特效处理
This commit is contained in:
@@ -1,85 +1,312 @@
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Shader "Boke/Addmul_niuqu" {
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// ============================================================================
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// 材质属性(Material Properties)
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// 在 Unity Inspector 中看到的可调参数都定义在这里
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// ============================================================================
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Properties {
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// --- 系统属性(Inspector 中隐藏,由代码控制)---
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[HideInInspector] _EmissionColor ("Emission Color", Vector) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff ("Alpha Cutoff ", Range(0, 1)) = 0.5
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_Color ("Color", Vector) = (1,1,1,1)
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_MainTex ("Main Tex", 2D) = "white" {}
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_Main_Desaturate ("Main_Desaturate", Range(0, 1)) = 0
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_qd ("qd", Float) = 0
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_opacity ("opacity", Float) = 0
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// --- 主贴图与颜色 ---
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_Color ("Color", Vector) = (1,1,1,1) // 整体色调
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_MainTex ("Main Tex", 2D) = "white" {} // 主纹理
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_Main_Desaturate ("Main_Desaturate", Range(0, 1)) = 0 // 去饱和度 0~1
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// --- 扭曲参数 ---
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_qd ("扭曲强度", Float) = 0 // 扭曲幅度,越大变形越强
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_opacity ("不透明度", Float) = 0 // 整体透明度
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// --- 主贴图流动速度(UV 滚动)---
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_Main_Tex_speed_x ("Main_Tex_speed_x", Float) = 0
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_Main_Tex_speed_y ("Main_Tex_speed_y", Float) = 0
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_Noise ("Noise", 2D) = "white" {}
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_Noise_qd_y ("Noise_qd_y", Float) = 0
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_Noise_qd_x ("Noise_qd_x", Float) = 0
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_Noise_speed_x ("Noise_speed_x", Float) = 0
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_Noise_speed_y ("Noise_speed_y", Float) = 0
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_Mask ("Mask", 2D) = "white" {}
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_Mask_speed_x ("Mask_speed_x", Float) = 0
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_Mask_speed_y ("Mask_speed_y", Float) = 0
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_Mask2 ("Mask2", 2D) = "white" {}
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_Mask2_speed_x ("Mask2_speed_x", Float) = 0
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_Mask2_speed_y ("Mask2_speed_y", Float) = 0
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// --- 噪声贴图(用于 UV 扭曲方向)---
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_Noise ("Noise", 2D) = "white" {} // 噪声图:R通道→X扭曲,G通道→Y扭曲
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_Noise_qd_y ("Noise 密度 Y", Float) = 0 // Y 方向重复次数(越大条纹越密)
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_Noise_qd_x ("Noise 密度 X", Float) = 0 // X 方向重复次数(越大条纹越密)
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_Noise_speed_x ("Noise 流动速度 X", Float) = 0 // X 方向滚动速度
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_Noise_speed_y ("Noise 流动速度 Y", Float) = 0 // Y 方向滚动速度
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// --- 遮罩贴图 1(用于控制 RGB 与 Alpha 的区域)---
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_Mask ("Mask", 2D) = "white" {} // 遮罩纹理(读取 R 通道)
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_Mask_speed_x ("Mask 流动速度 X", Float) = 0
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_Mask_speed_y ("Mask 流动速度 Y", Float) = 0
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// --- 遮罩贴图 2(与 Mask 1 相乘,叠加控制)---
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_Mask2 ("Mask2", 2D) = "white" {} // 第二层遮罩(读取 R 通道)
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_Mask2_speed_x ("Mask2 流动速度 X", Float) = 0
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_Mask2_speed_y ("Mask2 流动速度 Y", Float) = 0
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// --- 渲染状态 ---
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[Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0
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[Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0
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[Enum(UnityEngine.Rendering.CompareFunction)] __ZTest ("ZTest(深度测试)", Float) = 4
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_StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("StencilComp(模板测试的比较方法)", Float) = 0
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// --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 ---
