fix(memory): 增强记忆调谐清晰度与扭曲表现
Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -18,7 +18,7 @@ namespace AibisDream.FixSystem
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private const float DefaultFadeDuration = 1f;
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private const float SearchStartDelay = 1f;
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private const float ProjectorMoveDuration = 2f;
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private const float MaxClarityDistortion = 0.58f;
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private const float MaxClarityDistortion = 1f;
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private const float MaxFrequencyBlur = 0.6f;
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private const float MinPixelDensity = 18f;
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private const float MaxPixelDensity = 96f;
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@@ -11,9 +11,9 @@ Shader "AibisDream/MemoryTuningSprite"
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_PixelMin ("Pixel Min", Range(8,64)) = 18
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_PixelMax ("Pixel Max", Range(32,256)) = 128
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_BlurStep ("Blur Step", Range(0,0.01)) = 0.0025
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_DistortStrength ("Distort Strength", Range(0,0.05)) = 0.018
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_DistortStrength ("Distort Strength", Range(0,0.08)) = 0.035
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_ChromaticStrength ("Chromatic Strength", Range(0,0.03)) = 0.008
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_FadeDistortStrength ("Fade Distort Strength", Range(0,0.2)) = 0.08
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_FadeDistortStrength ("Fade Distort Strength", Range(0,0.2)) = 0.12
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_PixelateFade ("Pixelate Fade", Range(0,1)) = 0
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_PixelatePixelDensity ("Pixelate Pixel Density", Range(6,160)) = 96
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_GaussianBlurFade ("Gaussian Blur Fade", Range(0,1)) = 0
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@@ -123,10 +123,10 @@ Shader "AibisDream/MemoryTuningSprite"
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float angle = radians(130.0);
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float2 dir = float2(cos(angle), sin(angle));
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float2 side = float2(-sin(angle), cos(angle));
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float2 edge = smoothstep(0.0, 0.12, uv) * smoothstep(0.0, 0.12, 1.0 - uv);
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float2 edge = smoothstep(0.0, 0.07, uv) * smoothstep(0.0, 0.07, 1.0 - uv);
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float edgeMask = edge.x * edge.y;
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float wave = sin(dot(uv - 0.5, dir) * 27.2 + _Time.y * 2.15);
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float volFxStrength = lerp(0.006, 0.026, saturate(_UVDistortFade)) * strength;
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float volFxStrength = lerp(_DistortStrength * 0.55, _DistortStrength, saturate(_UVDistortFade)) * strength;
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return uv + side * wave * volFxStrength * edgeMask;
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}
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@@ -173,7 +173,7 @@ Shader "AibisDream/MemoryTuningSprite"
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half frequency = saturate(_FrequencyTuning);
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half pixelate = pow(max(frequency, saturate(_PixelateFade)), 0.75);
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half blur = pow(max(frequency, saturate(_GaussianBlurFade)), 0.75);
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half distortion = pow(max(clarity, saturate(_UVDistortFade / 0.58)), 0.75);
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half distortion = pow(max(clarity, saturate(_UVDistortFade)), 0.85);
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float2 uv = input.uv;
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half fade = saturate((_DirectionalDistortionFade + 15.0) / 15.0);
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