后处理

This commit is contained in:
2026-02-04 20:46:58 +08:00
parent 0d9b65f73b
commit a77f65b432
16 changed files with 18307 additions and 14871 deletions
File diff suppressed because it is too large Load Diff
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@@ -25,6 +25,12 @@ namespace AibisDream.MiniGame.Language
private Color propagationColor = new Color(1f, 0.59f, 0.2f, 1f);
private float propagationLineThickness = 0.03f;
[Header("发光设置(Bloom")]
[SerializeField] private bool enableGlow = true;
[SerializeField, Range(1f, 5f)] private float targetGlowIntensity = 2f; // 目标线发光强度
[SerializeField, Range(1f, 3f)] private float nonTargetGlowIntensity = 1.2f; // 非目标线发光强度
[SerializeField, Range(1f, 5f)] private float propagationGlowIntensity = 3f; // 传播效果发光强度
private List<CandidateParticle> candidateParticles;
private List<EffectPropagation> effectPropagations;
private CompletionPhase completionPhase;
@@ -108,7 +114,7 @@ namespace AibisDream.MiniGame.Language
if (distance < connectionDistance)
{
float alpha = Mathf.Lerp(0.7f, 0f, distance / connectionDistance) * fadeOutAlpha;
Color lineColor = nonTargetConnectionColor;
Color lineColor = ApplyGlow(nonTargetConnectionColor, nonTargetGlowIntensity);
lineColor.a = alpha * nonTargetAlphaScale;
Draw.Line(p1.transform.position, p2.transform.position, lineColor);
@@ -141,7 +147,7 @@ namespace AibisDream.MiniGame.Language
if (distance < connectionDistance)
{
float alpha = Mathf.Lerp(1f, 0.4f, distance / connectionDistance);
Color lineColor = targetConnectionColor;
Color lineColor = ApplyGlow(targetConnectionColor, targetGlowIntensity);
lineColor.a = alpha * targetAlphaScale;
Draw.Line(redParticles[i].transform.position, redParticles[j].transform.position, lineColor);
@@ -163,8 +169,8 @@ namespace AibisDream.MiniGame.Language
{
if (info.source == null || info.particle == null) continue;
// 绘制连接线
Color lineColor = propagationColor;
// 绘制连接线(应用发光)
Color lineColor = ApplyGlow(propagationColor, propagationGlowIntensity);
lineColor.a = 0.3f;
Draw.Line(info.source.transform.position, info.particle.transform.position, lineColor);
@@ -180,7 +186,8 @@ namespace AibisDream.MiniGame.Language
float pulseSize = Mathf.Lerp(0.03f, 0.08f, info.pulseProgress);
float pulseAlpha = Mathf.Lerp(1f, 0f, info.pulseProgress);
Color pulseColor = new Color(1f, 0.78f, 0.39f, pulseAlpha);
// 脉冲光点使用更强的 HDR 发光
Color pulseColor = ApplyGlow(new Color(1f, 0.78f, 0.39f, pulseAlpha), propagationGlowIntensity * 1.5f);
Draw.Ring(pulsePos, pulseSize, pulseSize * 0.5f, pulseColor);
// 光晕
@@ -200,7 +207,7 @@ namespace AibisDream.MiniGame.Language
Vector3 direction = (info.particle.transform.position - info.source.transform.position).normalized;
float angle = Mathf.Atan2(direction.y, direction.x);
Color arrowColor = new Color(1f, 0.78f, 0.39f, 0.8f);
Color arrowColor = ApplyGlow(new Color(1f, 0.78f, 0.39f, 0.8f), propagationGlowIntensity);
DrawArrow(arrowPos, angle, 0.1f, arrowColor);
}
}
@@ -242,6 +249,34 @@ namespace AibisDream.MiniGame.Language
nonTargetLineThickness = nonTargetThickness;
propagationLineThickness = propThickness;
}
/// <summary>
/// 设置发光参数
/// </summary>
public void SetGlowSettings(bool enabled, float targetIntensity, float nonTargetIntensity, float propagationIntensity)
{
enableGlow = enabled;
targetGlowIntensity = Mathf.Clamp(targetIntensity, 1f, 5f);
nonTargetGlowIntensity = Mathf.Clamp(nonTargetIntensity, 1f, 3f);
propagationGlowIntensity = Mathf.Clamp(propagationIntensity, 1f, 5f);