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_Stencil ("Stencil ID", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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// --- 兼容旧的模板测试命名(保留声明,避免旧材质缺属性)---
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_StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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// ============================================================================
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// SubShader — URP 渲染管线的 Pass
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// ============================================================================
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SubShader
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{
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// --- 渲染标签 ---
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Tags
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{
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"RenderType" = "Transparent" // 透明渲染类型
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"Queue" = "Transparent" // 透明渲染队列(半透明物体后渲染)
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"RenderPipeline" = "UniversalPipeline" // 指定 URP 管线
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"IgnoreProjector" = "True" // 忽略投影器
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}
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LOD 200
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// ========================================================================
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// Forward Pass — 前向渲染的主 Pass
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// ========================================================================
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Pass
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{
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Name "Forward"
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Tags { "LightMode" = "UniversalForward" }
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// --- 渲染状态 ---
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Cull [__CullMode] // 剔除模式(从材质面板读取)
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ZWrite [__ZWrite] // 深度写入(从材质面板读取)
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ZTest [__ZTest] // 深度测试(从材质面板读取)
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// --- 混合模式(Blend)---
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// OneMinusDstColor One = 逐像素:(1 - 背景色) × 前景色 + 背景色 × 1
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// 这是经典的 "AddMul"(叠加乘法)混合,用于发光/流光效果
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// 背景越暗前景越亮,背景纯白时前景不显示
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Blend OneMinusDstColor One
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ColorMask [_ColorMask]
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// --- 模板测试(Stencil,改用 uGUI 属性名以支持 UI 遮罩)---
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Stencil
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{
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Ref [_Stencil] // 参考值
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Comp [_StencilComp] // 比较方式
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Pass [_StencilOp] // 通过时的操作
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ReadMask [_StencilReadMask] // 读取掩码
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WriteMask [_StencilWriteMask] // 写入掩码
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}
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// ====================================================================
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// HLSL 着色器代码
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// ====================================================================
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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float4 _MainTex_ST;
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// 引入 URP 核心库(提供 TransformObjectToHClip 等函数)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Vertex_Stage_Input
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// --- 纹理与采样器声明 ---
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_Noise); SAMPLER(sampler_Noise);
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TEXTURE2D(_Mask); SAMPLER(sampler_Mask);
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TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2);
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// --- 材质参数常量缓冲区(UnityPerMaterial)---
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// 每次材质变化时更新,性能优于单独 uniform
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST; // 主贴图 UV 缩放/偏移(Tiling & Offset)
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float4 _Color; // 整体颜色
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float _Main_Desaturate; // 去饱和度 0~1
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float _qd; // 扭曲强度
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float _opacity; // 不透明度
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float _Main_Tex_speed_x; // 主贴图 X 方向流动速度
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float _Main_Tex_speed_y; // 主贴图 Y 方向流动速度
