From c5093627077b38da21f8c10f6915dee90cded36d Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Mon, 9 Feb 2026 14:02:41 +0800 Subject: [PATCH] =?UTF-8?q?=E6=8F=90=E4=BA=A4web=E5=8E=9F=E5=9E=8B?= =?UTF-8?q?=E5=AD=98=E6=A1=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Render/CRTOverlayEffect.shader | 272 + Assets/Render/CRTOverlayEffect.shader.meta | 9 + .../Resources/Yarn/Test_Huoshan/Center.yarn | 5 +- .../Resources/Yarn/Test_Huoshan/Stage3.yarn | 1 + .../Resources/Yarn/Test_Huoshan/Stage6.yarn | 1 + .../Yarn/Test_Huoshan/WaveformConfig.asset | 30 + Assets/Scenes/HuoShanFixScene.unity | 7979 +++++++++++++---- .../HuoShan/Language/CRTOverlayController.cs | 374 + .../Language/CRTOverlayController.cs.meta | 11 + .../HuoShan/Language/NoiseOverlayRenderer.cs | 252 + .../Language/NoiseOverlayRenderer.cs.meta | 11 + .../HuoShan/Waveform/WaveformConfig.cs | 36 +- .../HuoShan/Waveform/WaveformRenderer.cs | 57 +- WebPrototype/huoshan-mech.html | 655 -- WebPrototype/index.html | 1526 ---- prototype/emotion_scope/00_选择版本.html | 171 + prototype/emotion_scope/CHANGELOG.md | 110 + prototype/emotion_scope/README.md | 31 + prototype/emotion_scope/README_EM.md | 121 + prototype/emotion_scope/UNITY_MIGRATION.md | 61 + prototype/emotion_scope/index.html | 536 ++ prototype/emotion_scope/index_em.html | 518 ++ prototype/emotion_scope/main.js | 553 ++ prototype/emotion_scope/style.css | 151 + 思维侧写-优化版.html | 497 + 25 files changed, 10094 insertions(+), 3874 deletions(-) create mode 100644 Assets/Render/CRTOverlayEffect.shader create mode 100644 Assets/Render/CRTOverlayEffect.shader.meta create mode 100644 Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs create mode 100644 Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta create mode 100644 Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs create mode 100644 Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta delete mode 100644 WebPrototype/huoshan-mech.html delete mode 100644 WebPrototype/index.html create mode 100644 prototype/emotion_scope/00_选择版本.html create mode 100644 prototype/emotion_scope/CHANGELOG.md create mode 100644 prototype/emotion_scope/README.md create mode 100644 prototype/emotion_scope/README_EM.md create mode 100644 prototype/emotion_scope/UNITY_MIGRATION.md create mode 100644 prototype/emotion_scope/index.html create mode 100644 prototype/emotion_scope/index_em.html create mode 100644 prototype/emotion_scope/main.js create mode 100644 prototype/emotion_scope/style.css create mode 100644 思维侧写-优化版.html diff --git a/Assets/Render/CRTOverlayEffect.shader b/Assets/Render/CRTOverlayEffect.shader new file mode 100644 index 000000000..b769a0c30 --- /dev/null +++ b/Assets/Render/CRTOverlayEffect.shader @@ -0,0 +1,272 @@ +Shader "UI/CRTOverlayEffect" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + [Header(Scanlines)] + _ScanlineIntensity ("Scanline Intensity", Range(0, 1)) = 0.3 + _ScanlineCount ("Scanline Count", Range(50, 800)) = 300 + _ScanlineSpeed ("Scanline Speed", Range(0, 5)) = 0.5 + + [Header(Noise)] + _NoiseIntensity ("Noise Intensity", Range(0, 1)) = 0.15 + _NoiseSpeed ("Noise Speed", Range(0, 50)) = 15 + _NoiseScale ("Noise Scale", Range(1, 100)) = 50 + + [Header(Chromatic Aberration)] + _ChromaticAberration ("Chromatic Aberration", Range(0, 0.02)) = 0.003 + + [Header(Vignette)] + _VignetteIntensity ("Vignette Intensity", Range(0, 1)) = 0.3 + _VignetteSmoothness ("Vignette Smoothness", Range(0.01, 1)) = 0.4 + + [Header(Screen Curvature)] + _CurvatureAmount ("Curvature Amount", Range(0, 0.1)) = 0.02 + + [Header(Flicker)] + _FlickerIntensity ("Flicker Intensity", Range(0, 0.1)) = 0.02 + _FlickerSpeed ("Flicker Speed", Range(0, 30)) = 8 + + [Header(Glow)] + _GlowIntensity ("Glow Intensity", Range(0, 1)) = 0.1 + _GlowColor ("Glow Color", Color) = (0.2, 0.8, 1, 1) + + // 用于控制 stencil 等 UI 功能 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "CRTOverlay" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 uv : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _Color; + float4 _ClipRect; + + // Effect parameters + float _ScanlineIntensity; + float _ScanlineCount; + float _ScanlineSpeed; + float _NoiseIntensity; + float _NoiseSpeed; + float _NoiseScale; + float _ChromaticAberration; + float _VignetteIntensity; + float _VignetteSmoothness; + float _CurvatureAmount; + float _FlickerIntensity; + float _FlickerSpeed; + float _GlowIntensity; + fixed4 _GlowColor; + + // 简单的噪点函数 + float random(float2 st) + { + return frac(sin(dot(st.xy, float2(12.9898, 78.233))) * 43758.5453123); + } + + // 2D噪点 + float noise(float2 st) + { + float2 i = floor(st); + float2 f = frac(st); + + float a = random(i); + float b = random(i + float2(1.0, 0.0)); + float c = random(i + float2(0.0, 1.0)); + float d = random(i + float2(1.0, 1.0)); + + float2 u = f * f * (3.0 - 2.0 * f); + + return lerp(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; + } + + v2f vert(appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.worldPosition = v.vertex; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color * _Color; + + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + float2 uv = i.uv; + float time = _Time.y; + + // 1. 屏幕弯曲效果 + float2 curvedUV = uv; + if (_CurvatureAmount > 0) + { + float2 centered = uv - 0.5; + float dist = dot(centered, centered); + curvedUV = uv + centered * dist * _CurvatureAmount; + } + + // 检查是否超出边界 + if (curvedUV.x < 0 || curvedUV.x > 1 || curvedUV.y < 0 || curvedUV.y > 1) + { + return fixed4(0, 0, 0, 0); + } + + // 2. 采样基础颜色 (带色差) + fixed4 col = fixed4(0, 0, 0, 0); + + if (_ChromaticAberration > 0) + { + float2 dir = normalize(curvedUV - 0.5); + float dist = length(curvedUV - 0.5); + float aberration = _ChromaticAberration * dist; + + col.r = tex2D(_MainTex, curvedUV + dir * aberration).r; + col.g = tex2D(_MainTex, curvedUV).g; + col.b = tex2D(_MainTex, curvedUV - dir * aberration).b; + col.a = tex2D(_MainTex, curvedUV).a; + } + else + { + col = tex2D(_MainTex, curvedUV); + } + + col *= i.color; + + // 3. 扫描线 + if (_ScanlineIntensity > 0) + { + float scanline = sin((curvedUV.y + time * _ScanlineSpeed * 0.1) * _ScanlineCount * 3.14159) * 0.5 + 0.5; + scanline = pow(scanline, 1.5); + col.rgb *= 1.0 - (_ScanlineIntensity * (1.0 - scanline)); + + // 添加水平扫描线移动效果 + float movingScanline = sin((curvedUV.y - time * 0.2) * 20.0) * 0.5 + 0.5; + movingScanline = step(0.99, movingScanline); + col.rgb += movingScanline * 0.03; + } + + // 4. 噪点 + if (_NoiseIntensity > 0) + { + float2 noiseUV = curvedUV * _NoiseScale; + float n = noise(noiseUV + time * _NoiseSpeed); + n = n * 2.0 - 1.0; // 转换到 -1 到 1 范围 + col.rgb += n * _NoiseIntensity; + + // 添加一些随机的小噪点/颗粒 + float grain = random(curvedUV * 1000.0 + time * 100.0); + grain = (grain - 0.5) * _NoiseIntensity * 0.5; + col.rgb += grain; + } + + // 5. 闪烁 + if (_FlickerIntensity > 0) + { + float flicker = 1.0 + sin(time * _FlickerSpeed) * _FlickerIntensity; + flicker *= 1.0 + random(float2(time * 0.1, 0)) * _FlickerIntensity * 0.5; + col.rgb *= flicker; + } + + // 6. 暗角 + if (_VignetteIntensity > 0) + { + float2 vignetteUV = curvedUV * (1.0 - curvedUV); + float vignette = vignetteUV.x * vignetteUV.y * 15.0; + vignette = pow(vignette, _VignetteSmoothness); + vignette = saturate(vignette); + col.rgb *= lerp(1.0 - _VignetteIntensity, 1.0, vignette); + } + + // 7. 发光效果 + if (_GlowIntensity > 0) + { + col.rgb += _GlowColor.rgb * _GlowIntensity * col.a; + } + + // 8. 