From d6e7afe4b31f62b8137e941522dca9981bb9b3ec Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Wed, 1 Jul 2026 21:12:51 +0800 Subject: [PATCH] =?UTF-8?q?fix(memory):=20=E5=A2=9E=E5=BC=BA=E8=AE=B0?= =?UTF-8?q?=E5=BF=86=E8=B0=83=E8=B0=90=E6=B8=85=E6=99=B0=E5=BA=A6=E4=B8=8E?= =?UTF-8?q?=E6=89=AD=E6=9B=B2=E8=A1=A8=E7=8E=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-authored-by: Cursor --- Assets/Scripts/FixSystem/Memory/MemoryProcess.cs | 2 +- Assets/Shader/Shader/MemoryTuningSprite.shader | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs b/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs index 673a93bfe..78dc8da25 100644 --- a/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs +++ b/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs @@ -18,7 +18,7 @@ namespace AibisDream.FixSystem private const float DefaultFadeDuration = 1f; private const float SearchStartDelay = 1f; private const float ProjectorMoveDuration = 2f; - private const float MaxClarityDistortion = 0.58f; + private const float MaxClarityDistortion = 1f; private const float MaxFrequencyBlur = 0.6f; private const float MinPixelDensity = 18f; private const float MaxPixelDensity = 96f; diff --git a/Assets/Shader/Shader/MemoryTuningSprite.shader b/Assets/Shader/Shader/MemoryTuningSprite.shader index 3313912c6..e87eb250b 100644 --- a/Assets/Shader/Shader/MemoryTuningSprite.shader +++ b/Assets/Shader/Shader/MemoryTuningSprite.shader @@ -11,9 +11,9 @@ Shader "AibisDream/MemoryTuningSprite" _PixelMin ("Pixel Min", Range(8,64)) = 18 _PixelMax ("Pixel Max", Range(32,256)) = 128 _BlurStep ("Blur Step", Range(0,0.01)) = 0.0025 - _DistortStrength ("Distort Strength", Range(0,0.05)) = 0.018 + _DistortStrength ("Distort Strength", Range(0,0.08)) = 0.035 _ChromaticStrength ("Chromatic Strength", Range(0,0.03)) = 0.008 - _FadeDistortStrength ("Fade Distort Strength", Range(0,0.2)) = 0.08 + _FadeDistortStrength ("Fade Distort Strength", Range(0,0.2)) = 0.12 _PixelateFade ("Pixelate Fade", Range(0,1)) = 0 _PixelatePixelDensity ("Pixelate Pixel Density", Range(6,160)) = 96 _GaussianBlurFade ("Gaussian Blur Fade", Range(0,1)) = 0 @@ -123,10 +123,10 @@ Shader "AibisDream/MemoryTuningSprite" float angle = radians(130.0); float2 dir = float2(cos(angle), sin(angle)); float2 side = float2(-sin(angle), cos(angle)); - float2 edge = smoothstep(0.0, 0.12, uv) * smoothstep(0.0, 0.12, 1.0 - uv); + float2 edge = smoothstep(0.0, 0.07, uv) * smoothstep(0.0, 0.07, 1.0 - uv); float edgeMask = edge.x * edge.y; float wave = sin(dot(uv - 0.5, dir) * 27.2 + _Time.y * 2.15); - float volFxStrength = lerp(0.006, 0.026, saturate(_UVDistortFade)) * strength; + float volFxStrength = lerp(_DistortStrength * 0.55, _DistortStrength, saturate(_UVDistortFade)) * strength; return uv + side * wave * volFxStrength * edgeMask; } @@ -173,7 +173,7 @@ Shader "AibisDream/MemoryTuningSprite" half frequency = saturate(_FrequencyTuning); half pixelate = pow(max(frequency, saturate(_PixelateFade)), 0.75); half blur = pow(max(frequency, saturate(_GaussianBlurFade)), 0.75); - half distortion = pow(max(clarity, saturate(_UVDistortFade / 0.58)), 0.75); + half distortion = pow(max(clarity, saturate(_UVDistortFade)), 0.85); float2 uv = input.uv; half fade = saturate((_DirectionalDistortionFade + 15.0) / 15.0);