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float4 _Noise_ST; // 噪声贴图 Tiling & Offset(来自 Inspector)
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float _Noise_qd_x; // 噪声 X 方向密度
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float _Noise_qd_y; // 噪声 Y 方向密度
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float _Noise_speed_x; // 噪声 X 方向滚动速度(双层交叉淡化)
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float _Noise_speed_y; // 噪声 Y 方向滚动速度(双层交叉淡化)
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float _Mask_speed_x; // 遮罩 1 X 方向流动速度
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float _Mask_speed_y; // 遮罩 1 Y 方向流动速度
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float _Mask2_speed_x; // 遮罩 2 X 方向流动速度
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float _Mask2_speed_y; // 遮罩 2 Y 方向流动速度
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float _AlphaCutoff; // 保留兼容,未使用
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CBUFFER_END
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// ====================================================================
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// 顶点输入结构(Attributes)
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// 从 Mesh 读取的数据
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// ====================================================================
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struct Attributes
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float4 positionOS : POSITION; // 对象空间顶点位置
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float2 uv : TEXCOORD0; // 主 UV 坐标
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float4 color : COLOR; // 顶点颜色(可被材质 Color 叠加)
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};
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struct Vertex_Stage_Output
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// ====================================================================
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// 片元输入结构(Varyings)
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// 顶点着色器输出 → 片元着色器输入
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// ====================================================================
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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float4 positionCS : SV_POSITION; // 裁剪空间位置(给 GPU 用)
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float2 uv : TEXCOORD0; // UV 坐标(插值后的)
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float4 color : COLOR; // 顶点颜色(插值后的)
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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// ====================================================================
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// 顶点着色器(Vertex Shader)
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// 负责:对象空间 → 裁剪空间的坐标变换
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// ====================================================================
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Varyings vert(Attributes IN)
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{
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Vertex_Stage_Output output;
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output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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Varyings OUT;
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// 对象空间 → 裁剪空间(URP 标准函数)
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OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv; // 传递 UV(无需变换)
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OUT.color = IN.color; // 传递顶点颜色
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return OUT;
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}
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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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float4 _Color;
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struct Fragment_Stage_Input
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// ====================================================================
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// 片元着色器(Fragment Shader)
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// 负责:逐像素计算最终颜色和透明度
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// ====================================================================
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half4 frag(Varyings IN) : SV_Target
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{
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float2 uv : TEXCOORD0;
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};
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// --- 时间系统 ---
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// _Time.y 是 Unity 内置的时间变量(单位:秒)
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// ⚠️ 必须用 float:时间值持续增长,half(f16) 在大值区精度崩塌,
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// 导致 UV 跳跃式步进 → 移动端像素块
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float time = _Time.y;
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float flowTime = time * 1.0;
