重写地面物品shader 和 摆放工具

This commit is contained in:
2026-06-28 19:21:25 +08:00
parent 8cd8aa31da
commit 02ac67d338
61 changed files with 2602 additions and 2878 deletions

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Shader "Custom/SpriteWithGroundClip"
{
// 带地面裁剪的Sprite Shader
// 当Sprite的世界Y坐标低于地面高度时会被裁剪掉
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GroundHeight ("地面高度 (Y坐标)", Float) = 0.0
[MaterialToggle] _EnableClip ("启用裁剪", Float) = 1.0
_ClipSoftness ("裁剪边缘柔和度", Range(0, 0.5)) = 0.05
// 颜色
_Color ("颜色", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
Name "SpriteWithGroundClip"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float3 worldPos : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
float _GroundHeight;
float _EnableClip;
float _ClipSoftness;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
output.color = input.color;
output.worldPos = TransformObjectToWorld(input.positionOS.xyz);
return output;
}
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
// 采样纹理
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
half4 color = texColor * input.color * _Color;
// 地面裁剪逻辑
if (_EnableClip > 0.5)
{
float worldY = input.worldPos.y;
float distanceToGround = worldY - _GroundHeight;
// 如果在地面以下,裁剪掉
if (distanceToGround < 0)
{
// 使用柔和边缘
float alpha = smoothstep(0, _ClipSoftness, distanceToGround);
color.a *= alpha;
// 如果Alpha太小直接丢弃
if (color.a < 0.01)
{
discard;
}
}
}
return color;
}
ENDHLSL
}
}
FallBack "Sprites/Default"
}

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