重写地面物品shader 和 摆放工具
This commit is contained in:
102
unity/Assets/2.5D Engine/Shaders/Custom_NewSurfaceShader.mat
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102
unity/Assets/2.5D Engine/Shaders/Custom_NewSurfaceShader.mat
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103
unity/Assets/Editor/GroundClipTool.cs
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103
unity/Assets/Editor/GroundClipTool.cs
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@@ -0,0 +1,103 @@
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using UnityEngine;
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using UnityEditor;
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/// <summary>
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/// 地面裁剪工具 - 给Sprite应用带地面裁剪的Shader
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/// </summary>
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public class GroundClipTool : Editor
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{
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[MenuItem("Tools/Shader/应用地面裁剪Shader")]
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public static void ApplyGroundClipShader()
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{
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if (Selection.gameObjects.Length == 0)
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{
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EditorUtility.DisplayDialog("提示", "请先选择物体", "确定");
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return;
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}
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// 加载Shader
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Shader shader = Shader.Find("Custom/SpriteWithGroundClip");
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if (shader == null)
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{
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EditorUtility.DisplayDialog("错误", "找不到Shader: Custom/SpriteWithGroundClip\n请检查Shader文件是否存在", "确定");
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return;
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}
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int count = 0;
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foreach (GameObject go in Selection.gameObjects)
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{
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SpriteRenderer sr = go.GetComponentInChildren<SpriteRenderer>();
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if (sr == null)
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{
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Debug.LogWarning($"跳过 {go.name} - 没有SpriteRenderer");
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continue;
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}
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// 创建Material
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Material mat = new Material(shader);
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mat.name = $"{go.name}_GroundClipMat";
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// 设置默认值
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mat.SetFloat("_GroundHeight", 0f);
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mat.SetFloat("_EnableClip", 1f);
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mat.SetFloat("_ClipSoftness", 0.05f);
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mat.SetColor("_Color", Color.white);
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// 应用Material
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sr.material = mat;
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// 保存Material为Asset
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string path = $"Assets/Materials/{mat.name}.mat";
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if (!System.IO.Directory.Exists("Assets/Materials"))
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{
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System.IO.Directory.CreateDirectory("Assets/Materials");
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}
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AssetDatabase.CreateAsset(mat, path);
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EditorUtility.SetDirty(go);
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count++;
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Debug.Log($"✓ 已应用地面裁剪Shader到 {go.name}");
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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if (count > 0)
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{
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EditorUtility.DisplayDialog("完成", $"已给 {count} 个物体应用地面裁剪Shader\n\n请在Inspector中调整Ground Height参数", "确定");
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}
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}
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[MenuItem("Tools/Shader/设置地面高度(批量)")]
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public static void SetGroundHeightBatch()
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{
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string input = EditorInputDialog.Show("设置地面高度", "请输入地面Y坐标:", "0");
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if (input == null) return;
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if (!float.TryParse(input, out float groundHeight))
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{
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EditorUtility.DisplayDialog("错误", "请输入有效的数字", "确定");
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return;
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}
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int count = 0;
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foreach (GameObject go in Selection.gameObjects)
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{
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SpriteRenderer sr = go.GetComponentInChildren<SpriteRenderer>();
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if (sr == null || sr.material == null) continue;
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if (sr.material.shader.name == "Custom/SpriteWithGroundClip")
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{
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sr.material.SetFloat("_GroundHeight", groundHeight);
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EditorUtility.SetDirty(go);
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count++;
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}
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}
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if (count > 0)
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{
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EditorUtility.DisplayDialog("完成", $"已设置 {count} 个物体的地面高度为 {groundHeight}", "确定");
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}
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}
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}
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11
unity/Assets/Editor/GroundClipTool.cs.meta
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11
unity/Assets/Editor/GroundClipTool.cs.meta
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115
unity/Assets/Light/shaders/SpriteWithGroundClip.shader
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115
unity/Assets/Light/shaders/SpriteWithGroundClip.shader
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@@ -0,0 +1,115 @@
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Shader "Custom/SpriteWithGroundClip"
