.y);
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Varyings vert(Attributes input)
{
Varyings output;
output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
output.color = input.color * _Color;
output.screenPosition = ComputeScreenPos(output.positionHCS);
return output;
}
half4 SampleSprite(float2 uv)
{
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
}
half4 frag(Varyings input) : SV_Target
{
float intensity = saturate(_OverflowIntensity);
float pulse = 0.92 + sin(_Time.y * 17.0 + input.uv.y * 23.0) * 0.08;
float activeIntensity = saturate(intensity * pulse);
float2 radial = input.uv - 0.5;
float radialLength = max(length(radial), 0.001);
float2 chromaticDirection = radial / radialLength;
float chromaticOffset = _OverflowChromatic * activeIntensity;
half4 center = SampleSprite(input.uv);
half red = SampleSprite(input.uv + chromaticDirection * chromaticOffset).r;
half blue = SampleSprite(input.uv - chromaticDirection * chromaticOffset).b;
half3 chromatic = half3(red, center.g, blue);
float2 texel = _MainTex_TexelSize.xy * lerp(1.5, 7.0, activeIntensity);
half4 blur = center * 0.2;
blur += SampleSprite(input.uv + float2(texel.x, 0)) * 0.1;
blur += SampleSprite(input.uv - float2(texel.x, 0)) * 0.1;
blur += SampleSprite(input.uv + float2(0, texel.y)) * 0.1;
blur += SampleSprite(input.uv - float2(0, texel.y)) * 0.1;
blur += SampleSprite(input.uv + texel) * 0.1;
blur += SampleSprite(input.uv - texel) * 0.1;
blur += SampleSprite(input.uv + float2(texel.x, -texel.y)) * 0.1;
blur += SampleSprite(input.uv + float2(-texel.x, texel.y)) * 0.1;
half luminance = dot(chromatic, half3(0.2126, 0.7152, 0.0722));
half glowLuminance = dot(blur.rgb, half3(0.2126, 0.7152, 0.0722));
half whiteAmount = saturate(activeIntensity * (_OverflowExposure * 0.38 + luminance * 0.8));
half3 exposed = lerp(chromatic, half3(1, 1, 1), whiteAmount);
exposed += blur.rgb * glowLuminance * _OverflowGlow * activeIntensity;
float2 screenUv = input.screenPosition.xy / max(input.screenPosition.w, 0.0001);
float noiseSeed = floor(_Time.y * 24.0);
float noise = hash21(floor(screenUv * _ScreenParams.xy * 0.32) + noiseSeed);
float speck = smoothstep(0.82, 1.0, noise) * _OverflowNoise * activeIntensity;
float scan = sin((screenUv.y * _ScreenParams.y + _Time.y * 90.0) * 0.12) * 0.5 + 0.5;
exposed += speck * lerp(0.55, 1.0, scan);
half4 result;
result.rgb = exposed * input.color.rgb;
result.a = max(center.a, blur.a * activeIntensity * _OverflowGlow * 0.45) * input.color.a;
clip(result.a - 0.001);
return result;
}
ENDHLSL
Pass
{
Name "DreamDataOverflow2D"
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDHLSL
}
Pass
{
Name "DreamDataOverflowUnlit"
Tags { "LightMode" = "SRPDefaultUnlit" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDHLSL
}
}
Fallback "Sprites/Default"
}
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