}
/// <summary>
/// 将颜色转换为 HDR 颜色以支持 Bloom 发光
/// </summary>
private Color ApplyGlow(Color baseColor, float intensity)
{
if (!enableGlow || intensity <= 1f)
return baseColor;
// HDR 颜色:将 RGB 值乘以强度系数,保留 Alpha
return new Color(
baseColor.r * intensity,
baseColor.g * intensity,
baseColor.b * intensity,
baseColor.a
);
}
}
}
@@ -59,37 +59,35 @@ namespace AibisDream.MiniGame.Language
[SerializeField] private float repulsionForce = 2f;
[SerializeField] private float attractionForce = 1.5f;
[Header("自动传播效果")]
[SerializeField] private bool enableAutoPropagation = true; // 是否启用自动传播
[SerializeField] private float autoPropagationInterval = 2f; // 自动传播间隔(秒
[SerializeField] private int autoPropagationCount = 1; // 每次自动触发的传播数量
[Header("传播效果参数")]
[SerializeField] private float propagationDuration = 1f; // 传播效果持续时间
[SerializeField] private float propagationDelay = 0.08f; // 传播延迟(每层之间的间隔)
[SerializeField] private int maxPropagationNodes = 15; // 最大传播节点数量
[Header("颜色配置")]
[SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色(原红色)
[SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(原蓝色)
[SerializeField] private Color propagationColor = new Color(1f, 0.59f, 0.2f, 1f); // 传播效果颜色(橙色)
[Header("颜色配置(用于粒子/字的颜色)")]
[SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色(红)
[SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(蓝
[SerializeField] private Color floatingTextColor = new Color(0.7f, 0.78f, 1f, 1f); // 背景浮动文字颜色
[SerializeField] private Color targetCalmColor = new Color(0.78f, 0.59f, 0.59f, 1f); // 目标粒子平静后颜色
[Header("连接线颜色(用于连线的颜色,与上面可分开调节)")]
[SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标连线颜色
[SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标连线颜色
[Header("文字样式配置")]
[SerializeField] private float targetParticleFontSize = 3.5f; // 目标粒子字体大小
[SerializeField] private float nonTargetParticleFontSize = 2.5f; // 非目标粒子字体大小
[SerializeField] private float floatingTextFontSize = 2f; // 背景浮动文字大小
[SerializeField] private float targetParticleFontSize = 4.5f; // 目标粒子字体大小
[SerializeField] private float nonTargetParticleFontSize = 3.7f; // 非目标粒子字体大小
[SerializeField] private float floatingTextFontSize = 3f; // 背景浮动文字大小
[SerializeField] private bool targetParticleBold = true; // 目标粒子是否加粗
[SerializeField] private bool nonTargetParticleBold = false; // 非目标粒子是否加粗
[Header("连接线配置")]
[SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子连线颜色
[SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标粒子连线颜色
[SerializeField] private Color propagationLineColor = new Color(1f, 0.59f, 0.2f, 1f); // 传播线颜色
[SerializeField] private float targetConnectionThickness = 0.04f; // 目标粒子连线粗细
[SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标粒子连线粗细
[SerializeField] private float propagationLineThickness = 0.03f; // 传播线粗细
[Header("连接线粗细")]
[SerializeField] private float targetConnectionThickness = 0.04f; // 目标连线粗细
[SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标连线粗细
[Header("Bloom 发光效果")]
[SerializeField] private bool enableBloomGlow = true; // 是否启用 Bloom 发光
[SerializeField, Range(1f, 5f)] private float textGlowIntensity = 1.8f; // 文字发光强度
[SerializeField, Range(1f, 5f)] private float targetTextGlowIntensity = 2.5f; // 目标粒子文字发光强度
[SerializeField, Range(1f, 5f)] private float lineGlowIntensity = 2f; // 连接线发光强度
[SerializeField, Range(1f, 5f)] private float targetLineGlowIntensity = 2.5f; // 目标连接线发光强度
[SerializeField, Range(0f, 1f)] private float glowDilate = 0.3f; // 发光扩散