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{
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// 带地面裁剪的Sprite Shader
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// 当Sprite的世界Y坐标低于地面高度时,会被裁剪掉
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_GroundHeight ("地面高度 (Y坐标)", Float) = 0.0
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[MaterialToggle] _EnableClip ("启用裁剪", Float) = 1.0
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_ClipSoftness ("裁剪边缘柔和度", Range(0, 0.5)) = 0.05
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// 颜色
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_Color ("颜色", Color) = (1, 1, 1, 1)
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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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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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Name "SpriteWithGroundClip"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float _GroundHeight;
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float _EnableClip;
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float _ClipSoftness;
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CBUFFER_END
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = TRANSFORM_TEX(input.uv, _MainTex);
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output.color = input.color;
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output.worldPos = TransformObjectToWorld(input.positionOS.xyz);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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// 采样纹理
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half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 color = texColor * input.color * _Color;
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// 地面裁剪逻辑
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if (_EnableClip > 0.5)
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{
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float worldY = input.worldPos.y;
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float distanceToGround = worldY - _GroundHeight;
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// 如果在地面以下,裁剪掉
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if (distanceToGround < 0)
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{
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// 使用柔和边缘
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float alpha = smoothstep(0, _ClipSoftness, distanceToGround);
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color.a *= alpha;
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// 如果Alpha太小,直接丢弃
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if (color.a < 0.01)
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{
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discard;
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}
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}
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}
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return color;
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}
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ENDHLSL
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||||
}
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}
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FallBack "Sprites/Default"
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}
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38
unity/Assets/Materials/cloud1_GroundClipMat.mat
Normal file
38
unity/Assets/Materials/cloud1_GroundClipMat.mat
Normal file
@@ -0,0 +1,38 @@
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|
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m_Colors:
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38
unity/Assets/Materials/cloud2_GroundClipMat.mat
Normal file
38
unity/Assets/Materials/cloud2_GroundClipMat.mat
Normal file
@@ -0,0 +1,38 @@
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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unity/Assets/Materials/cloud2_GroundClipMat.mat.meta
Normal file
8
unity/Assets/Materials/cloud2_GroundClipMat.mat.meta
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: abc467885ee174c47aae3d695359de4e, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: 54e4eac17f0020f4b951a02f0c93df17, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: 1a227532e0c91d84f86a31ca241dda26, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: a4b1195ceab10a446bfd6385fd7ef182, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: 954b3914ad29bf54eb821cdfa31b0c94, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: 05a14e14f4b25704c83976629cc57e99, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: 03d72d52aaa4137449ac6706a549c0dc, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: abf013ed9ac4aee41848a097a813c8aa, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -56,7 +56,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: -876546973899608171, guid: be3236dea9f1e304da1a5e3a513dad5e, type: 3}
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- {fileID: 2100000, guid: 08d65ca7aff5d8744b10b23607255130, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -54,9 +54,12 @@ public class YSorter : MonoBehaviour
|
||||
|
||||
private void UpdateSortingOrder()
|
||||
{
|
||||
// 直接使用Z坐标作为排序依据
|
||||
// 使用物体中心(transform.position)的Z坐标作为排序依据
|
||||
// 这样物品中心在地面上方时,会正确遮挡地面
|
||||
float sortZ = transform.position.z;
|
||||
|
||||
// Z值越大(离相机越远),sortingOrder越大
|
||||
int sortingOrder = baseSortingOrder + Mathf.RoundToInt(transform.position.z * scaleFactor);
|
||||
int sortingOrder = baseSortingOrder + Mathf.RoundToInt(sortZ * scaleFactor);
|
||||
|
||||
if (_spriteRenderer.sortingOrder != sortingOrder)
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{
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@@ -15,14 +15,14 @@ EditorUserSettings:
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value: 50025251565751035a5b0a7b44250944144f4e7d7d787336782a4a37b6b7606f
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flags: 0
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RecentlyUsedSceneGuid-3:
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value: 5055070050010c5a0e5d0d27497a0e441016412c2f7d206178714f61b3b8326b
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flags: 0
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RecentlyUsedSceneGuid-4:
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value: 5004505e50045a0e5f57097b14250f444615407b287b7e657f704c31b5b36660
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flags: 0
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RecentlyUsedSceneGuid-5:
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RecentlyUsedSceneGuid-4:
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value: 5b090d000402580a5c5b087648735e4445151e737b717334757b1832b1b93261
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flags: 0
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RecentlyUsedSceneGuid-5:
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value: 5055070050010c5a0e5d0d27497a0e441016412c2f7d206178714f61b3b8326b
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flags: 0
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RecentlyUsedSceneGuid-6:
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value: 5a5757560101590a5d0c0e24427b5d44434e4c7a7b7a23677f2b4565b7b5353a
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flags: 0
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|
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Reference in New Issue
Block a user