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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// =================================================================
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// 第一步:计算主贴图 UV 坐标
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// UV = 原始UV × Tiling + Offset + 滚动偏移
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// ⚠️ float2 保证 UV 精度(大贴图/高 Tiling 下 half 不够)
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// =================================================================
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float2 mainUV = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw;
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// 加上时间驱动的流动偏移(速度 × 时间)
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mainUV += float2(_Main_Tex_speed_x, _Main_Tex_speed_y) * flowTime;
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// =================================================================
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// 第二步:噪声扭曲(UV 偏移)
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// 用噪声贴图的 R/G 通道产生一个 2D 偏移向量,加到主贴图 UV 上。
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// 采用"双层反向滚动 + 三角波交叉淡入淡出"技术:
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// - A 层正向滚动,B 层反向滚动
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// - 当 A 层到达纹理回绕边界时,正好切换到 B 层
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// - 三角波 0→1→0 循环过渡,完全消除回绕突兀感
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// =================================================================
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if (_qd != 0.0h)
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
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// --- 噪声密度计算 ---
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// _Noise_qd_x/y 控制噪声在 UV 上的重复次数
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// 1 = 贴满 1 次,2 = 重复 2 次(更密)
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// 默认 0 时自动设为 1(避免所有像素采样同一点导致整体同步晃动)
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// noiseQD 是简单的 [0, N] 缩放因子,half 足够
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half2 noiseQD = half2(
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_Noise_qd_x != 0.0h ? _Noise_qd_x : 1.0h,
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_Noise_qd_y != 0.0h ? _Noise_qd_y : 1.0h
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);
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// --- 双层反向滚动(相位错开 0.5) ---
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// 层 A:正向滚动,层 B:反向滚动 + 错开半格
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// 这样当 A 到达回绕边界时,B 正好在纹素中间,不会同时回绕
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// ⚠️ scroll/baseUV/noiseUV 用 float:含 time 累加 + UV 缩放
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float2 scroll = float2(_Noise_speed_x, _Noise_speed_y) * flowTime;
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float2 baseUV = IN.uv * _Noise_ST.xy * noiseQD + _Noise_ST.zw;
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float2 noiseUV_A = baseUV + scroll;
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float2 noiseUV_B = baseUV - scroll + 0.5;
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half4 noise_A = SAMPLE_TEXTURE2D(_Noise, sampler_Noise, noiseUV_A);
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half4 noise_B = SAMPLE_TEXTURE2D(_Noise, sampler_Noise, noiseUV_B);
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// --- 三角波交叉淡化 ---
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// frac(scroll.x) = 0 → 用 B(A 正回绕,B 在中间)
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// frac(scroll.x) = 0.5 → 用 A(B 正回绕,A 在中间)
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// 确保永远不会同时采样到回绕边界
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// ⚠️ fade 用 float:scroll 是 float,避免 half 截断使渐变不平滑
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float fade = abs(frac(scroll.x) * 2.0 - 1.0);
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half4 noise = lerp(noise_A, noise_B, (half)fade);
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// --- 扭曲方向 ---
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// noise.r → [-1, 1] → X 方向偏移
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// noise.g → [-1, 1] → Y 方向偏移
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// R/G 独立控制 XY,变化不同步,过渡更自然
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half2 twistDir = noise.rg * 2.0h - 1.0h;
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// --- 应用扭曲 ---
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// _qd 控制扭曲强度,乘以扭曲方向加到主贴图 UV 上
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// _qd = 0:无扭曲;_qd = 0.05:微弱扭曲;_qd > 0.2:强烈扭曲
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mainUV += twistDir * _qd;
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}
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// =================================================================
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// 第三步:采样主贴图
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// 此时 mainUV 已经包含了基础滚动 + 噪声扭曲偏移
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// =================================================================
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half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, mainUV);