[SerializeField, Range(0f, 1f)] private float glowSoftness = 0.5f; // 发光柔和度
[Header("目标 UI")]
[SerializeField] private TMP_Text integrationProgressText;
@@ -124,6 +122,10 @@ namespace AibisDream.MiniGame.Language
[SerializeField] private float entranceCascadeStagger = 0.03f;
[SerializeField] private float entranceSearchRadius = 2f;
[Header("渲染层设置")]
[SerializeField] private string renderLayerName = "HuoshanScreen";
private int renderLayer = 0;
[Header("调试/测试")]
[SerializeField] private bool enableDebugShortcuts = true;
[SerializeField] private KeyCode debugCompleteKey = KeyCode.F5;
@@ -142,8 +144,8 @@ namespace AibisDream.MiniGame.Language
private List<CandidateParticle> candidateParticles = new List<CandidateParticle>();
private List<CandidateParticle> targetParticles = new List<CandidateParticle>(); // 目标粒子列表(原 redParticles
// 效果系统
private List<EffectPropagation> effectPropagations = new List<EffectPropagation>();
// 效果系统(传播效果已移除,保留空列表供渲染器使用)
private static readonly List<EffectPropagation> s_emptyPropagations = new List<EffectPropagation>();
private Dictionary<string, bool> previousConnections = new Dictionary<string, bool>();
private bool initializationComplete = false;
private int initializationFrames = 0;
@@ -184,8 +186,6 @@ namespace AibisDream.MiniGame.Language
public int orderIndex;
}
// 自动传播计时器
private float autoPropagationTimer = 0f;
private bool focusTweensCompleted = false;
// 边界
@@ -194,6 +194,13 @@ namespace AibisDream.MiniGame.Language
// 连接渲染(使用Shapes
private ConnectionRenderer connectionRenderer;
// 噪点叠加渲染器(复古显示器效果)
private NoiseOverlayRenderer noiseOverlayRenderer;
[Header("复古显示器效果")]
[SerializeField] private bool enableRetroEffect = true;
[SerializeField, Range(0f, 1f)] private float retroEffectIntensity = 0.5f;
// 是否已经初始化
private bool isInitialized = false;
@@ -298,18 +305,32 @@ namespace AibisDream.MiniGame.Language
private void InitializeCanvas()
{
// 获取渲染层索引
renderLayer = LayerMask.NameToLayer(renderLayerName);
if (renderLayer == -1)
{
Debug.LogWarning($"Layer '{renderLayerName}' not found, using default layer.");
renderLayer = 0;
}
// 如果没有指定canvas,创建一个
if (worldCanvas == null)
{
GameObject canvasObj = new GameObject("Language Canvas");
canvasObj.transform.SetParent(transform);
canvasObj.transform.localPosition = Vector3.zero;
canvasObj.layer = renderLayer;
worldCanvas = canvasObj.AddComponent<Canvas>();
worldCanvas.renderMode = RenderMode.WorldSpace;
RectTransform rectTransform = canvasObj.GetComponent<RectTransform>();
rectTransform.sizeDelta = new Vector2(canvasSize, canvasSize);
}
else
{
// 设置已有 Canvas 的 layer
worldCanvas.gameObject.layer = renderLayer;
}
// 确保 Canvas 配置正确
if (worldCanvas != null)
@@ -341,6 +362,14 @@ namespace AibisDream.MiniGame.Language
particle.SetColor(floatingTextColor);
particle.SetFontSize(floatingTextFontSize);
particle.SetMovementBounds(movementBounds);
// 设置发光效果
if (enableBloomGlow)
{
particle.SetGlowSettings(true, textGlowIntensity, floatingTextColor);
particle.SetUnderlaySettings(glowDilate, glowSoftness);
}
floatingParticles.Add(particle);
}
@@ -351,9 +380,17 @@ namespace AibisDream.MiniGame.Language
GameObject obj = CreateParticleObject(pos, $"CandidateParticle_{i}");
CandidateParticle particle = obj.AddComponent<CandidateParticle>();
particle.SetFont(chineseFontAsset);
particle.SetColors(targetParticleColor, nonTargetParticleColor, propagationColor, targetCalmColor);
particle.SetColors(targetParticleColor, nonTargetParticleColor, nonTargetParticleColor, targetCalmColor);