添加一些RGB分离的条纹效果 (模拟CRT的RGB像素) + float rgbStripe = frac(curvedUV.x * 300.0); + float3 rgbMask = float3( + step(rgbStripe, 0.33), + step(0.33, rgbStripe) * step(rgbStripe, 0.66), + step(0.66, rgbStripe) + ); + // 轻微的RGB条纹效果 + col.rgb = lerp(col.rgb, col.rgb * (0.8 + rgbMask * 0.4), 0.05); + + // 应用 UI 裁剪 + col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); + + #ifdef UNITY_UI_ALPHACLIP + clip(col.a - 0.001); + #endif + + return col; + } + ENDCG + } + } +} diff --git a/Assets/Render/CRTOverlayEffect.shader.meta b/Assets/Render/CRTOverlayEffect.shader.meta new file mode 100644 index 000000000..fdfb77d48 --- /dev/null +++ b/Assets/Render/CRTOverlayEffect.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c0b799d3e593ac644b1b02efa5a6fa14 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Yarn/Test_Huoshan/Center.yarn b/Assets/Resources/Yarn/Test_Huoshan/Center.yarn index 1bdc97fcb..5c865dbaa 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Center.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Center.yarn @@ -97,9 +97,10 @@ position: 205,446 colorID: 1 --- //每次进入维修界面就自动保存 -<> <> -<> +<> +<> +<> // <> // <> === diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn index 0e7a292e6..e11ebfc51 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn @@ -15,6 +15,7 @@ position: 272,-1156 // - 低沉的波形被压缩成尖锐的波形 // - 修改过程要有震撼感 // ═══════════════════════════════════════════════════════════════ +<> <> <> <> diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn index 6a340a451..c4f797ccd 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn @@ -15,6 +15,7 @@ position: 272,-1156 // - LOG2: 6字,中等,关于英里 // - LOG3: 8字,困难,自责与释放 // ═══════════════════════════════════════════════════════════════ +<> <> <> <> diff --git a/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset b/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset index 1e6e31ef6..0de852508 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset +++ b/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset @@ -21,6 +21,12 @@ MonoBehaviour: waveHeight: 0.381 waveSpeed: 1 frequency: 4.68 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 logicWaveform: waveformId: logic_square displayName: "\u903B\u8F91\u6A21\u5757" @@ -30,6 +36,12 @@ MonoBehaviour: waveHeight: 0.563 waveSpeed: 1 frequency: 4.1 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 jokeWaveform: waveformId: joke displayName: "\u7B11\u8BDD\u4FE1\u53F7" @@ -39,6 +51,12 @@ MonoBehaviour: waveHeight: 0.468 waveSpeed: 1 frequency: 2.2 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + 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_AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaCutoff: 0.5 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1.5 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.2 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 1 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableExternalAlpha: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _NormalIntensity: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - 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_AddHueSpeed: 1 + - _AlphaCutoff: 0.5 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1.5 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.2 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 1 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableExternalAlpha: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _NormalIntensity: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _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} + - 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_ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - 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0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _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} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _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} + - _RendererColor: {r: 1, g: 1, b: 1, a: 1} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _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} + - _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} + - _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1} + - _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0} + - _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0} + - _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0} + - _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1} + - _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0} + - _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0} + - _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0} + - _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0} + - _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _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} + - _UVScaleScale: {r: 1, g: 1, b: 0, a: 0} + - _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0} + - _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &2091013944 GameObject: m_ObjectHideFlags: 0 @@ -47335,7 +51984,7 @@ Transform: m_GameObject: {fileID: 2133070498} serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -25.51, y: -0.17, z: 0} + m_LocalPosition: {x: -24.24, y: -1.14, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: @@ -47358,8 +52007,8 @@ MonoBehaviour: waveformConfig: {fileID: 11400000, guid: eb554601dfc6dfa46934fca20373bd1a, type: 2} deviceContainer: {fileID: 1042367043} primaryWaveform: {fileID: 605392820} - hiddenPosition: {x: -19.75, y: -0.11} - shownPosition: {x: -25.51, y: -0.11} + hiddenPosition: {x: -18.48, y: -1.14} + shownPosition: {x: -24.24, y: -1.14} slideInDuration: 0.3 slideOutDuration: 0.3 slideInEase: 27 diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs new file mode 100644 index 000000000..a6f0fa634 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs @@ -0,0 +1,374 @@ +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; + +namespace AibisDream.MiniGame.Language +{ + /// + /// CRT复古显示器效果控制器 + /// 放在 LanguageParticleSystem 的最顶层 Image 上 + /// + [RequireComponent(typeof(Image))] + public class CRTOverlayController : MonoBehaviour + { + [Header("效果强度预设")] + [SerializeField] private CRTPreset currentPreset = CRTPreset.Retro; + + [Header("自定义参数")] + [SerializeField, Range(0f, 1f)] private float scanlineIntensity = 0.3f; + [SerializeField, Range(50f, 800f)] private float scanlineCount = 300f; + [SerializeField, Range(0f, 5f)] private float scanlineSpeed = 0.5f; + + [SerializeField, Range(0f, 1f)] private float noiseIntensity = 0.15f; + [SerializeField, Range(0f, 50f)] private float noiseSpeed = 15f; + [SerializeField, Range(1f, 100f)] private float noiseScale = 50f; + + [SerializeField, Range(0f, 0.02f)] private float chromaticAberration = 0.003f; + + [SerializeField, Range(0f, 1f)] private float vignetteIntensity = 0.3f; + [SerializeField, Range(0.01f, 1f)] private float vignetteSmoothness = 0.4f; + + [SerializeField, Range(0f, 0.1f)] private float curvatureAmount = 0.02f; + + [SerializeField, Range(0f, 0.1f)] private float flickerIntensity = 0.02f; + [SerializeField, Range(0f, 30f)] private float flickerSpeed = 8f; + + [SerializeField, Range(0f, 1f)] private float glowIntensity = 0.1f; + [SerializeField] private Color glowColor = new Color(0.2f, 0.8f, 1f, 1f); + + [Header("动态效果")] + [SerializeField] private bool enableDynamicNoise = true; + [SerializeField] private float noiseVariation = 0.05f; + [SerializeField] private float noiseVariationSpeed = 2f; + + private Image overlayImage; + private Material material; + private Material instanceMaterial; + + // Shader 属性 ID(缓存以提高性能) + private static readonly int ScanlineIntensityID = Shader.PropertyToID("_ScanlineIntensity"); + private static readonly int ScanlineCountID = Shader.PropertyToID("_ScanlineCount"); + private static readonly int ScanlineSpeedID = Shader.PropertyToID("_ScanlineSpeed"); + private static readonly int NoiseIntensityID = Shader.PropertyToID("_NoiseIntensity"); + private