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// =================================================================
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// 第四步:颜色计算
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// 最终 RGB = 贴图颜色 × 材质颜色 × 顶点颜色 × 贴图Alpha × 不透明度
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// =================================================================
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half3 finalRGB = mainTex.rgb * _Color.rgb * IN.color.rgb * mainTex.a;
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finalRGB *= _opacity;
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// =================================================================
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// 第五步:可选的去饱和度
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// =================================================================
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if (_Main_Desaturate != 0.0h)
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{
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// 用 BT.601 亮度公式将 RGB 转灰度
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half gray = dot(finalRGB, half3(0.299, 0.587, 0.114));
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// _Main_Desaturate = 0 时全彩,= 1 时完全灰度
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finalRGB = lerp(finalRGB, gray, _Main_Desaturate);
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}
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// =================================================================
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// 第六步:遮罩计算
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// 两层遮罩相乘,共同控制 RGB 亮度和透明度
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// 遮罩也带时间滚动(可选)
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// UV = 原始UV + 滚动偏移(遮罩跟随 mesh UV)
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// ⚠️ float2 保证滚动精度,避免 half 步进导致遮罩采样抖动
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// =================================================================
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float2 maskUV = IN.uv + float2(_Mask_speed_x, _Mask_speed_y) * flowTime;
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half mask1 = SAMPLE_TEXTURE2D(_Mask, sampler_Mask, maskUV).r;
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float2 mask2UV = IN.uv + float2(_Mask2_speed_x, _Mask2_speed_y) * flowTime;
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half mask2 = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask2, mask2UV).r;
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||||
// 两层遮罩相乘,合并为一个遮罩值
|
||||
half combinedMask = mask1 * mask2;
|
||||
|
||||
// 应用到 RGB
|
||||
finalRGB *= combinedMask;
|
||||
|
||||
// =================================================================
|
||||
// 第七步:最终透明度
|
||||
// Alpha = 不透明度 × 顶点Alpha × 遮罩
|
||||
// =================================================================
|
||||
half finalAlpha = _opacity * IN.color.a * combinedMask;
|
||||
|
||||
// =================================================================
|
||||
// 输出最终颜色
|
||||
// 混合模式是 OneMinusDstColor One,颜色会与背景按"加乘"方式混合
|
||||
// =================================================================
|
||||
return half4(finalRGB, finalAlpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
//CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
||||
// --- Fallback(兜底方案)---
|
||||
Fallback "Universal Render Pipeline/Unlit"
|
||||
}
|
||||
@@ -9,8 +9,15 @@ Shader "Boke/Addmul" {
|
||||
[HideInInspector] _texcoord ("", 2D) = "white" {}
|
||||
[Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0
|
||||
[Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0
|
||||
_StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("StencilComp(模板测试的比较方法)", Float) = 0
|
||||
// --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 ---
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
// --- 兼容旧的模板测试命名(保留声明,避免旧材质缺属性)---
|
||||
_StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0
|
||||
}
|
||||
@@ -26,13 +33,15 @@ Shader "Boke/Addmul" {
|
||||
Cull [__CullMode]
|
||||
ZWrite [__ZWrite]
|
||||
Blend SrcAlpha One
|
||||
ColorMask [_ColorMask]
|
||||
ZTest LEqual
|
||||
|
||||
Stencil {
|
||||
Ref [_StencilRef]
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilPassOp]
|
||||
Fail [_StencilFailOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
Shader "Boke/Addmul_niuqu" {
|
||||
Shader "Boke/Addmul_niuqu" {
|
||||
Properties {
|
||||
[HideInInspector] _EmissionColor ("Emission Color", Vector) = (1,1,1,1)
|
||||
[HideInInspector] _AlphaCutoff ("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
@@ -29,8 +29,15 @@
|
||||
[Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0
|
||||
[Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] __ZTest ("ZTest(深度测试)", Float) = 4
|
||||
_StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("StencilComp(模板测试的比较方法)", Float) = 0
|
||||
// --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 ---
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
// --- 兼容旧的模板测试命名(保留声明,避免旧材质缺属性)---
|
||||
_StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0
|
||||
[Toggle(UNITY_UI_CLIP_RECT)] _UNITY_UI_CLIP_RECT ("启用粒子遮罩", Float) = 0