particle.SetFontStyles(targetParticleFontSize, nonTargetParticleFontSize, targetParticleBold, nonTargetParticleBold);
particle.SetMovementBounds(movementBounds);
// 设置发光效果(目标粒子和非目标粒子使用不同强度)
if (enableBloomGlow)
{
particle.SetGlowSettings(true, textGlowIntensity, nonTargetParticleColor);
particle.SetUnderlaySettings(glowDilate, glowSoftness);
}
candidateParticles.Add(particle);
}
@@ -364,6 +401,7 @@ namespace AibisDream.MiniGame.Language
private GameObject CreateParticleObject(Vector3 position, string name)
{
GameObject obj = new GameObject(name);
obj.layer = renderLayer;
// 添加 RectTransform(在 Canvas 下必需)
RectTransform rectTransform = obj.AddComponent<RectTransform>();
@@ -388,19 +426,46 @@ namespace AibisDream.MiniGame.Language
GameObject connObj = new GameObject("ConnectionRenderer");
connObj.transform.SetParent(transform);
connObj.transform.localPosition = Vector3.zero;
connObj.layer = renderLayer;
connectionRenderer = connObj.AddComponent<ConnectionRenderer>();
connectionRenderer.manager = this;
connectionRenderer.connectionDistance = connectionDistance;
connectionRenderer.SetConnectionStyles(
targetConnectionColor,
nonTargetConnectionColor,
propagationLineColor,
nonTargetConnectionColor,
targetConnectionThickness,
nonTargetConnectionThickness,
propagationLineThickness
nonTargetConnectionThickness
);
connectionRenderer.NonTargetAlphaScale = lineAlphaMultiplier;
connectionRenderer.TargetAlphaScale = 1f;
// 设置连接线发光效果
if (enableBloomGlow)
{
connectionRenderer.SetGlowSettings(
true,
targetLineGlowIntensity,
lineGlowIntensity,
lineGlowIntensity
);
}
// 噪点叠加渲染器(复古显示器效果)
if (enableRetroEffect)
{
GameObject noiseObj = new GameObject("NoiseOverlayRenderer");
noiseObj.transform.SetParent(transform);
noiseObj.transform.localPosition = Vector3.zero;
noiseObj.layer = renderLayer;
noiseOverlayRenderer = noiseObj.AddComponent<NoiseOverlayRenderer>();
// 设置效果区域为 Canvas 区域
Vector3 center = worldCanvas != null ? worldCanvas.transform.position : Vector3.zero;
noiseOverlayRenderer.SetArea(center, new Vector2(canvasSize, canvasSize));
noiseOverlayRenderer.SetIntensity(retroEffectIntensity);
}
}
private void SelectRedParticles()
@@ -428,6 +493,12 @@ namespace AibisDream.MiniGame.Language
particle.isRed = true;
particle.originalIsRed = true;
targetParticles.Add(particle);
// 为目标粒子设置更强的发光效果
if (enableBloomGlow)
{
particle.SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor);
}
}
}
@@ -440,6 +511,12 @@ namespace AibisDream.MiniGame.Language
shuffled[i].isRed = true;
shuffled[i].originalIsRed = true;
targetParticles.Add(shuffled[i]);
// 为目标粒子设置更强的发光效果
if (enableBloomGlow)
{
shuffled[i].SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor);
}
}
}
}
@@ -476,12 +553,6 @@ namespace AibisDream.MiniGame.Language
if (initializationComplete && !interferenceLogicSuspended)
{
DetectConnectionChanges();
UpdateAutoPropagation();
}
if (!interferenceLogicSuspended)
{
UpdateEffectPropagations();
}
if (!isCompleted && CheckRedParticlesConnected())
@@ -500,10 +571,6 @@ namespace AibisDream.MiniGame.Language
ApplySeparationForces();
}
}
else if (!interferenceLogicSuspended)
{
UpdateEffectPropagations();
}
if (completionPhase == CompletionPhase.Focusing)
{
@@ -519,7 +586,7 @@ namespace AibisDream.MiniGame.Language
{
connectionRenderer.SetData(
candidateParticles,
effectPropagations,
s_emptyPropagations,
completionPhase,
fadeOutAlpha
);
@@ -591,28 +658,6 @@ namespace AibisDream.MiniGame.Language