static readonly int NoiseSpeedID = Shader.PropertyToID("_NoiseSpeed"); + private static readonly int NoiseScaleID = Shader.PropertyToID("_NoiseScale"); + private static readonly int ChromaticAberrationID = Shader.PropertyToID("_ChromaticAberration"); + private static readonly int VignetteIntensityID = Shader.PropertyToID("_VignetteIntensity"); + private static readonly int VignetteSmoothnessID = Shader.PropertyToID("_VignetteSmoothness"); + private static readonly int CurvatureAmountID = Shader.PropertyToID("_CurvatureAmount"); + private static readonly int FlickerIntensityID = Shader.PropertyToID("_FlickerIntensity"); + private static readonly int FlickerSpeedID = Shader.PropertyToID("_FlickerSpeed"); + private static readonly int GlowIntensityID = Shader.PropertyToID("_GlowIntensity"); + private static readonly int GlowColorID = Shader.PropertyToID("_GlowColor"); + + public enum CRTPreset + { + Custom, // 使用自定义参数 + Subtle, // 轻微效果 + Retro, // 复古效果(默认) + Damaged, // 受损/故障效果 + Hologram // 全息投影效果 + } + + private void Awake() + { + overlayImage = GetComponent(); + SetupMaterial(); + } + + private void Start() + { + ApplyPreset(currentPreset); + } + + private void SetupMaterial() + { + // 查找 CRT Shader + Shader crtShader = Shader.Find("UI/CRTOverlayEffect"); + if (crtShader == null) + { + Debug.LogError("CRTOverlayController: 找不到 UI/CRTOverlayEffect shader!"); + return; + } + + // 创建材质实例 + instanceMaterial = new Material(crtShader); + instanceMaterial.name = "CRTOverlay_Instance"; + overlayImage.material = instanceMaterial; + material = instanceMaterial; + } + + private void Update() + { + if (material == null) return; + + // 动态噪点变化 + if (enableDynamicNoise) + { + float dynamicNoise = noiseIntensity + + Mathf.Sin(Time.time * noiseVariationSpeed) * noiseVariation; + material.SetFloat(NoiseIntensityID, dynamicNoise); + } + } + + private void OnValidate() + { + if (Application.isPlaying && material != null) + { + if (currentPreset == CRTPreset.Custom) + { + ApplyCustomParameters(); + } + else + { + ApplyPreset(currentPreset); + } + } + } + + /// + /// 应用预设效果 + /// + public void ApplyPreset(CRTPreset preset) + { + currentPreset = preset; + + switch (preset) + { + case CRTPreset.Subtle: + SetSubtlePreset(); + break; + case CRTPreset.Retro: + SetRetroPreset(); + break; + case CRTPreset.Damaged: + SetDamagedPreset(); + break; + case CRTPreset.Hologram: + SetHologramPreset(); + break; + case CRTPreset.Custom: + ApplyCustomParameters(); + break; + } + } + + private void SetSubtlePreset() + { + scanlineIntensity = 0.15f; + scanlineCount = 200f; + scanlineSpeed = 0.3f; + noiseIntensity = 0.08f; + noiseSpeed = 10f; + noiseScale = 40f; + chromaticAberration = 0.001f; + vignetteIntensity = 0.2f; + vignetteSmoothness = 0.5f; + curvatureAmount = 0.01f; + flickerIntensity = 0.01f; + flickerSpeed = 5f; + glowIntensity = 0.05f; + glowColor = new Color(0.3f, 0.9f, 1f, 1f); + + ApplyCustomParameters(); + } + + private void SetRetroPreset() + { + // 参考用户提供的图片 - 典型的复古CRT效果 + scanlineIntensity = 0.35f; + scanlineCount = 300f; + scanlineSpeed = 0.5f; + noiseIntensity = 0.18f; + noiseSpeed = 15f; + noiseScale = 50f; + chromaticAberration = 0.004f; + vignetteIntensity = 0.35f; + vignetteSmoothness = 0.4f; + curvatureAmount = 0.025f; + flickerIntensity = 0.025f; + flickerSpeed = 8f; + glowIntensity = 0.12f; + glowColor = new Color(0.2f, 0.8f, 1f, 1f); + + ApplyCustomParameters(); + } + + private void SetDamagedPreset() + { + scanlineIntensity = 0.5f; + scanlineCount = 250f; + scanlineSpeed = 1.5f; + noiseIntensity = 0.3f; + noiseSpeed = 25f; + noiseScale = 60f; + chromaticAberration = 0.01f; + vignetteIntensity = 0.5f; + vignetteSmoothness = 0.3f; + curvatureAmount = 0.04f; + flickerIntensity = 0.06f; + flickerSpeed = 15f; + glowIntensity = 0.08f; + glowColor = new Color(1f, 0.5f, 0.3f, 1f); + + ApplyCustomParameters(); + } + + private void SetHologramPreset() + { + scanlineIntensity = 0.4f; + scanlineCount = 400f; + scanlineSpeed = 2f; + noiseIntensity = 0.12f; + noiseSpeed = 20f; + noiseScale = 30f; + chromaticAberration = 0.008f; + vignetteIntensity = 0.15f; + vignetteSmoothness = 0.6f; + curvatureAmount = 0f; + flickerIntensity = 0.04f; + flickerSpeed = 12f; + glowIntensity = 0.25f; + glowColor = new Color(0.3f, 1f, 0.8f, 1f); + + ApplyCustomParameters(); + } + + private void ApplyCustomParameters() + { + if (material == null) return; + + material.SetFloat(ScanlineIntensityID, scanlineIntensity); + material.SetFloat(ScanlineCountID, scanlineCount); + material.SetFloat(ScanlineSpeedID, scanlineSpeed); + material.SetFloat(NoiseIntensityID, noiseIntensity); + material.SetFloat(NoiseSpeedID, noiseSpeed); + material.SetFloat(NoiseScaleID, noiseScale); + material.SetFloat(ChromaticAberrationID, chromaticAberration); + material.SetFloat(VignetteIntensityID, vignetteIntensity); + material.SetFloat(VignetteSmoothnessID, vignetteSmoothness); + material.SetFloat(CurvatureAmountID, curvatureAmount); + material.SetFloat(FlickerIntensityID, flickerIntensity); + material.SetFloat(FlickerSpeedID, flickerSpeed); + material.SetFloat(GlowIntensityID, glowIntensity); + material.SetColor(GlowColorID, glowColor); + } + + /// + /// 设置效果强度(0-1,整体缩放所有效果) + /// + public void SetEffectIntensity(float intensity) + { + intensity = Mathf.Clamp01(intensity); + + if (material == null) return; + + // 根据 intensity 缩放所有效果 + material.SetFloat(ScanlineIntensityID, scanlineIntensity * intensity); + material.SetFloat(NoiseIntensityID, noiseIntensity * intensity); + material.SetFloat(ChromaticAberrationID, chromaticAberration * intensity); + material.SetFloat(VignetteIntensityID, vignetteIntensity * intensity); + material.SetFloat(CurvatureAmountID, curvatureAmount * intensity); + material.SetFloat(FlickerIntensityID, flickerIntensity * intensity); + material.SetFloat(GlowIntensityID, glowIntensity * intensity); + } + + /// + /// 动画过渡到指定强度 + /// + public Tween TweenEffectIntensity(float targetIntensity, float duration) + { + float currentIntensity = 1f; + return DOTween.To( + () => currentIntensity, + x => { + currentIntensity = x; + SetEffectIntensity(x); + }, + targetIntensity, + duration + ); + } + + /// + /// 触发故障效果(短暂的强烈干扰) + /// + public void TriggerGlitch(float duration = 0.3f) + { + if (material == null) return; + + // 保存当前值 + float originalNoise = noiseIntensity; + float originalChroma = chromaticAberration; + float originalFlicker = flickerIntensity; + + // 设置故障效果 + material.SetFloat(NoiseIntensityID, 0.5f); + material.SetFloat(ChromaticAberrationID, 0.015f); + material.SetFloat(FlickerIntensityID, 0.1f); + + // 恢复原始值 + DOVirtual.DelayedCall(duration, () => + { + if (material != null) + { + material.SetFloat(NoiseIntensityID, originalNoise); + material.SetFloat(ChromaticAberrationID, originalChroma); + material.SetFloat(FlickerIntensityID, originalFlicker); + } + }); + } + + /// + /// 设置噪点强度 + /// + public void SetNoiseIntensity(float intensity) + { + noiseIntensity = Mathf.Clamp01(intensity); + if (material != null) + { + material.SetFloat(NoiseIntensityID, noiseIntensity); + } + } + + /// + /// 设置扫描线强度 + /// + public void SetScanlineIntensity(float intensity) + { + scanlineIntensity = Mathf.Clamp01(intensity); + if (material != null) + { + material.SetFloat(ScanlineIntensityID, scanlineIntensity); + } + } + + /// + /// 设置发光颜色 + /// + public void SetGlowColor(Color color) + { + glowColor = color; + if (material != null) + { + material.SetColor(GlowColorID, glowColor); + } + } + + private void OnDestroy() + { + // 清理材质实例 + if (instanceMaterial != null) + { + if (Application.isPlaying) + { + Destroy(instanceMaterial); + } + else + { + DestroyImmediate(instanceMaterial); + } + } + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta new file mode 100644 index 000000000..b9bb155c1 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 415679945cacc8c4ca1164e043aff0b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs new file mode 100644 index 000000000..1ed3efe63 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs @@ -0,0 +1,252 @@ +using UnityEngine; +using Shapes; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 复古噪点叠加渲染器 - 在指定区域上方绘制复古显示器效果 + /// 使用 Shapes 库绘制,与粒子系统使用相同的渲染方式 + /// + [ExecuteAlways] + public class NoiseOverlayRenderer : ImmediateModeShapeDrawer + { + [Header("区域设置")] + [Tooltip("效果覆盖的世界空间区域中心")] + public Vector3 areaCenter = Vector3.zero; + [Tooltip("效果覆盖的区域大小")] + public Vector2 areaSize = new Vector2(10f, 10f); + + [Header("噪点效果")] + [Tooltip("启用噪点效果")] + public bool enableNoise = true; + [Range(0f, 1f)] + [Tooltip("噪点强度")] + public float noiseIntensity = 0.15f; + [Range(1, 100)] + [Tooltip("噪点密度(点数)")] + public int noiseDensity = 50; + [Tooltip("噪点颜色")] + public Color noiseColor = new Color(1f, 1f, 1f, 0.3f); + [Range(0.001f, 0.05f)] + [Tooltip("噪点大小")] + public float noiseSize = 0.02f; + + [Header("扫描线效果")] + [Tooltip("启用扫描线")] + public bool enableScanlines = true; + [Range(0f, 1f)] + [Tooltip("扫描线强度")] + public float scanlineIntensity = 0.1f; + [Range(10, 200)] + [Tooltip("扫描线数量")] + public int scanlineCount = 60; + [Tooltip("扫描线颜色")] + public Color scanlineColor = new Color(0f, 0f, 0f, 0.15f); + [Range(0.001f, 0.02f)] + [Tooltip("扫描线厚度")] + public float scanlineThickness = 0.005f; + + [Header("闪烁效果")] + [Tooltip("启用闪烁")] + public bool enableFlicker = true; + [Range(0f, 0.5f)] + [Tooltip("闪烁强度")] + public float flickerIntensity = 0.05f; + [Range(1f, 30f)] + [Tooltip("闪烁频率")] + public float flickerFrequency = 10f; + + [Header("边框暗角")] + [Tooltip("启用边框暗角")] + public bool enableVignette = true; + [Range(0f, 1f)] + [Tooltip("暗角强度")] + public float vignetteIntensity = 0.3f; + [Tooltip("暗角颜色")] + public Color vignetteColor = new Color(0f, 0f, 0f, 0.5f); + + [Header("颜色失真")] + [Tooltip("启用色差")] + public bool enableChromaticAberration = false; + [Range(0f, 0.05f)] + [Tooltip("色差偏移量")] + public float chromaticOffset = 0.01f; + + // 内部状态 + private float noiseTimer = 0f; + private float flickerValue = 1f; + private System.Random noiseRandom; + + private void OnEnable() + { + noiseRandom = new System.Random(42); + } + + private void Update() + { + // 更新噪点动画 + noiseTimer += Time.deltaTime * 20f; + if (noiseTimer > 1000f) noiseTimer = 0f; + + // 更新闪烁 + if (enableFlicker) + { + flickerValue = 1f - flickerIntensity * Mathf.PerlinNoise(Time.time * flickerFrequency, 0f); + } + else + { + flickerValue = 1f; + } + + // 重新生成噪点种子 + noiseRandom = new System.Random((int)(Time.time * 60f) % 10000); + } + + public override void DrawShapes(Camera cam) + { + if (!enabled) return; + + using (Draw.Command(cam)) + { + Draw.BlendMode = ShapesBlendMode.Transparent; + Draw.ZTest = UnityEngine.Rendering.CompareFunction.Always; + + // 绘制暗角 + if (enableVignette) + { + DrawVignette(); + } + + // 绘制扫描线 + if (enableScanlines) + { + DrawScanlines(); + } + + // 绘制噪点 + if (enableNoise) + { + DrawNoise(); + } + } + } + + private void DrawNoise() + { + float halfWidth = areaSize.x / 2f; + float halfHeight = areaSize.y / 2f; + + // 根据闪烁调整噪点数量 + int actualDensity = Mathf.RoundToInt(noiseDensity * noiseIntensity * flickerValue); + + for (int i = 0; i < actualDensity; i++) + { + // 使用随机数生成器获取位置 + float x = areaCenter.x + (float)(noiseRandom.NextDouble() * 2 - 1) * halfWidth; + float y = areaCenter.y + (float)(noiseRandom.NextDouble() * 2 - 1) * halfHeight; + float z = areaCenter.z; + + // 随机亮度 + float brightness = (float)noiseRandom.NextDouble(); + Color pointColor = noiseColor; + pointColor.a = noiseColor.a * brightness * flickerValue; + + // 随机大小 + float size = noiseSize * (0.5f + (float)noiseRandom.NextDouble()); + + Draw.Disc(new Vector3(x, y, z), size, pointColor); + } + } + + private void DrawScanlines() + { + float halfWidth = areaSize.x / 2f; + float halfHeight = areaSize.y / 2f; + + // 计算扫描线间距 + float spacing = areaSize.y / scanlineCount; + + Draw.LineGeometry = LineGeometry.Flat2D; + Draw.Thickness = scanlineThickness; + + Color lineColor = scanlineColor; + lineColor.a = scanlineColor.a * scanlineIntensity * flickerValue; + + for (int i = 0; i < scanlineCount; i++) + { + float y = areaCenter.y - halfHeight + spacing * i + spacing * 0.5f; + + // 添加轻微的闪烁变化 + float lineAlpha = lineColor.a * (0.8f + 0.2f * Mathf.Sin(y * 10f + Time.time * 5f)); + Color finalColor = lineColor; + finalColor.a = lineAlpha; + + Vector3 start = new Vector3(areaCenter.x - halfWidth, y, areaCenter.z); + Vector3 end = new Vector3(areaCenter.x + halfWidth, y, areaCenter.z); + + Draw.Line(start, end, finalColor); + } + } + + private void DrawVignette() + { + float halfWidth = areaSize.x / 2f; + float halfHeight = areaSize.y / 2f; + + // 绘制四个角落的暗角渐变(使用多个半透明矩形模拟) + int steps = 8; + for (int i = 0; i < steps; i++) + { + float t = (float)i / steps; + float alpha = vignetteColor.a * vignetteIntensity * (1f - t) * flickerValue; + Color cornerColor = vignetteColor; + cornerColor.a = alpha * 0.3f; + + float cornerSize = Mathf.Lerp(areaSize.x * 0.3f, 0.1f, t); + float offset = cornerSize * 0.5f; + + // 四个角落 + Vector3[] corners = new Vector3[] + { + new Vector3(areaCenter.x - halfWidth + offset, areaCenter.y + halfHeight - offset, areaCenter.z), + new Vector3(areaCenter.x + halfWidth - offset, areaCenter.y + halfHeight - offset, areaCenter.z), + new Vector3(areaCenter.x - halfWidth + offset, areaCenter.y - halfHeight + offset, areaCenter.z), + new Vector3(areaCenter.x + halfWidth - offset, areaCenter.y - halfHeight + offset, areaCenter.z) + }; + + foreach (var corner in corners) + { + Draw.Disc(corner, cornerSize, cornerColor); + } + } + } + + /// + /// 设置覆盖区域(可以从 LanguageParticleManager 获取 Canvas 区域) + /// + public void SetArea(Vector3 center, Vector2 size) + { + areaCenter = center; + areaSize = size; + } + + /// + /// 设置效果强度(0-1) + /// + public void SetIntensity(float intensity) + { + intensity = Mathf.Clamp01(intensity); + noiseIntensity = intensity * 0.15f; + scanlineIntensity = intensity * 0.1f; + flickerIntensity = intensity * 0.05f; + vignetteIntensity = intensity * 0.3f; + } + + private void OnDrawGizmosSelected() + { + // 在编辑器中显示效果区域 + Gizmos.color = new Color(0f, 1f, 0f, 0.3f); + Gizmos.DrawWireCube(areaCenter, new Vector3(areaSize.x, areaSize.y, 0.01f)); + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta new file mode 100644 index 000000000..beaf4d286 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 57d1019031cb5934a915778ed48d82f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs index a7ea59a6e..3d0842653 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs @@ -10,7 +10,7 @@ namespace AibisDream.MiniGame.HuoShan public class WaveformConfig : ScriptableObject { [Header("情绪模块波形 - 悲伤/焦虑/恐惧")] - [Tooltip("低频、缓慢起伏、带有不安的颤抖感")] + [Tooltip("低频、缓慢起伏、通过谐波叠加表达情绪")] public WaveformSettings emotionWaveform = new WaveformSettings { waveformId = "emotion", @@ -20,7 +20,14 @@ namespace AibisDream.MiniGame.HuoShan secondaryColor = new Color(0.5f, 0.3f, 0.7f, 1f), // 紫色(焦虑) waveHeight = 0.8f, waveSpeed = 0.8f, // 慢速,沉重感 - frequency = 1f + frequency = 1f, + // 谐波配置:基波为主,二次/三次谐波辅助 + harmonicA1 = 0.55f, + harmonicA2 = 0.28f, + harmonicA3 = 0.12f, + harmonicPhase2 = 0.3f, + harmonicPhase3 = 0.5f, + verticalOffset = -0.08f }; [Header("逻辑模块波形 - 简单方波(低幅度)")] @@ -148,6 +155,31 @@ namespace AibisDream.MiniGame.HuoShan [Tooltip("波形频率")] [Range(0.5f, 10f)] public float frequency = 1f; + + [Header("谐波配置(用于情绪波形的傅里叶合成)")] + [Tooltip("基波振幅(主导波形)")] + [Range(0.1f, 