重写地面物品shader 和 摆放工具
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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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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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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: DHIWvH+vAHMOLItts2yT+PO8syjDqTfwMXnuRLkoorGup7Clnw8pcKU=
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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