{
string key = $"{Mathf.Min(i, j)}-{Mathf.Max(i, j)}";
currentConnections[key] = true;
// 检测新连接
if (!previousConnections.ContainsKey(key))
{
var p1 = candidateParticles[i];
var p2 = candidateParticles[j];
// 检查是否是红色粒子与蓝色粒子的新连接
bool isRedToBlue = (p1.isRed && !p2.isRed && !p2.isOrange && p1.originalIsRed) ||
(!p1.isRed && !p1.isOrange && p2.isRed && p2.originalIsRed);
if (isRedToBlue)
{
var redParticle = p1.isRed ? p1 : p2;
var blueParticle = p1.isRed ? p2 : p1;
if (!blueParticle.isStatic && !blueParticle.hasEffect)
{
TriggerEffectPropagation(redParticle, blueParticle);
}
}
}
}
}
}
@@ -620,53 +665,6 @@ namespace AibisDream.MiniGame.Language
previousConnections = currentConnections;
}
private void TriggerEffectPropagation(CandidateParticle redParticle, CandidateParticle blueParticle)
{
effectPropagations.Add(new EffectPropagation(
redParticle,
propagationDuration,
propagationDelay,
maxPropagationNodes
));
}
private void UpdateEffectPropagations()
{
for (int i = effectPropagations.Count - 1; i >= 0; i--)
{
effectPropagations[i].Update(Time.deltaTime);
if (!effectPropagations[i].IsActive)
{
effectPropagations[i].Cleanup();
effectPropagations.RemoveAt(i);
}
}
}
private void UpdateAutoPropagation()
{
if (!enableAutoPropagation) return;
if (targetParticles.Count == 0) return;
autoPropagationTimer += Time.deltaTime;
if (autoPropagationTimer >= autoPropagationInterval)
{
autoPropagationTimer = 0f;
// 随机选择目标粒子触发传播效果
int triggerCount = Mathf.Min(autoPropagationCount, targetParticles.Count);
var shuffledTargets = targetParticles.OrderBy(x => Random.value).Take(triggerCount).ToList();
foreach (var targetParticle in shuffledTargets)
{
// 触发传播效果(即使没有建立新连接)
TriggerEffectPropagation(targetParticle, null);
}
}
}
private bool CheckRedParticlesConnected()
{
if (targetParticles.Count == 0) return false;
@@ -717,8 +715,6 @@ namespace AibisDream.MiniGame.Language
focusTimer = 0f;
fadeOutAlpha = 1f;
allowInput = false;
effectPropagations.Clear();
autoPropagationTimer = 0f;
focusVisuals.Clear();
finalTargetCharacters.Clear();
finalTargetPositions.Clear();
@@ -916,6 +912,7 @@ namespace AibisDream.MiniGame.Language
};
GameObject ringObj = new GameObject("FocusRing");
ringObj.layer = renderLayer;
ringObj.transform.SetParent(particle.transform, false);
visual.ringObject = ringObj;
@@ -935,6 +932,7 @@ namespace AibisDream.MiniGame.Language
visual.ringDisc = disc;
GameObject labelObj = new GameObject("ProbabilityLabel");
labelObj.layer = renderLayer;
labelObj.transform.SetParent(particle.transform, false);
RectTransform rectTransform = labelObj.AddComponent<RectTransform>();
rectTransform.localPosition = new Vector3(0f, estimatedRadius + 0.55f, 0f);
@@ -1186,11 +1184,9 @@ namespace AibisDream.MiniGame.Language
focusVisuals.Clear();
finalTargetCharacters.Clear();
finalTargetPositions.Clear();
effectPropagations.Clear();
previousConnections.Clear();
initializationComplete = false;
initializationFrames = 0;
autoPropagationTimer = 0f;
focusTweensCompleted = false;
interferenceLogicSuspended = false;
SetStatusUIVisibility(true, 0f);
@@ -18,7 +18,7 @@ namespace AibisDream.MiniGame.Language
public Vector2 velocity;
public float alpha;
public float baseAlpha = 1f;
public float size = 3f;
public float size = 4f;
public float probability = 1f;
public string currentChar;
@@ -26,6 +26,15 @@ namespace AibisDream.MiniGame.Language
public bool isStatic = false;
public bool isCalmed = false;
[Header("发光设置")]
protected bool enableGlow = true;