|
||||
@@ -55,13 +62,15 @@
|
||||
ZWrite [__ZWrite]
|
||||
ZTest [__ZTest]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_StencilRef]
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilPassOp]
|
||||
Fail [_StencilFailOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
@@ -9,6 +9,13 @@ Shader "BZC/addmul_pannar" {
|
||||
_v_speed ("v_speed", Float) = 0
|
||||
_Mask ("Mask", 2D) = "white" {}
|
||||
[HideInInspector] _texcoord ("", 2D) = "white" {}
|
||||
// --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 ---
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
//DummyShaderTextExporter
|
||||
SubShader {
|
||||
@@ -27,6 +34,15 @@ Shader "BZC/addmul_pannar" {
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Stencil {
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
|
||||
@@ -8,7 +8,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: eff_lizi_009
|
||||
m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
|
||||
@@ -731,7 +731,7 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,FishResourcesData.<LoadFishAssetsData>d__20>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.<LoadFishAssetsData>d__20&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,FishResourcesData.<LoadFishAssetsDataCore>d__21>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.<LoadFishAssetsDataCore>d__21&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,GameMainPanel_FishBase.<HideBarDelayed>d__182>(System.Runtime.CompilerServices.TaskAwaiter&,GameMainPanel_FishBase.<HideBarDelayed>d__182&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,GameManager.<InItLoad>d__55>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.<InItLoad>d__55&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,GameManager.<InItLoad>d__45>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.<InItLoad>d__45&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,MonsterMoveLine.<LoadBezier>d__5>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.<LoadBezier>d__5&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,MonsterMoveLine.<LoadBezierTxtAsync>d__12>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.<LoadBezierTxtAsync>d__12&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,MonsterMoveLine.<LoadBezierTxtAsyncCore>d__13>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.<LoadBezierTxtAsyncCore>d__13&)
|
||||
@@ -751,7 +751,7 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,FishResourcesData.<LoadFishAssetsData>d__20>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.<LoadFishAssetsData>d__20&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,FishResourcesData.<LoadFishAssetsDataCore>d__21>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.<LoadFishAssetsDataCore>d__21&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,GameMainPanel_FishBase.<HideBarDelayed>d__182>(System.Runtime.CompilerServices.TaskAwaiter&,GameMainPanel_FishBase.<HideBarDelayed>d__182&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,GameManager.<InItLoad>d__55>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.<InItLoad>d__55&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,GameManager.<InItLoad>d__45>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.<InItLoad>d__45&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,MonsterMoveLine.<LoadBezier>d__5>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.<LoadBezier>d__5&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,MonsterMoveLine.<LoadBezierTxtAsync>d__12>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.<LoadBezierTxtAsync>d__12&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.TaskAwaiter,MonsterMoveLine.<LoadBezierTxtAsyncCore>d__13>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.<LoadBezierTxtAsyncCore>d__13&)
|
||||
@@ -778,7 +778,7 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<FishResourcesData.<LoadFishAssetsDataCore>d__21>(FishResourcesData.<LoadFishAssetsDataCore>d__21&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<GameMainPanel_FishBase.<HideBarDelayed>d__182>(GameMainPanel_FishBase.<HideBarDelayed>d__182&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<GameMainPanel_FishBase.<LoadBulletClip>d__176>(GameMainPanel_FishBase.<LoadBulletClip>d__176&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<GameManager.<InItLoad>d__55>(GameManager.<InItLoad>d__55&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<GameManager.<InItLoad>d__45>(GameManager.<InItLoad>d__45&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<MonsterMoveLine.<LoadBezier>d__5>(MonsterMoveLine.<LoadBezier>d__5&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<MonsterMoveLine.<LoadBezierTxtAsync>d__12>(MonsterMoveLine.<LoadBezierTxtAsync>d__12&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<MonsterMoveLine.<LoadBezierTxtAsyncCore>d__13>(MonsterMoveLine.<LoadBezierTxtAsyncCore>d__13&)
|
||||