1f)] + public float harmonicA1 = 0.55f; + + [Tooltip("二次谐波振幅")] + [Range(0f, 0.5f)] + public float harmonicA2 = 0.28f; + + [Tooltip("三次谐波振幅")] + [Range(0f, 0.3f)] + public float harmonicA3 = 0.12f; + + [Tooltip("二次谐波相位偏移")] + [Range(0f, 1f)] + public float harmonicPhase2 = 0.3f; + + [Tooltip("三次谐波相位偏移")] + [Range(0f, 1f)] + public float harmonicPhase3 = 0.5f; + + [Tooltip("整体偏移(负值表示下沉,用于表达压抑感)")] + [Range(-0.3f, 0.3f)] + public float verticalOffset = -0.08f; } /// diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs index 6b3a091ae..807756517 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs @@ -119,6 +119,14 @@ namespace AibisDream.MiniGame.HuoShan private float _jokeWeight = 0.85f; private float _synthesisProgress = 1f; + // 情绪波形谐波参数(可通过配置调整) + private float _harmonicA1 = 0.55f; // 基波振幅 + private float _harmonicA2 = 0.28f; // 二次谐波振幅 + private float _harmonicA3 = 0.12f; // 三次谐波振幅 + private float _harmonicPhase2 = 0.3f; // 二次谐波相位 + private float _harmonicPhase3 = 0.5f; // 三次谐波相位 + private float _verticalOffset = -0.08f; // 整体偏移 + public WaveformType WaveType => waveType; public bool IsTransforming => _isTransforming; public float Clarity => clarity; @@ -549,35 +557,27 @@ namespace AibisDream.MiniGame.HuoShan #region 波形生成 /// - /// 情绪波形 - 低沉、缓慢、压抑、忧伤 - /// 特征:非常低的频率,缓慢的起伏,像深深的叹息 + /// 情绪波形 - 基于谐波叠加的简洁实现 + /// 采用傅里叶合成:基波 + 二次谐波 + 三次谐波 + /// 特征:低频、缓慢、通过谐波叠加表达悲伤/压抑情绪 + /// 谐波参数可通过 WaveformSettings 配置 /// private float GenerateEmotionWave(float time, float normalizedX) { - // 使用更慢的时间流逝,让波形看起来更低沉 - float slowTime = time * 0.3f; // 慢3倍 - float t = slowTime % 1f; - if (t < 0) t += 1f; + // 慢速时间,体现低沉感 + float slowTime = time * 0.4f; + float t = slowTime * Mathf.PI * 2f; // 基频角度 - // 主波:非常缓慢的正弦波(深沉的悲伤) - float sadnessBase = Mathf.Sin(t * Mathf.PI * 2f) * 0.5f; + // 傅里叶合成:基波 + 二次谐波 + 三次谐波(使用可配置参数) + float fundamental = Mathf.Sin(t) * _harmonicA1; // 基波 + float harmonic2 = Mathf.Sin(2f * t + _harmonicPhase2) * _harmonicA2; // 二次谐波 + float harmonic3 = Mathf.Sin(3f * t + _harmonicPhase3) * _harmonicA3; // 三次谐波 + + // 叠加得到最终波形 + float result = fundamental + harmonic2 + harmonic3; - // 第二层:更慢的起伏(压抑感) - float depression = Mathf.Sin(t * Mathf.PI * 0.8f) * 0.25f; - - // 微弱的焦虑颤抖(但很轻微) - float anxiety = Mathf.Sin(t * Mathf.PI * 4f + normalizedX) * 0.1f; - anxiety *= (0.5f + Mathf.Sin(t * Mathf.PI) * 0.3f); - - // 组合,整体偏向负值(下沉感) - float result = sadnessBase + depression + anxiety - 0.15f; - - // 偶尔的深深叹息 - if (t > 0.6f && t < 0.8f) - { - float sigh = -Mathf.Sin((t - 0.6f) / 0.2f * Mathf.PI) * 0.4f; - result += sigh; - } + // 整体偏移(负值表示下沉,体现压抑感) + result += _verticalOffset; return Mathf.Clamp(result, -1f, 1f); } @@ -733,6 +733,15 @@ namespace AibisDream.MiniGame.HuoShan frequency = settings.frequency; primaryColor = settings.primaryColor; secondaryColor = settings.secondaryColor; + + // 应用谐波配置(用于情绪波形的傅里叶合成) + _harmonicA1 = settings.harmonicA1; + _harmonicA2 = settings.harmonicA2; + _harmonicA3 = settings.harmonicA3; + _harmonicPhase2 = settings.harmonicPhase2; + _harmonicPhase3 = settings.harmonicPhase3; + _verticalOffset = settings.verticalOffset; + UpdateColors(); } diff --git a/WebPrototype/huoshan-mech.html b/WebPrototype/huoshan-mech.html deleted file mode 100644 index b0b06ee07..000000000 --- a/WebPrototype/huoshan-mech.html +++ /dev/null @@ -1,655 +0,0 @@ - - - - - - 火山修复流程 - 机械面板原型 - - - -
-
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VOLCANO REPAIR CONSOLE / LANGUAGE SEPARATION
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SYSTEM: STANDBY
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左键:排斥 | 右键:吸引 | 拖动影响粒子
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FOCUS SEQUENCE ACTIVE
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- - - - diff --git a/WebPrototype/index.html b/WebPrototype/index.html deleted file mode 100644 index ab8af2bd5..000000000 --- a/WebPrototype/index.html +++ /dev/null @@ -1,1526 +0,0 @@ - - - - - - ROBOT REPAIR: MEMORY DECRYPTOR V2 - - - - - - - -
-
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SYSTEM HALTED
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MEM-DEC SYSTEM V3.2 [WAITING_FOR_USER]
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TARGET: JOKE_MODULE_DUMP
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- 00.0 Hz -
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- JOY - SAD - ANG - FEAR -
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- > WAITING FOR MANUAL START... -
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- - - - diff --git a/prototype/emotion_scope/00_选择版本.html b/prototype/emotion_scope/00_选择版本.html new file mode 100644 index 000000000..85656ca81 --- /dev/null +++ b/prototype/emotion_scope/00_选择版本.html @@ -0,0 +1,171 @@ + + + + + + 情绪可视化 - 选择版本 + + + +
+

情绪可视化原型

+

单滑条驱动 2D 情绪空间(Valence × Arousal),实时渲染情绪变化

+ +
+
+

原版:波形示波器

+ 简洁清晰 +

传统示波器风格,单一波形线条随情绪参数变化。性能极佳,适合快速原型和参数调试。

+
    +
  • 横向正弦波实时滚动
  • +
  • 参数化合成(谐波+噪声+尖峰)
  • +
  • 余辉、扫描线、发光效果
  • +
  • RBF 参数混合
  • +
+ 打开原版 +
+ +
+

电磁场版:形态变换

+ 视觉冲击 +

四种物理场图案平滑变形,从正弦波演化为环形磁场、磁偶极、涡旋场。更具科技感和情绪表现力。

+
    +
  • 四种电磁场图案(Wave/Toroidal/Dipole/Vortex)
  • +
  • 形态 Morphing 混合
  • +
  • 粒子流动动画
  • +
  • 情绪色彩映射(蓝→绿→橙→红)
  • +
+ 打开电磁场版 +
+
+ + +
+ + diff --git a/prototype/emotion_scope/CHANGELOG.md b/prototype/emotion_scope/CHANGELOG.md new file mode 100644 index 000000000..526a928ce --- /dev/null +++ b/prototype/emotion_scope/CHANGELOG.md @@ -0,0 +1,110 @@ +# 更新日志 + +## 电磁场版本(index_em.html)- 2026-02-05 + +### 新增功能 + +#### 🎨 四种物理场图案 + +完全重写渲染系统,实现四种电磁场可视化: + +1. **横向波(HorizontalWave)** - 放松情绪 + - 保留原版的正弦波基础 + - 表现平静、规律的状态 + +2. **环形磁场(ToroidalField)** - 开心情绪 + - 粒子沿圆环(toroidal)流动 + - 对称、有序、富有节奏感 + - 多层环形叠加产生深度感 + +3. **磁偶极场(DipoleField)** - 紧张情绪 + - 模拟南北两极的磁力线 + - 不对称、拉扯感、张力 + - 场线密集交织 + +4. **涡旋场(VortexField)** - 压力情绪 + - 螺旋吸入/喷出的流场 + - 多层反向涡旋叠加 + - 混乱、暴烈、高能量 + +#### 🔄 形态变换(Morphing)系统 + +- **RBF权重混合**:四种图案根据情绪空间 `(valence, arousal)` 动态调整权重 +- **平滑过渡**:不是"切换"而是"混合",确保拖动滑条时无跳变 +- **参数低通滤波**:一阶低通(τ=0.15s)消除快速拖动时的突变 + +#### 🎨 情绪色彩映射 + +- **色相随情绪变化**: + - 放松:蓝绿(180°) + - 开心:绿青(120-180°) + - 紧张:黄橙(40-80°) + - 压力:红(0-20°) + +- **亮度随场强变化**:噪声/湍流区域更亮,模拟能量密度 + +#### 📊 实时HUD显示 + +- 新增"主导模式"指示器,显示当前权重最大的图案名称 +- 保留原有的 valence、arousal、emotion 显示 + +### 技术改进 + +- **粒子系统架构**:统一接口设计,易于扩展新图案 +- **性能优化**:粒子数量随画布尺寸动态调整(300-600点) +- **模块化设计**:四个图案生成器完全独立,可单独调试/替换 + +### 参数调优 + +精心调整四种图案的参数预设,确保: +- 放松→开心:从简单到丰富,保持有序感 +- 开心→紧张:对称性破缺,开始出现不规则 +- 紧张→压力:从张力到混乱,密度和速度剧增 + +### 文件说明 + +``` +prototype/emotion_scope/ +├── index.html # 原版(单一波形线条) +├── index_em.html # 电磁场版本(多图案粒子系统)✨ 新增 +├── style.css # 共用样式 +├── README.md # 原版说明 +├── README_EM.md # 电磁场版本说明 ✨ 新增 +├── CHANGELOG.md # 本文件 ✨ 新增 +└── UNITY_MIGRATION.md # Unity 迁移指南 +``` + +## 原版(index.html)- 2026-02-05 初版 + +### 核心功能 + +- 2D 情绪空间(Valence × Arousal) +- 单滑条沿 Catmull-Rom 路径驱动 +- 参数化波形合成(基波+谐波+噪声+尖峰) +- Canvas 渲染(余辉、扫描线、发光描边) +- RBF 参数混合 + +## 如何选择版本? + +### 使用 `index.html`(原版)如果你: +- 需要极简、清晰的波形展示 +- 优先考虑性能(适合低端设备) +- 想要更"传统示波器"的感觉 +- 需要快速原型验证参数调优 + +### 使用 `index_em.html`(电磁场版)如果你: +- 想要更酷炫、有视觉冲击力的效果 +- 需要"物理感"/"科技感"的情绪表达 +- 愿意接受稍高的计算开销 +- 希望图案形态差异更直观(不只是波形参数变化) + +## 迁移注意事项 + +两个版本的**情绪模型和参数系统完全兼容**,可以: +- 在原版里调好参数,直接复制到电磁场版 +- 反之亦然 + +核心接口保持一致: +- `emotionPathVA(t)` → `(valence, arousal)` +- `rbfWeights(va, sigma)` → 权重数组 +- 参数向量 `P` 的字段名完全相同 diff --git a/prototype/emotion_scope/README.md b/prototype/emotion_scope/README.md new file mode 100644 index 000000000..77127e502 --- /dev/null +++ b/prototype/emotion_scope/README.md @@ -0,0 +1,31 @@ +# 情绪示波器(Web 原型) + +这个目录是一个**独立的 Web 原型**:用一个滑条驱动 2D 情绪空间(Valence×Arousal),再把情绪映射成“示波器波形”的参数,最终在 Canvas 上渲染出类似示波器的线条,并在放松/开心/紧张/压力之间平滑过渡。 + +## 运行方式 + +**直接双击 `index.html` 即可在浏览器打开**(JS 已内联,无 CORS 限制)。 + +或者用本地静态服务器: + +```bash +cd prototype/emotion_scope +python -m http.server 5173 +``` + +然后在浏览器打开 `http://localhost:5173/`。 + +## 操作 + +- 拖动上方 **进度** 滑条:观察波形在放松→开心→紧张→压力之间平滑变形。 +- 勾选/取消: + - **2D RBF 参数混合**:用 (valence, arousal) 对四个锚点参数做 2D 平滑权重混合(更“2D 正统”)。 + - **余辉**:模拟示波器荧光粉拖影。 + - **扫描线**:增加一点 CRT/示波器质感。 + +## 文件说明 + +- `index.html`:UI + Canvas +- `style.css`:外观样式 +- `main.js`:情绪路径、参数混合、波形合成、Canvas 渲染 + diff --git a/prototype/emotion_scope/README_EM.md b/prototype/emotion_scope/README_EM.md new file mode 100644 index 000000000..2dde57617 --- /dev/null +++ b/prototype/emotion_scope/README_EM.md @@ -0,0 +1,121 @@ +# 情绪电磁场可视化(Electromagnetic Emotion Field) + +这是电磁场版本的情绪可视化原型,实现了四种物理场图案的平滑变形(morphing)。 + +## 快速开始 + +**直接双击 `index_em.html` 即可在浏览器打开**(所有代码已内联)。 + +## 核心特性 + +### 四种电磁场图案 + +| 图案 | 对应情绪 | 视觉特征 | +|------|---------|---------| +| **HorizontalWave(横向波)** | 放松 | 传统示波器正弦波,缓慢滚动 | +| **ToroidalField(环形磁场)** | 开心 | 粒子沿圆环流动,对称有序 | +| **DipoleField(磁偶极场)** | 紧张 | 磁力线交织,不对称张力 | +| **VortexField(涡旋场)** | 压力 | 螺旋吸入,混乱暴烈 | + +### 形态变换时间线 + +拖动进度条观察: + +- **t = 0.00**(放松):纯正弦波,稀疏平静 +- **t = 0.20**:波形开始"卷曲",出现圆形轨迹 +- **t = 0.40**(开心):明显的环形磁场,粒子有序流动 +- **t = 0.60**:环形拉伸为偶极,出现南北两极 +- **t = 0.70**(紧张):磁力线密集,不对称抖动 +- **t = 0.85**:中心形成"黑洞",粒子螺旋吸入 +- **t = 1.00**(压力):多层涡旋,频繁爆发,极度混乱 + +## 技术实现 + +### 架构 + +``` +情绪滑条 t ∈ [0,1] + ↓ +情绪空间 (valence, arousal) + ↓ +RBF 权重计算 → 四个图案权重 [w₀, w₁, w₂, w₃] + ↓ +参数混合 → 统一参数向量 P + ↓ +四个图案生成器并行运行 + ↓ +加权粒子叠加 → 最终渲染 +``` + +### 图案生成器接口 + +每个生成器实现统一接口: + +```javascript +class Pattern { + generate(time, params, width, height) { + // 返回粒子数组:[{ x, y, alpha, hue, brightness }, ...] + } +} +``` + +### 权重混合(RBF径向基函数) + +```javascript +w_i = exp(-||va - va_i||² / (2σ²)) +归一化 → Σw_i = 1 +``` + +每个粒子的最终 alpha = 原始alpha × 权重 + +### 颜色映射 + +- **色相(Hue)**: + - Wave: 180°(蓝绿) + - Toroidal: 120-180°(绿→青) + - Dipole: 40-80°(黄→橙) + - Vortex: 0-20°(红→深红) + +- **亮度(Brightness)**:由局部场强/噪声动态控制 + +## 与原版对比 + +| 特性 | 原版(index.html) | 电磁场版(index_em.html) | +|------|-------------------|------------------------| +| 渲染方式 | 单一波形线条 | 多图案粒子系统 | +| 情绪表达 | 波形参数变化 | 物理场形态变换 | +| 视觉复杂度 | 简洁 | 丰富、有层次感 | +| 性能 | 极快 | 较快(粒子数可调) | + +## 性能调优 + +如需调整性能,修改各生成器内的粒子数量: + +```javascript +// HorizontalWave +const N = Math.min(600, Math.max(300, Math.floor(width * 0.5))); + +// ToroidalField +const numRings = Math.floor(8 + params.cycles * 1.5); +const ptsPerRing = Math.floor(40 + params.harmonics * 60); + +// ...依此类推 +``` + +## 后续扩展方向 + +- [ ] 加入音频输入驱动(麦克风) +- [ ] 支持 2D 手柄/摇杆直接控制 (valence, arousal) +- [ ] 可交互:点击画布添加"电荷/磁极" +- [ ] WebGL 加速(支持更多粒子) +- [ ] 录制/导出为视频 + +## Unity 迁移 + +核心逻辑(情绪路径、参数混合、图案生成算法)可直接移植到 Unity C#。 + +渲染层替换: +- 粒子系统 → Unity ParticleSystem 或 VFX Graph +- 或用 LineRenderer/Shapes 直接绘制轨迹 + +详见 `UNITY_MIGRATION.md`。 diff --git a/prototype/emotion_scope/UNITY_MIGRATION.md b/prototype/emotion_scope/UNITY_MIGRATION.md new file mode 100644 index 000000000..c645e2510 --- /dev/null +++ b/prototype/emotion_scope/UNITY_MIGRATION.md @@ -0,0 +1,61 @@ +# 迁移到 Unity 的清单(LineRenderer / Shapes) + +这个 Web 原型的核心分两层:**情绪→参数** 和 **参数→波形点列**。迁移到 Unity 时建议保持这两层不变,仅替换渲染实现。 + +## 1) 需要复用的核心逻辑(推荐原样移植) + +- **情绪路径**:单滑条 \(t\in[0,1]\) 输出 `(valence, arousal)`(`emotionPathVA`) + - 使用 3 段 Catmull-Rom(端点重复)+ `smootherstep` 缓动 + - 输出建议 clamp:`valence∈[-1,1]`,`arousal∈[0,1]` +- **参数向量 `Params`**:`amp, cycles, harmonics, noise, jitter, fm, spikeRate, spikeAmp, baselineWander, drive` +- **2D 混合(可选)**: + - **RBF 权重**:`w_i = exp(-||x-x_i||^2 / (2*sigma^2))` 再归一化 + - 或沿情绪序列分段 `lerp`(实现更简单,视觉也足够) +- **波形采样**:`sampleWave(timeSec, params, windowSeconds)` + - 基波 + 谐波 + - AM/FM(用连续噪声/低频 LFO) + - 相位抖动(jitter) + - 尖峰事件(确定性伪泊松 + 指数衰减) + - 软限幅(`tanh` waveshaping) +- **连续噪声**:Web 里用 1D value-noise + fbm(不依赖第三方库) + - Unity 里可直接移植同样的 hash+插值;或改用 `Mathf.PerlinNoise` 做近似(注意它是 2D) + +## 2) Unity 渲染层替换(LineRenderer) + +### 点列生成(每帧或固定步长) + +- 设定时间窗:`windowSeconds = 2.0f` +- 设定采样点数:`N = 800`(也可随屏幕宽度动态变化) +- 对每个点 \(x01=i/(N-1)\): + - `t = Time.time - windowSeconds * (1 - x01)` + - `y = sampleWave(t, params, windowSeconds)` + - 映射到世界/本地坐标:`pos = origin + right * (x01 * width) + up * (y * ampPx)` + +### LineRenderer 设置建议 + +- `lineRenderer.positionCount = N` +- `lineRenderer.useWorldSpace = false`(更易布局在 UI/面板里) +- `lineRenderer.numCapVertices = 6`、`numCornerVertices = 6`(更圆润) +- **发光/余辉**(两种常用方法): + - **URP/HDRP Bloom**:材质开 Emission + 后处理 Bloom(最省事) + - **多条叠加**:用 2-3 个 LineRenderer(不同宽度/alpha)模拟 Web 里的 “glow strokes” + +## 3) Unity 渲染层替换(Shapes) + +- 用 Polyline/BezierPolyline(或你项目里 `Shapes` 的折线 API)喂同一组点 +- 同样可做 “多次描边”(不同宽度/透明度)实现发光层 + +## 4) 参数调优建议(让四种情绪差异更直觉) + +- 放松:低 `cycles`、低 `amp`、低 `noise/jitter/spikeRate` +- 开心:略高 `cycles` + 更高 `harmonics`(更“弹”更有律动,但仍规则) +- 紧张:提高 `jitter/fm` + 适度 `spikeRate` +- 压力:最高 `noise/jitter/fm/spikeRate` + 更高 `drive`(软限幅产生压迫感) + +## 5) 需要注意的坑 + +- 不要把 `Random.value` 直接加到 y(会变成“毛线团”);用**连续噪声**驱动相位/频率更像仪器信号。 +- 过渡要对整个 `Params` 向量做平滑: + - `params = Lerp(params, target, 1 - exp(-dt/tau))` +- Catmull-Rom 可能过冲:建议对 arousal clamp 到 `[0,1]`。 + diff --git a/prototype/emotion_scope/index.html b/prototype/emotion_scope/index.html new file mode 100644 index 000000000..a761f40eb --- /dev/null +++ b/prototype/emotion_scope/index.html @@ -0,0 +1,536 @@ + + + + + + 情绪示波器原型 + + + +
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+ 提示:拖动滑条观察图案从正弦波→环形磁场→磁偶极→涡旋场平滑变形;电磁场流动表达情绪变化。 +
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情绪电磁场
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+ 拖动滑条观察电磁场形态从正弦波平滑变形为环形→偶极→涡旋,表达情绪从放松到压力的演化 +
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+ + + + diff --git a/prototype/emotion_scope/main.js b/prototype/emotion_scope/main.js new file mode 100644 index 000000000..5edcca3b0 --- /dev/null +++ b/prototype/emotion_scope/main.js @@ -0,0 +1,553 @@ +const $ = (sel) => /** @type {HTMLElement} */ (document.querySelector(sel)); + +const canvas = /** @type {HTMLCanvasElement} */ ($("#scope")); +const progressEl = /** @type {HTMLInputElement} */ ($("#progress")); +const rbfEl = /** @type {HTMLInputElement} */ ($("#rbf")); +const phosphorEl = /** @type {HTMLInputElement} */ ($("#phosphor")); +const scanlinesEl = /** @type {HTMLInputElement} */ ($("#scanlines")); + +const hudT = $("#hudT"); +const hudV = $("#hudV"); +const hudA = $("#hudA"); +const hudE = $("#hudE"); + +/** @typedef {{x:number,y:number}} Vec2 */ +/** @typedef {{ + * amp:number, + * cycles:number, + * harmonics:number, + * noise:number, + * jitter:number, + * fm:number, + * spikeRate:number, + * spikeAmp:number, + * baselineWander:number, + * drive:number + * }} Params + */ + +const clamp01 = (t) => Math.min(1, Math.max(0, t)); +const clamp = (lo, hi, v) => Math.min(hi, Math.max(lo, v)); +const lerp = (a, b, t) => a + (b - a) * t; +const invLerp = (a, b, v) => (v - a) / (b - a); +const smootherstep01 = (t) => { + t = clamp01(t); + return t * t * t * (t * (t * 6 - 15) + 10); +}; + +const vec2 = (x, y) => ({ x, y }); +const v2Add = (a, b) => vec2(a.x + b.x, a.y + b.y); +const v2Sub = (a, b) => vec2(a.x - b.x, a.y - b.y); +const v2Mul = (a, s) => vec2(a.x * s, a.y * s); +const v2Len2 = (a) => a.x * a.x + a.y * a.y; + +// Catmull-Rom (uniform) spline segment +/** @param {Vec2} p0 @param {Vec2} p1 @param {Vec2} p2 @param {Vec2} p3 @param {number} t */ +function catmullRom(p0, p1, p2, p3, t) { + const t2 = t * t; + const t3 = t2 * t; + // 0.5 * ((2*p1) + (-p0+p2)*t + (2*p0-5*p1+4*p2-p3)*t^2 + (-p0+3*p1-3*p2+p3)*t^3) + const a = v2Mul(p1, 2); + const b = v2Mul(v2Sub(p2, p0), t); + const c = v2Mul(v2Add(v2Sub(v2Mul(p0, 2), v2Mul(p1, 5)), v2Sub(v2Mul(p2, 4), p3)), t2); + const d = v2Mul(v2Add(v2Sub(v2Mul(p1, 3), p0), v2Sub(p3, v2Mul(p2, 3))), t3); + return v2Mul(v2Add(v2Add(v2Add(a, b), c), d), 0.5); +} + +/** 情绪锚点(2D: valence×arousal) */ +const EmotionAnchors = [ + { name: "放松", va: vec2(+0.7, 0.2) }, + { name: "开心", va: vec2(+0.8, 0.75) }, + { name: "紧张", va: vec2(-0.4, 0.7) }, + { name: "压力", va: vec2(-0.7, 0.95) }, +]; + +/** + * 单滑条 t∈[0,1] 沿情绪路径输出 (valence, arousal)。 + * 这里用 3 段 Catmull-Rom(端点重复)保证在锚点处一阶连续。 + * @param {number} t01 + * @returns {Vec2} + */ +function emotionPathVA(t01) { + const t = smootherstep01(t01); + const p = EmotionAnchors.map((e) => e.va); + + const segCount = 3; + const s = clamp01(t) * segCount; + const seg = Math.min(segCount - 1, Math.floor(s)); + const u = s - seg; + + // segment i between Pi and P(i+1) + // seg0: P0->P1 uses P0,P0,P1,P2 + // seg1: P1->P2 uses P0,P1,P2,P3 + // seg2: P2->P3 uses P1,P2,P3,P3 + let q; + if (seg === 0) q = catmullRom(p[0], p[0], p[1], p[2], u); + else if (seg === 1) q = catmullRom(p[0], p[1], p[2], p[3], u); + else q = catmullRom(p[1], p[2], p[3], p[3], u); + + // 防止样条过冲导致 arousal < 0 或 > 1(过渡仍保持平滑) + return vec2(clamp(-1, 1, q.x), clamp01(q.y)); +} + +/** @param {Vec2} va */ +function nearestEmotionName(va) { + let best = EmotionAnchors[0].name; + let bestD2 = Infinity; + for (const e of EmotionAnchors) { + const d2 = v2Len2(v2Sub(va, e.va)); + if (d2 < bestD2) { + bestD2 = d2; + best = e.name; + } + } + return best; +} + +/** 参数锚点(对应四情绪) */ +const ParamAnchors = [ + { + name: "放松", + va: EmotionAnchors[0].va, + p: /** @type {Params} */ ({ + amp: 0.22, + cycles: 5.0, + harmonics: 0.12, + noise: 0.02, + jitter: 0.02, + fm: 0.05, + spikeRate: 0.05, + spikeAmp: 0.20, + baselineWander: 0.03, + drive: 0.60, + }), + }, + { + name: "开心", + va: EmotionAnchors[1].va, + p: /** @type {Params} */ ({ + amp: 0.32, + cycles: 6.4, + harmonics: 0.35, + noise: 0.04, + jitter: 0.04, + fm: 0.10, + spikeRate: 0.08, + spikeAmp: 0.22, + baselineWander: 0.025, + drive: 0.70, + }), + }, + { + name: "紧张", + va: EmotionAnchors[2].va, + p: /** @type {Params} */ ({ + amp: 0.40, + cycles: 8.4, + harmonics: 0.22, + noise: 0.10, + jitter: 0.18, + fm: 0.30, + spikeRate: 0.45, + spikeAmp: 0.55, + baselineWander: 0.02, + drive: 1.10, + }), + }, + { + name: "压力", + va: EmotionAnchors[3].va, + p: /** @type {Params} */ ({ + amp: 0.55, + cycles: 10.5, + harmonics: 0.20, + noise: 0.20, + jitter: 0.35, + fm: 0.55, + spikeRate: 0.90, + spikeAmp: 0.90, + baselineWander: 0.015, + drive: 1.70, + }), + }, +]; + +/** @param {Vec2} va @param {number} sigma */ +function rbfWeights(va, sigma) { + const s2 = Math.max(1e-6, sigma * sigma); + /** @type {number[]} */ + const w = []; + let sum = 0; + for (const a of ParamAnchors) { + const d2 = v2Len2(v2Sub(va, a.va)); + const wi = Math.exp(-d2 / (2 * s2)); + w.push(wi); + sum += wi; + } + if (sum <= 1e-9) return w.map(() => 1 / w.length); + return w.map((x) => x / sum); +} + +/** @param {Params[]} ps @param {number[]} w */ +function mixParams(ps, w) { + /** @type {Params} */ + const out = { + amp: 0, + cycles: 0, + harmonics: 0, + noise: 0, + jitter: 0, + fm: 0, + spikeRate: 0, + spikeAmp: 0, + baselineWander: 0, + drive: 0, + }; + for (let i = 0; i < ps.length; i++) { + const p = ps[i]; + const wi = w[i]; + out.amp += p.amp * wi; + out.cycles += p.cycles * wi; + out.harmonics += p.harmonics * wi; + out.noise += p.noise * wi; + out.jitter += p.jitter * wi; + out.fm += p.fm * wi; + out.spikeRate += p.spikeRate * wi; + out.spikeAmp += p.spikeAmp * wi; + out.baselineWander += p.baselineWander * wi; + out.drive += p.drive * wi; + } + return out; +} + +/** @param {Params} a @param {Params} b @param {number} t */ +function lerpParams(a, b, t) { + /** @type {Params} */ + return { + amp: lerp(a.amp, b.amp, t), + cycles: lerp(a.cycles, b.cycles, t), + harmonics: lerp(a.harmonics, b.harmonics, t), + noise: lerp(a.noise, b.noise, t), + jitter: lerp(a.jitter, b.jitter, t), + fm: lerp(a.fm, b.fm, t), + spikeRate: lerp(a.spikeRate, b.spikeRate, t), + spikeAmp: lerp(a.spikeAmp, b.spikeAmp, t), + baselineWander: lerp(a.baselineWander, b.baselineWander, t), + drive: lerp(a.drive, b.drive, t), + }; +} + +/** + * 备选:沿“情绪序列”做分段插值(不依赖 2D) + * @param {number} t01 + */ +function segmentMixParams(t01) { + const t = smootherstep01(t01); + const segCount = 3; + const s = clamp01(t) * segCount; + const seg = Math.min(segCount - 1, Math.floor(s)); + const u = smootherstep01(s - seg); + const ps = ParamAnchors.map((a) => a.p); + if (seg === 0) return lerpParams(ps[0], ps[1], u); + if (seg === 1) return lerpParams(ps[1], ps[2], u); + return lerpParams(ps[2], ps[3], u); +} + +// ---------- 连续噪声(1D value noise + fbm) ---------- +const fract = (x) => x - Math.floor(x); +const hash1 = (n) => fract(Math.sin(n * 127.1) * 43758.5453123); +const fade = (t) => t * t * (3 - 2 * t); + +/** @param {number} x */ +function valueNoise1(x) { + const i = Math.floor(x); + const f = x - i; + const a = hash1(i); + const b = hash1(i + 1); + return lerp(a, b, fade(f)); +} + +/** @param {number} x */ +function fbm1(x) { + let sum = 0; + let amp = 0.5; + let freq = 1.0; + for (let o = 0; o < 4; o++) { + sum += amp * (valueNoise1(x * freq) * 2 - 1); + freq *= 2.02; + amp *= 0.5; + } + return sum; // ~[-1,1] +} + +// ---------- 尖峰事件(确定性伪泊松) ---------- +/** @param {number} n @param {number} salt */ +function hash2(n, salt) { + return fract(Math.sin((n + salt) * 311.7) * 95123.317); +} + +/** + * @param {number} tSec + * @param {number} ratePerSec + * @param {number} amp + */ +function spikeSignal(tSec, ratePerSec, amp) { + const cell = 0.12; // seconds + const decayTau = 0.06; // seconds + const idx = Math.floor(tSec / cell); + const p = clamp01(ratePerSec * cell); + + let s = 0; + // look-back window for decays + for (let k = 0; k < 10; k++) { + const c = idx - k; + const r = hash2(c, 0.13); + if (r < p) { + const within = hash2(c, 2.71); // [0,1) + const spikeT = (c + within) * cell; + const dt = tSec - spikeT; + if (dt >= 0 && dt < 0.35) { + const polarity = hash2(c, 9.91) < 0.82 ? 1 : -1; + s += polarity * amp * Math.exp(-dt / decayTau); + } + } + } + return s; +} + +// ---------- 波形采样 ---------- +const TAU = Math.PI * 2; + +/** @param {number} x */ +function softClipTanh(x, drive) { + const d = Math.max(1e-4, drive); + const den = Math.tanh(d); + if (den < 1e-6) return x; + return Math.tanh(d * x) / den; +} + +/** @param {number} tSec @param {Params} p @param {number} windowSeconds */ +function sampleWave(tSec, p, windowSeconds) { + // Base frequency derived from "cycles in window" + const baseHz = Math.max(0.05, p.cycles / Math.max(0.1, windowSeconds)); + + // Smooth, continuous modulators (avoid white noise harshness) + const lfo = Math.sin(TAU * (0.45 + 0.75 * p.fm) * tSec + 1.3 * fbm1(tSec * 0.21)); + const am = 1 + (0.18 + 0.18 * p.harmonics) * lfo; + + const fmN = fbm1(tSec * (1.2 + 1.4 * p.fm) + 10.0); + const jitterN = fbm1(tSec * (7.0 + 7.0 * p.jitter) + 33.3); + + let phase = TAU * baseHz * tSec; + phase += (p.fm * 2.7) * fmN; + phase += (p.jitter * 2.2) * jitterN; + + const h2 = p.harmonics * 0.65; + const h3 = p.harmonics * 0.40; + const h5 = p.harmonics * 0.16; + + const core = + Math.sin(phase) + + h2 * Math.sin(2 * phase + 0.12) + + h3 * Math.sin(3 * phase + 0.33) + + h5 * Math.sin(5 * phase + 0.81); + + const baseline = p.baselineWander * fbm1(tSec * 0.22 + 99.0); + const noiseTerm = p.noise * 0.55 * fbm1(tSec * 12.0 + 7.0); + const spikes = spikeSignal(tSec, p.spikeRate, p.spikeAmp); + + const yRaw = p.amp * am * core + baseline + noiseTerm + spikes; + return softClipTanh(yRaw, p.drive); +} + +// ---------- Canvas 渲染 ---------- +/** @type {CanvasRenderingContext2D} */ +const ctx = canvas.getContext("2d", { alpha: false }); + +let dpr = 1; +let cw = 0; +let ch = 0; + +function resizeCanvas() { + const rect = canvas.getBoundingClientRect(); + dpr = Math.max(1, Math.min(2.5, window.devicePixelRatio || 1)); + cw = Math.max(2, Math.floor(rect.width * dpr)); + ch = Math.max(2, Math.floor(rect.height * dpr)); + canvas.width = cw; + canvas.height = ch; +} + +window.addEventListener("resize", resizeCanvas, { passive: true }); +resizeCanvas(); + +/** @param {number} w @param {number} h */ +function drawScanlines(w, h) { + const step = Math.max(2, Math.floor(4 * dpr)); + ctx.save(); + ctx.globalCompositeOperation = "source-over"; + ctx.strokeStyle = "rgba(190,255,225,0.045)"; + ctx.lineWidth = 1; + ctx.beginPath(); + for (let y = 0; y < h; y += step) { + ctx.moveTo(0, y + 0.5); + ctx.lineTo(w, y + 0.5); + } + ctx.stroke(); + ctx.restore(); +} + +/** @param {number} w @param {number} h */ +function drawGrid(w, h) { + ctx.save(); + ctx.globalCompositeOperation = "source-over"; + ctx.strokeStyle = "rgba(120,255,190,0.06)"; + ctx.lineWidth = 1; + ctx.beginPath(); + + const vLines = 10; + const hLines = 6; + for (let i = 1; i < vLines; i++) { + const x = (i / vLines) * w; + ctx.moveTo(x + 0.5, 0); + ctx.lineTo(x + 0.5, h); + } + for (let j = 1; j < hLines; j++) { + const y = (j / hLines) * h; + ctx.moveTo(0, y + 0.5); + ctx.lineTo(w, y + 0.5); + } + ctx.stroke(); + ctx.restore(); +} + +/** + * @param {number} timeSec + * @param {Params} p + * @param {{phosphor:boolean, scanlines:boolean}} opts + */ +function renderScope(timeSec, p, opts) { + const w = cw; + const h = ch; + const midY = h * 0.5; + const ampPx = h * 0.33; + + // phosphor persistence: fade previous frame + if (opts.phosphor) { + ctx.save(); + ctx.globalCompositeOperation = "source-over"; + ctx.fillStyle = "rgba(0,0,0,0.16)"; + ctx.fillRect(0, 0, w, h); + ctx.restore(); + } else { + ctx.fillStyle = "#000"; + ctx.fillRect(0, 0, w, h); + } + + drawGrid(w, h); + if (opts.scanlines) drawScanlines(w, h); + + const windowSeconds = 2.0; + const N = Math.min(1400, Math.max(480, Math.floor(w * 0.75))); + + /** @type {number[]} */ + const xs = new Array(N); + /** @type {number[]} */ + const ys = new Array(N); + + for (let i = 0; i < N; i++) { + const x01 = i / (N - 1); + const t = timeSec - windowSeconds * (1 - x01); + const y = sampleWave(t, p, windowSeconds); + + xs[i] = x01 * w; + ys[i] = midY - y * ampPx; + } + + // glow strokes + ctx.save(); + ctx.lineJoin = "round"; + ctx.lineCap = "round"; + + const strokes = [ + { width: 6.5 * dpr, alpha: 0.055, color: "rgba(80,255,154,1)" }, + { width: 3.2 * dpr, alpha: 0.11, color: "rgba(120,255,190,1)" }, + { width: 1.35 * dpr, alpha: 0.90, color: "rgba(190,255,225,1)" }, + ]; + + for (const s of strokes) { + ctx.globalAlpha = s.alpha; + ctx.strokeStyle = s.color; + ctx.lineWidth = s.width; + ctx.beginPath(); + ctx.moveTo(xs[0], ys[0]); + for (let i = 1; i < N; i++) ctx.lineTo(xs[i], ys[i]); + ctx.stroke(); + } + ctx.restore(); + + // subtle center line + ctx.save(); + ctx.globalAlpha = 0.10; + ctx.strokeStyle = "rgba(190,255,225,1)"; + ctx.lineWidth = 1; + ctx.beginPath(); + ctx.moveTo(0, midY + 0.5); + ctx.lineTo(w, midY + 0.5); + ctx.stroke(); + ctx.restore(); +} + +// ---------- 主循环:情绪路径→参数→低通→渲染 ---------- +let start = performance.now(); +let last = start; + +/** @type {Params} */ +let pCurrent = { ...ParamAnchors[0].p }; + +function tick(now) { + const dt = Math.min(0.05, Math.max(0.0001, (now - last) / 1000)); + last = now; + + // slider t + const t01 = clamp01(parseFloat(progressEl.value)); + const va = emotionPathVA(t01); + + // target params from 2D RBF or segment mix + let pTarget; + if (rbfEl.checked) { + // sigma 越小越“贴近锚点”(情绪差异更明确);越大越“融”(过渡更柔) + const w = rbfWeights(va, 0.62); + pTarget = mixParams( + ParamAnchors.map((a) => a.p), + w + ); + } else { + pTarget = segmentMixParams(t01); + } + + // 1st-order low-pass to avoid abrupt change under fast dragging + const tau = 0.12; + const k = 1 - Math.exp(-dt / Math.max(1e-4, tau)); + pCurrent = lerpParams(pCurrent, pTarget, k); + + // HUD + hudT.textContent = t01.toFixed(3); + hudV.textContent = (va.x >= 0 ? "+" : "") + va.x.toFixed(3); + hudA.textContent = va.y.toFixed(3); + hudE.textContent = nearestEmotionName(va); + + // render + if (canvas.width !== cw || canvas.height !== ch) resizeCanvas(); + renderScope((now - start) / 1000, pCurrent, { + phosphor: phosphorEl.checked, + scanlines: scanlinesEl.checked, + }); + + requestAnimationFrame(tick); +} + +// Prime first frame +ctx.fillStyle = "#000"; +ctx.fillRect(0, 0, canvas.width, canvas.height); +requestAnimationFrame(tick); + diff --git a/prototype/emotion_scope/style.css b/prototype/emotion_scope/style.css new file mode 100644 index 000000000..e1405189e --- /dev/null +++ b/prototype/emotion_scope/style.css @@ -0,0 +1,151 @@ +:root{ + --bg0:#06090d; + --bg1:#0a1118; + --fg0:#d7fbe9; + --fg1:#99d7b6; + --muted:#6f8c7d; + --line:#50ff9a; + --line2:#a7ffd4; + --panel:#0b121a; + --panel2:#0f1a24; + --border:rgba(153,215,182,.22); +} + +*{box-sizing:border-box} +html,body{height:100%} +body{ + margin:0; + background:radial-gradient(1200px 800px at 30% 20%, #0d1a24 0%, var(--bg0) 55%, #04070a 100%); + color:var(--fg0); + font:14px/1.4 system-ui,-apple-system,Segoe UI,Roboto,Helvetica,Arial,"Noto Sans","PingFang SC","Microsoft YaHei",sans-serif; +} + +.app{ + height:100%; + display:flex; + flex-direction:column; +} + +.topbar{ + display:flex; + gap:16px; + align-items:flex-start; + justify-content:space-between; + padding:14px 16px 12px; + border-bottom:1px solid var(--border); + background:linear-gradient(180deg, rgba(15,26,36,.92), rgba(8,12,18,.86)); + backdrop-filter: blur(10px); +} + +.title__main{ + font-weight:700; + letter-spacing:.2px; +} +.title__sub{ + margin-top:2px; + color:var(--muted); + font-size:12px; +} + +.controls{ + display:flex; + flex-wrap:wrap; + gap:10px 14px; + align-items:center; + justify-content:flex-end; +} + +.control{ + display:flex; + flex-direction:column; + gap:6px; + padding:10px 12px; + border:1px solid var(--border); + border-radius:10px; + background:linear-gradient(180deg, rgba(15,26,36,.75), rgba(9,13,18,.6)); +} + +.control__label{ + color:var(--muted); + font-size:12px; +} + +.control--checkbox{ + flex-direction:row; + align-items:center; + gap:8px; + padding:10px 12px; +} + +input[type="range"]{ + width:min(340px, 42vw); + accent-color:var(--line); +} + +.stage{ + position:relative; + flex:1; + min-height:320px; + padding:14px; +} + +.scope{ + width:100%; + height:100%; + border-radius:14px; + border:1px solid var(--border); + background: + radial-gradient(900px 600px at 40% 35%, rgba(17,48,38,.22), transparent 58%), + linear-gradient(180deg, rgba(11,18,26,.86), rgba(6,9,13,.86)); +} + +.hud{ + position:absolute; + left:28px; + top:28px; + display:flex; + flex-direction:column; + gap:8px; + pointer-events:none; +} + +.hud__row{ + display:flex; + gap:14px; + flex-wrap:wrap; + align-items:center; +} + +.hud__row--small{ + max-width:min(720px, 70vw); +} + +.hud__kv{ + display:flex; + gap:8px; + align-items:baseline; + padding:6px 10px; + border:1px solid rgba(153,215,182,.18); + border-radius:999px; + background:rgba(8,12,18,.55); + backdrop-filter: blur(8px); +} + +.hud__kv .k{ + color:var(--muted); + font-size:12px; +} +.hud__kv .v{ + font-variant-numeric: tabular-nums; + color:var(--fg0); +} + +.hud__hint{ + color:rgba(153,215,182,.74); + font-size:12px; + padding:8px 10px; + border:1px dashed rgba(153,215,182,.18); + border-radius:10px; + background:rgba(8,12,18,.35); + backdrop-filter: blur(8px); +} diff --git a/思维侧写-优化版.html b/思维侧写-优化版.html new file mode 100644 index 000000000..a68534431 --- /dev/null +++ b/思维侧写-优化版.html @@ -0,0 +1,497 @@ + + + + + + 思维侧写 + + + + +
+ + +
+ +
+ +
+
就 是 她
+
+ +
0%
+
移动鼠标 · 拼凑真相
+ + + +