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@@ -182,6 +182,13 @@ namespace AibisDream
|
||||
panel.CloseSignBoard();
|
||||
}
|
||||
|
||||
[YarnCommand("time_flows_on")]
|
||||
public static IEnumerator TimeFlowsOn(string originState, string targetState)
|
||||
{
|
||||
var panel = UIManager.Instance.GetPanel<PlayToolPanel>();
|
||||
return panel.TimeFlowsOn(originState, targetState);
|
||||
}
|
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#endregion
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}
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}
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guid: 18afdd8f7574fac41954f72a3d6c79ea
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,69 @@
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||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using DG.Tweening;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AibisDream.UI
|
||||
{
|
||||
public class TimeTurner : MonoBehaviour
|
||||
{
|
||||
[Header("索引")]
|
||||
[SerializeField] private Animator targetAnimator;
|
||||
[SerializeField] private Animator originAnimator;
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
[Header("参数")]
|
||||
[SerializeField] private float fadeTime = 2f;
|
||||
[SerializeField] private float holdTime = 1f;
|
||||
[SerializeField] private float inoutTime = 0.5f;
|
||||
|
||||
public IEnumerator TurnTimeTo(string originState, string targetState)
|
||||
{
|
||||
var originImage = originAnimator.GetComponent<Image>();
|
||||
// 设置起始状态
|
||||
float originParam = StateToParam(originState);
|
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float targetParam = StateToParam(targetState);
|
||||
|
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targetAnimator.SetFloat("TimeState", targetParam);
|
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originAnimator.SetFloat("TimeState", originParam);
|
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|
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canvasGroup.alpha = 0;
|
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originImage.color = Color.white;
|
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targetAnimator.gameObject.SetActive(true);
|
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originAnimator.gameObject.SetActive(true);
|
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|
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// 淡入
|
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yield return canvasGroup.DOFade(1, inoutTime).WaitForCompletion();;
|
||||
// 等待静止时间
|
||||
yield return new WaitForSeconds(holdTime);
|
||||
|
||||
// 淡出起始状态
|
||||
yield return originAnimator.GetComponent<Image>().DOFade(0, fadeTime).WaitForCompletion();
|
||||
|
||||
// 等待静止时间
|
||||
yield return new WaitForSeconds(holdTime);
|
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// 淡出
|
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yield return canvasGroup.DOFade(0, inoutTime).WaitForCompletion();
|
||||
|
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targetAnimator.gameObject.SetActive(false);
|
||||
originAnimator.gameObject.SetActive(false);
|
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}
|
||||
|
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private float StateToParam(string stateName)
|
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{
|
||||
switch (stateName.ToLower())
|
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{
|
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case "morning":
|
||||
return 0;
|
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case "day":
|
||||
return 0.33f;
|
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case "evening":
|
||||
return 0.66f;
|
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case "night":
|
||||
return 1;
|
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default:
|
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throw new System.Exception($"Invalid state name: {stateName}");
|
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -29,6 +29,7 @@ namespace AibisDream.UI
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private ModalWindowProgressBar _window;
|
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private ModalWindow _warningWindow;
|
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private SignBoard _signBoard;
|
||||
private TimeTurner _timeTurner;
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -48,6 +49,7 @@ namespace AibisDream.UI
|
||||
_redFlash = transform.Find("Red Flash").GetComponent<Image>();
|
||||
_warningWindow = transform.Find("警告窗口").GetComponent<ModalWindow>();
|
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_signBoard = transform.GetComponentInChildren<SignBoard>();
|
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_timeTurner = transform.GetComponentInChildren<TimeTurner>();
|
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}
|
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|
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public IEnumerator FadeInAsync(float duration = 1)
|
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@@ -184,6 +186,17 @@ namespace AibisDream.UI
|
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_showObjPanel.SetActive(false);
|
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}
|
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|
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// ------------------------------- 时间流转 -------------------------------
|
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public IEnumerator TimeFlowsOn(string originState, string targetState)
|
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{
|
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// 黑屏淡入
|
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yield return _fadeImage.FadeInAsync(1);
|
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// 时间流转
|
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yield return _timeTurner.TurnTimeTo(originState, targetState);
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// 黑屏淡出
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yield return _fadeImage.FadeOutAsync(1);
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}
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|
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#region 感觉这个面板应该常驻
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public void Show()
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@@ -7,8 +7,8 @@ Material:
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m_PrefabAsset: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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- _Flip: {r: 1, g: 1, b: 1, a: 1}
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- _GlowColor: {r: 0, g: 0.8, b: 1, a: 1}
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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@@ -1,189 +0,0 @@
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Shader "Custom/PhotoshopGlow_Mipmap"
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{