@@ -806,8 +806,8 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<System.Runtime.CompilerServices.YieldAwaitable.YieldAwaiter,GameMainPanel_FishBase.<UnLoadResources>d__172>(System.Runtime.CompilerServices.YieldAwaitable.YieldAwaiter&,GameMainPanel_FishBase.<UnLoadResources>d__172&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<AudioResourcesData.<LoadDefaultAudioGame>d__8>(AudioResourcesData.<LoadDefaultAudioGame>d__8&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<BossAppearTipXJMH.<LoadSprite>d__45>(BossAppearTipXJMH.<LoadSprite>d__45&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<CreateFishManager.<CloseSpawnSystem>d__119>(CreateFishManager.<CloseSpawnSystem>d__119&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<CreateFishManager.<InitSpawnSystem>d__95>(CreateFishManager.<InitSpawnSystem>d__95&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<CreateFishManager.<CloseSpawnSystem>d__123>(CreateFishManager.<CloseSpawnSystem>d__123&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<CreateFishManager.<InitSpawnSystem>d__96>(CreateFishManager.<InitSpawnSystem>d__96&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<FishResourcesData.<Init>d__14>(FishResourcesData.<Init>d__14&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<GameMainPanel_FishBase.<BeginLeaveRoomUnload>d__181>(GameMainPanel_FishBase.<BeginLeaveRoomUnload>d__181&)
|
||||
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<GameMainPanel_FishBase.<LoadResources>d__171>(GameMainPanel_FishBase.<LoadResources>d__171&)
|
||||
@@ -851,7 +851,6 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
|
||||
// object[] UnityEngine.GameObject.GetComponents<object>()
|
||||
// object[] UnityEngine.GameObject.GetComponentsInChildren<object>(bool)
|
||||
// bool UnityEngine.GameObject.TryGetComponent<object>(object&)
|
||||
// object UnityEngine.Object.FindFirstObjectByType<object>()
|
||||
// object[] UnityEngine.Object.FindObjectsOfType<object>()
|
||||
// object UnityEngine.Object.Instantiate<object>(object)
|
||||
// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform)
|
||||
|
||||
@@ -156,7 +156,6 @@
|
||||
<type fullname="Unity.Jobs.IJob" preserve="all" />
|
||||
<type fullname="UnityEngine.AddComponentMenu" preserve="all" />
|
||||
<type fullname="UnityEngine.Application" preserve="all" />
|
||||
<type fullname="UnityEngine.Application/LogCallback" preserve="all" />
|
||||
<type fullname="UnityEngine.AsyncOperation" preserve="all" />
|
||||
<type fullname="UnityEngine.Behaviour" preserve="all" />
|
||||
<type fullname="UnityEngine.Bounds" preserve="all" />
|
||||
@@ -181,7 +180,6 @@
|
||||
<type fullname="UnityEngine.HideInInspector" preserve="all" />
|
||||
<type fullname="UnityEngine.LayerMask" preserve="all" />
|
||||
<type fullname="UnityEngine.LineRenderer" preserve="all" />
|
||||
<type fullname="UnityEngine.LogType" preserve="all" />
|
||||
<type fullname="UnityEngine.Material" preserve="all" />
|
||||
<type fullname="UnityEngine.Mathf" preserve="all" />
|
||||
<type fullname="UnityEngine.MeshRenderer" preserve="all" />
|
||||
@@ -207,8 +205,6 @@
|
||||
<type fullname="UnityEngine.RequireComponent" preserve="all" />
|
||||
<type fullname="UnityEngine.ResourceRequest" preserve="all" />
|
||||
<type fullname="UnityEngine.Resources" preserve="all" />
|
||||
<type fullname="UnityEngine.RuntimeInitializeLoadType" preserve="all" />
|
||||
<type fullname="UnityEngine.RuntimeInitializeOnLoadMethodAttribute" preserve="all" />
|
||||
<type fullname="UnityEngine.SceneManagement.LoadSceneMode" preserve="all" />
|
||||
<type fullname="UnityEngine.SceneManagement.Scene" preserve="all" />
|
||||
<type fullname="UnityEngine.SceneManagement.SceneManager" preserve="all" />
|
||||
@@ -284,7 +280,6 @@
|
||||
<type fullname="UnityEngine.UI.LayoutElement" preserve="all" />
|
||||
<type fullname="UnityEngine.UI.LayoutGroup" preserve="all" />
|
||||
<type fullname="UnityEngine.UI.LayoutRebuilder" preserve="all" />
|
||||
<type fullname="UnityEngine.UI.Mask" preserve="all" />
|
||||
<type fullname="UnityEngine.UI.RawImage" preserve="all" />
|
||||
<type fullname="UnityEngine.UI.ScrollRect" preserve="all" />
|
||||
<type fullname="UnityEngine.UI.ScrollRect/ScrollRectEvent" preserve="all" />
|
||||
@@ -390,13 +385,9 @@
|
||||
<type fullname="System.IAsyncResult" preserve="all" />
|
||||
<type fullname="System.IDisposable" preserve="all" />
|
||||
<type fullname="System.IFormatProvider" preserve="all" />
|
||||
<type fullname="System.IO.Directory" preserve="all" />
|
||||
<type fullname="System.IO.DirectoryInfo" preserve="all" />
|
||||
<type fullname="System.IO.Path" preserve="all" />
|
||||
<type fullname="System.IO.StreamWriter" preserve="all" />
|
||||
<type fullname="System.IO.StringReader" preserve="all" />
|
||||
<type fullname="System.IO.TextReader" preserve="all" />
|
||||
<type fullname="System.IO.TextWriter" preserve="all" />
|
||||
<type fullname="System.Int32" preserve="all" />
|
||||
<type fullname="System.Int64" preserve="all" />
|
||||
<type fullname="System.Linq.Enumerable" preserve="all" />
|
||||
|
||||
@@ -8,7 +8,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: eff_room_1007
|
||||
m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
|
||||
@@ -8,7 +8,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: eff_room_1008
|
||||
m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
|
||||
@@ -8,7 +8,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: eff_room_1041
|
||||
m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
|
||||
@@ -8,7 +8,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: eff_room_1044
|
||||
m_Shader: {fileID: 4800000, guid: 7b25da9b97c856c4293367a6248e158a, type: 3}
|
||||
m_Shader: {fileID: 4800000, guid: f8af742fcc2a7cf4aa30a21a072b7c1b, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user