炮台子弹效果调整,位置修改、特效朝向、材质替换

This commit is contained in:
Game
2026-06-21 15:36:37 +08:00
parent a86c942a31
commit b6d40d6e6e
86 changed files with 26661 additions and 25464 deletions
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@@ -303,7 +303,7 @@ GameObject:
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@@ -10215,7 +10215,7 @@ GameObject:
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@@ -305,7 +305,7 @@ GameObject:
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@@ -2655,7 +2655,7 @@ GameObject:
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@@ -5046,7 +5046,7 @@ GameObject:
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@@ -5084,7 +5084,7 @@ GameObject:
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@@ -5101,7 +5101,7 @@ Transform:
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@@ -5118,7 +5118,7 @@ GameObject:
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@@ -24,7 +24,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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@@ -24,7 +24,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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@@ -24,7 +24,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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@@ -24,7 +24,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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@@ -55,7 +55,7 @@ Shader "Boke/Addmul_niuqu" {
Cull [__CullMode]
ZWrite [__ZWrite]
ZTest [__ZTest]
Blend SrcAlpha OneMinusSrcAlpha
Blend SrcAlpha OneMinusSrcAlpha
Stencil
{
@@ -87,6 +87,7 @@ Shader "Boke/Addmul_niuqu" {
float _Main_Desaturate;
float _qd;
float _opacity;
float _GChannel_Affect;
float _Main_Tex_speed_x;
float _Main_Tex_speed_y;
@@ -147,8 +148,6 @@ Shader "Boke/Addmul_niuqu" {
Varyings output;
VertexPositionInputs posInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = posInput.positionCS;
// 修复点 1:这里只传递最原始的几何 UV,不在这里解包 _MainTex_ST
output.uv = input.uv;
output.color = input.color;
@@ -163,7 +162,7 @@ Shader "Boke/Addmul_niuqu" {
float2 baseUV = input.uv;
float time = _Time.y;
// ************ 2. Noise 纹理采样(应用独立的 Noise 缩放偏移) ************
// 1. Noise 扰动
float2 noiseUV = TRANSFORM_TEX(baseUV, _Noise);
noiseUV.x += time * _Noise_speed_x;
noiseUV.y += time * _Noise_speed_y;
@@ -174,7 +173,7 @@ Shader "Boke/Addmul_niuqu" {
(noiseTex.g - 0.5) * 2.0 * _Noise_qd_y
);
// ************ 3. 主纹理 UV 处理(应用独立的 MainTex 缩放偏移) ************
// 2. 主纹理采样
float2 mainUV = TRANSFORM_TEX(baseUV, _MainTex);
float mainRotateAngle = _MainTexRotater + time * _MainTexRotateSpeed;
mainUV = RotateUV(mainUV, mainRotateAngle);
@@ -184,32 +183,36 @@ Shader "Boke/Addmul_niuqu" {
half4 mainColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, mainUV);
// ************ 4. 去饱和度处理 ************
// 3. 去饱和度
half gray = dot(mainColor.rgb, half3(0.299, 0.587, 0.114));
half3 desaturatedColor = lerp(mainColor.rgb, gray, _Main_Desaturate);
// ************ 5. Mask(第一层遮罩)处理:关键修复点 ************
float2 maskUV = TRANSFORM_TEX(baseUV, _Mask); // 核心修复:在此处应用 Mask 独立的 Tiling/Offset
// 4. 双层遮罩 Mask 处理
float2 maskUV = TRANSFORM_TEX(baseUV, _Mask);
float maskRotateAngle = _MaskRotator + time * _MaskRotateSpeed;
maskUV = RotateUV(maskUV, maskRotateAngle);
maskUV.x += time * _Mask_speed_x;
maskUV.y += time * _Mask_speed_y;
half maskValue = SAMPLE_TEXTURE2D(_Mask, sampler_Mask, maskUV).r;
// ************ 6. Mask2(第二层遮罩)处理:关键修复点 ************
float2 mask2UV = TRANSFORM_TEX(baseUV, _Mask2); // 核心修复:在此处应用 Mask2 独立的 Tiling/Offset
float2 mask2UV = TRANSFORM_TEX(baseUV, _Mask2);
float mask2RotateAngle = _Mask2Rotator + time * _Mask2RotateSpeed;
mask2UV = RotateUV(mask2UV, mask2RotateAngle);
mask2UV.x += time * _Mask2_speed_x;
mask2UV.y += time * _Mask2_speed_y;
half mask2Value = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask2, mask2UV).r;
// ************ 7. 合并遮罩 ************
half finalMask = maskValue * mask2Value;
// ************ 8. 最终颜色与透明度 ************
// 5. 最终色彩
half3 finalColor = desaturatedColor * _Color.rgb * _qd * input.color.rgb;
half finalAlpha = mainColor.a * _Color.a * _opacity * finalMask * input.color.a;
// 6. 【核心透明度算法改良】
// 我们不直接暴力相乘,而是用 _GChannel_Affect 控制混合。
// 当滑动条为 0 时,完全不扣除透明度;当滑动条为 1 时,按照原来最强细节去扣除。
half gElement = lerp(1.0, mainColor.g, _GChannel_Affect);
half finalAlpha = mainColor.a * gElement * _Color.a * _opacity * finalMask * input.color.a;
#ifdef UNITY_UI_CLIP_RECT
float2 inMask = float2(
@@ -219,6 +222,8 @@ Shader "Boke/Addmul_niuqu" {
finalAlpha *= (inMask.x * inMask.y);
#endif
clip(finalAlpha - 0.001);
return half4(finalColor, finalAlpha);
}
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