protected float glowIntensity = 1.5f; // HDR 发光强度
protected float underlayOffsetX = 0f;
protected float underlayOffsetY = 0f;
protected float underlayDilate = 0.3f;
protected float underlaySoftness = 0.5f;
protected Color underlayColor = new Color(1f, 1f, 1f, 0.5f); // 底层发光颜色
protected float changeTimer;
protected float changeInterval = 1f;
protected Bounds movementBounds;
@@ -46,6 +55,7 @@ namespace AibisDream.MiniGame.Language
if (textMesh == null)
{
var textObj = new GameObject("Text");
textObj.layer = gameObject.layer; // 继承父对象的 layer
textObj.transform.SetParent(transform, false);
// 添加 RectTransform(在 Canvas 下必需)
@@ -80,6 +90,7 @@ namespace AibisDream.MiniGame.Language
if (glowSprite == null)
{
var glowObj = new GameObject("Glow");
glowObj.layer = gameObject.layer; // 继承父对象的 layer
glowObj.transform.SetParent(transform);
glowObj.transform.localPosition = Vector3.zero;
glowObj.transform.localScale = Vector3.one * 0.5f;
@@ -210,6 +221,56 @@ namespace AibisDream.MiniGame.Language
Color color = textMesh.color;
color.a = alpha; // alpha 已经是 0-1 范围
textMesh.color = color;
// 应用 HDR 发光效果
if (enableGlow && glowIntensity > 1f)
{
ApplyHDRGlow();
}
}
}
/// <summary>
/// 应用 HDR 发光效果(配合 Bloom 后处理)
/// </summary>
protected void ApplyHDRGlow()
{
if (textMesh == null || textMesh.fontMaterial == null)
return;
// 使用 TMP 材质的 Underlay 功能来实现发光效果
// 这需要材质支持 Underlay(大多数 TMP shader 都支持)
Material mat = textMesh.fontMaterial;
// 启用 Underlay
if (mat.HasProperty(ShaderUtilities.ID_UnderlayOffsetX))
{
mat.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, underlayOffsetX);
mat.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, underlayOffsetY);
mat.SetFloat(ShaderUtilities.ID_UnderlayDilate, underlayDilate);
mat.SetFloat(ShaderUtilities.ID_UnderlaySoftness, underlaySoftness);
// 设置底层颜色为 HDR 颜色
Color hdrUnderlayColor = new Color(
underlayColor.r * glowIntensity,
underlayColor.g * glowIntensity,
underlayColor.b * glowIntensity,
underlayColor.a * alpha
);
mat.SetColor(ShaderUtilities.ID_UnderlayColor, hdrUnderlayColor);
}
// 也可以让主文字颜色使用 HDR
if (mat.HasProperty(ShaderUtilities.ID_FaceColor))
{
Color baseColor = textMesh.color;
Color hdrFaceColor = new Color(
baseColor.r * glowIntensity,
baseColor.g * glowIntensity,
baseColor.b * glowIntensity,
baseColor.a
);
mat.SetColor(ShaderUtilities.ID_FaceColor, hdrFaceColor);
}
}
@@ -227,6 +288,30 @@ namespace AibisDream.MiniGame.Language
SetupFont();
}
/// <summary>
/// 设置发光效果参数
/// </summary>
/// <param name="enabled">是否启用发光</param>
/// <param name="intensity">HDR 发光强度(大于1会被 Bloom 捕捉)</param>
/// <param name="glowColor">发光底层颜色</param>
public void SetGlowSettings(bool enabled, float intensity, Color glowColor)
{
enableGlow = enabled;
glowIntensity = Mathf.Max(1f, intensity);
underlayColor = glowColor;
}
/// <summary>
/// 设置发光底层参数(更精细控制)
/// </summary>
public void SetUnderlaySettings(float dilate, float softness, float offsetX = 0f, float offsetY = 0f)
{
underlayDilate = Mathf.Clamp(dilate, 0f, 1f);
underlaySoftness = Mathf.Clamp(softness, 0f, 1f);
underlayOffsetX = offsetX;
underlayOffsetY = offsetY;
}
/// <summary>
/// 内部方法:设置字体
/// </summary>
+2 -1
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@@ -15,6 +15,7 @@ TagManager:
- UIcamera
- ViewCamera
- MainUI
- Selectable
layers:
- Default
- TransparentFX
@@ -31,7 +32,7 @@ TagManager:
- MemoryScreen
- CG
- BlockPuzzle
-
- HuoshanScreen
-
-
-
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