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Properties
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{
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[Header(General)]
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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||||
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||||
[Header(Glow Settings)]
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[HDR] _GlowColor ("Glow Color", Color) = (0, 0.8, 1, 1)
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_Opacity ("Opacity (不透明度)", Range(0, 1)) = 1.0
|
||||
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// 核心参数
|
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_Size ("Size (大小/模糊度)", Range(0, 20)) = 5.0
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_Spread ("Spread (扩展/硬度)", Range(0, 1)) = 0.2
|
||||
_Range ("Range (等高线范围)", Range(0.1, 1.5)) = 0.6
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// 性能微调:控制采样距离的倍率
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_OffsetScale ("Blur Offset Scale", Float) = 1.5
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// UI Mask 支持
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[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
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[HideInInspector] _WriteMask ("Stencil Write Mask", Float) = 255
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[HideInInspector] _ReadMask ("Stencil Read Mask", Float) = 255
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[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_ReadMask]
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WriteMask [_WriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0 // 必须使用 Target 3.0+ 以支持 tex2Dlod
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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struct appdata_t
|
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
|
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
|
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize; // xy = 1/size, zw = size
|
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|
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fixed4 _Color;
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fixed4 _GlowColor;
|
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float _Opacity;
|
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float _Size;
|
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float _Spread;
|
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float _Range;
|
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float _OffsetScale;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.worldPosition = IN.vertex;
|
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
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OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
|
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OUT.color = IN.color * _Color;
|
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return OUT;
|
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}
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// --- 核心逻辑 ---
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// 获取基于 Mipmap 的模糊 Alpha
|
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float GetMipmapGlowAlpha(float2 uv)
|
||||
{
|
||||
// 1. 计算要使用的 Mipmap 层级
|
||||
// _Size 越大,我们采样的层级越高 (图像越小越模糊)
|
||||
// log2 是为了让线性参数对应层级的指数变化
|
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float level = min(_Size * 0.5, 7.0);
|
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|
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// 2. 计算偏移量
|
||||
// 随着层级升高,像素变大,我们需要更宽的采样距离来混合
|
||||
// _MainTex_TexelSize.xy 是原始像素大小
|
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// pow(2, level) 估算了当前层级的像素相对于原图放大了多少倍
|
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float pixelScale = pow(2.0, level);
|
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float2 offset = _MainTex_TexelSize.xy * pixelScale * _OffsetScale;
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|
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// 3. 5点采样法 (中心 + X型偏移)
|
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// tex2Dlod 的第四个参数格式为 float4(uv.x, uv.y, 0, lod_level)
|
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float a = 0;
|
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|
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// 中心点 (权重最高)
|
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a += tex2Dlod(_MainTex, float4(uv, 0, level)).a * 0.4;
|
||||
|
||||
// 四个角 (用于抹平 Mipmap 的块状锯齿)
|
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a += tex2Dlod(_MainTex, float4(uv + float2( offset.x, offset.y), 0, level)).a * 0.15;
|
||||
a += tex2Dlod(_MainTex, float4(uv + float2(-offset.x, -offset.y), 0, level)).a * 0.15;
|
||||
a += tex2Dlod(_MainTex, float4(uv + float2(-offset.x, offset.y), 0, level)).a * 0.15;
|
||||
a += tex2Dlod(_MainTex, float4(uv + float2( offset.x, -offset.y), 0, level)).a * 0.15;
|
||||
|
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return a;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
|
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// 1. 获取原图 (LOD 0)
|
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fixed4 mainColor = tex2D(_MainTex, IN.texcoord) * IN.color;
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// 2. 如果 Size 很小,直接跳过计算优化性能
|
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float glowAlpha = 0;
|
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if (_Size > 0.1)
|
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{
|
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glowAlpha = GetMipmapGlowAlpha(IN.texcoord);
|
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}
|
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else
|
||||
{
|
||||
glowAlpha = mainColor.a;
|
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}
|
||||
|
||||
// 3. 应用 Spread (扩展/阈值增益)
|
||||
// 算法:将 alpha 值推向 1.0
|
||||
// 修正公式:Alpha / (1 - Spread)
|
||||
float spreadFactor = max(1.0 - _Spread, 0.001);
|
||||
glowAlpha = saturate(glowAlpha / spreadFactor);
|
||||
|
||||
// 4. 应用 Range (等高线/Gamma校正)
|
||||
// 调整光晕的衰减曲线
|
||||
float rangePower = 1.0 / max(_Range, 0.01);
|
||||
glowAlpha = pow(glowAlpha, rangePower);
|
||||
|
||||
// 5. 应用全局不透明度
|
||||
glowAlpha *= _Opacity;
|
||||
|
||||
// 6. 合成
|
||||
// 逻辑:外发光应该位于原图下方
|
||||
// 如果原图有像素,显示原图;原图透明处,显示发光
|
||||
fixed4 glowOutput = _GlowColor;
|
||||
glowOutput.a = glowAlpha;
|
||||
|
||||
fixed4 finalColor;
|
||||
|
||||
// 预乘混合逻辑:
|
||||
// 最终RGB = 原图RGB + 发光RGB * (1 - 原图Alpha)
|
||||
finalColor.rgb = mainColor.rgb * mainColor.a + glowOutput.rgb * glowOutput.a * (1.0 - mainColor.a);
|
||||
|
||||
// 最终Alpha = max(原图Alpha, 发光Alpha)
|
||||
finalColor.a = max(mainColor.a, glowOutput.a);
|
||||
|
||||
// UI Mask 裁剪支持
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
finalColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0bd1ee8b33058241997d11113fc44e9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user