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106
unity/Assets/Light/shaders/DarknessOverlay.shader
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106
unity/Assets/Light/shaders/DarknessOverlay.shader
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Shader "IndianOcean/DarknessOverlay"
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{
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// 黑暗遮罩 Shader v2 —— 乘法混合版(纯黑暗 + 光源,不含回声)
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// 回声描边已独立到 SpriteEchoOutline shader,由 EchoSystem 全局参数驱动。
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//
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// 乘法混合:finalColor = srcColor * dstColor
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// 黑暗区域:sceneColor * 0 = 纯黑(精灵完全看不见)
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// 光照区域:sceneColor * 1 = 原色(完全可见)
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Properties
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{
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_DarknessColor ("黑暗底色(夜间微光色调)", Color) = (0.01, 0.01, 0.02, 1)
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_MinBrightness ("最小亮度(0=纯黑不可见, 0.05=微光)", Range(0, 0.3)) = 0.0
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_LightSoftness ("光线柔和度(边缘渐变宽度)", Range(0.01, 1.0)) = 0.35
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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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"RenderType" = "Transparent"
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"Queue" = "Transparent+100"
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"RenderPipeline" = "UniversalPipeline"
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}
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Blend DstColor Zero
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ZWrite Off
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ZTest Always
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Cull Off
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Pass
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{
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Name "DarknessOverlay"
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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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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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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 _DarknessColor;
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float _MinBrightness;
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float _LightSoftness;
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CBUFFER_END
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// 光源数据数组:xy = 世界坐标 XZ, z = 半径, w = 强度(0~1)
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float4 _LightData[64];
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int _LightCount;
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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 = input.uv;
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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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// 2.5D 俯视角:用世界坐标的 XZ 平面计算距离
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float2 worldPos = input.worldPos.xz;
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float lightAmount = 0.0;
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// 常规光源
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for (int i = 0; i < _LightCount; i++)
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{
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float2 lightPos = _LightData[i].xy;
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float radius = _LightData[i].z;
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float intensity= _LightData[i].w;
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float dist = distance(worldPos, lightPos);
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float innerRadius = radius * (1.0 - _LightSoftness);
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float light = 1.0 - smoothstep(innerRadius, radius, dist);
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light *= intensity;
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lightAmount = max(lightAmount, light);
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}
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// 最小亮度:全黑区域是否允许微微看到东西
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lightAmount = max(lightAmount, _MinBrightness);
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// 从黑暗底色插值到白色
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float3 maskColor = lerp(_DarknessColor.rgb, float3(1.0, 1.0, 1.0), lightAmount);
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return half4(maskColor, 1.0);
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}
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ENDHLSL
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}
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}
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FallBack Off
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}
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