优化回声描边逻辑
This commit is contained in:
@@ -48,7 +48,9 @@ namespace IndianOceanAssets.Engine2_5D
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public void Slash()
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{
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// Play particle and sound effects
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if (swordSlashParticle != null)
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swordSlashParticle.Play();
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if (swordSlashSFX != null)
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swordSlashSFX.Play();
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// Detect and damage enemies within the slash radius
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@@ -57,7 +59,11 @@ namespace IndianOceanAssets.Engine2_5D
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{
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foreach (var E in enemies)
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{
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E.GetComponent<HealthSystem>().Damage(damageAmount);
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HealthSystem health = E.GetComponent<HealthSystem>();
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if (health != null)
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{
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health.Damage(damageAmount);
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}
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}
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}
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@@ -67,7 +73,11 @@ namespace IndianOceanAssets.Engine2_5D
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{
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foreach (var P in plantation)
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{
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P.GetComponent<Plantation>().Cut();
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Plantation plant = P.GetComponent<Plantation>();
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if (plant != null)
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{
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plant.Cut();
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}
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}
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}
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}
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93
unity/Assets/Editor/EchoDebugger.cs
Normal file
93
unity/Assets/Editor/EchoDebugger.cs
Normal file
@@ -0,0 +1,93 @@
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using UnityEngine;
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using UnityEditor;
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using IndianOceanAssets.Engine2_5D;
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/// <summary>
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/// 回声描边诊断工具
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/// </summary>
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public class EchoDebugger : Editor
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{
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[MenuItem("Tools/Echo/诊断回声描边状态")]
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public static void DebugEchoOutline()
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{
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// 查找EchoOutlineManager
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EchoOutlineManager manager = Object.FindObjectOfType<EchoOutlineManager>();
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if (manager == null)
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{
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EditorUtility.DisplayDialog("错误", "场景中没有找到EchoOutlineManager组件", "确定");
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return;
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}
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// 通过反射获取私有字段
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var parentRenderersField = typeof(EchoOutlineManager).GetField("_parentRenderers",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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var outlineRenderersField = typeof(EchoOutlineManager).GetField("_outlineRenderers",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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var renderersEnabledField = typeof(EchoOutlineManager).GetField("_renderersEnabled",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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var parentRenderers = parentRenderersField.GetValue(manager) as System.Collections.Generic.List<SpriteRenderer>;
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var outlineRenderers = outlineRenderersField.GetValue(manager) as System.Collections.Generic.List<SpriteRenderer>;
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bool renderersEnabled = (bool)renderersEnabledField.GetValue(manager);
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string info = $"=== 回声描边诊断 ===\n\n";
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info += $"EchoOutlineManager: {manager.name}\n";
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info += $"描边材质: {(manager != null ? "已设置" : "未设置")}\n\n";
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info += $"父物体数量: {parentRenderers?.Count ?? 0}\n";
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info += $"描边子物体数量: {outlineRenderers?.Count ?? 0}\n";
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info += $"描边渲染器启用: {renderersEnabled}\n\n";
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if (outlineRenderers != null && outlineRenderers.Count > 0)
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{
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info += $"=== 前5个描边子物体 ===\n\n";
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int showCount = Mathf.Min(5, outlineRenderers.Count);
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for (int i = 0; i < showCount; i++)
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{
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var cr = outlineRenderers[i];
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var pr = parentRenderers[i];
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if (cr == null || pr == null) continue;
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info += $"父物体: {pr.name}\n";
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info += $" 描边子物体: {cr.name}\n";
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info += $" 启用状态: {cr.enabled}\n";
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info += $" SortingOrder: {cr.sortingOrder}\n";
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info += $" Material: {cr.sharedMaterial?.shader?.name ?? "null"}\n\n";
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}
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}
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else
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{
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info += "⚠️ 警告: 没有找到描边子物体!\n";
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info += "可能原因:\n";
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info += "1. EchoOutlineManager.Start()没有执行\n";
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info += "2. 场景中没有符合条件的SpriteRenderer\n";
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info += "3. outlineMaterial未设置\n";
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}
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// 检查全局Shader参数
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float intensity = Shader.GetGlobalFloat(Shader.PropertyToID("_EchoOutlineIntensity"));
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info += $"\n=== 全局Shader参数 ===\n\n";
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info += $"_EchoOutlineIntensity: {intensity}\n";
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Debug.Log(info);
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EditorUtility.DisplayDialog("诊断完成", $"诊断信息已输出到控制台\n\n请查看Unity Console窗口", "确定");
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}
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[MenuItem("Tools/Echo/手动刷新描边")]
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public static void RefreshEchoOutlines()
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{
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EchoOutlineManager manager = Object.FindObjectOfType<EchoOutlineManager>();
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if (manager == null)
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{
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EditorUtility.DisplayDialog("错误", "场景中没有找到EchoOutlineManager组件", "确定");
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return;
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}
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manager.RefreshList();
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EditorUtility.DisplayDialog("完成", "已刷新描边子物体", "确定");
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Debug.Log("✓ 已刷新描边子物体");
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}
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}
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11
unity/Assets/Editor/EchoDebugger.cs.meta
Normal file
11
unity/Assets/Editor/EchoDebugger.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: WS5KsnisVC3o2wbtYBTyjcYIBZ6E/8syyO6OKbTpS0KGZp1sJJIPONc=
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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83
unity/Assets/Editor/MaskPlaneAdjuster.cs
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83
unity/Assets/Editor/MaskPlaneAdjuster.cs
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@@ -0,0 +1,83 @@
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using UnityEngine;
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using UnityEditor;
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using IndianOceanAssets.Engine2_5D;
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/// <summary>
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/// 遮罩平面调整工具
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/// </summary>
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public class MaskPlaneAdjuster : Editor
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{
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[MenuItem("Tools/LightMask/调整遮罩平面设置")]
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public static void AdjustMaskPlane()
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{
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// 查找场景中的LightMaskSystem
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LightMaskSystem lms = Object.FindObjectOfType<LightMaskSystem>();
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if (lms == null)
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{
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EditorUtility.DisplayDialog("错误", "场景中没有找到LightMaskSystem组件", "确定");
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return;
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}
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// 通过反射获取私有字段
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var maskPlaneField = typeof(LightMaskSystem).GetField("maskPlane",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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var maskOffsetField = typeof(LightMaskSystem).GetField("maskOffset",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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var planeSizeField = typeof(LightMaskSystem).GetField("planeSize",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Transform maskPlane = (Transform)maskPlaneField.GetValue(lms);
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Vector3 maskOffset = (Vector3)maskOffsetField.GetValue(lms);
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float planeSize = (float)planeSizeField.GetValue(lms);
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string info = $"当前遮罩平面设置:\n\n";
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info += $"遮罩平面物体: {(maskPlane != null ? maskPlane.name : "未设置")}\n";
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info += $"遮罩偏移: {maskOffset}\n";
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info += $"平面大小: {planeSize}\n\n";
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info += "建议设置:\n";
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info += "1. 遮罩平面Y坐标应该 >= 10(在所有Sprite之上)\n";
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info += "2. 平面大小应该 >= 100(覆盖整个可视区域)\n";
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info += "3. 遮罩平面的SortingOrder应该 = 9999(最大)";
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EditorUtility.DisplayDialog("遮罩平面信息", info, "确定");
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Debug.Log(info);
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}
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[MenuItem("Tools/LightMask/设置遮罩平面SortingOrder")]
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public static void SetMaskPlaneSortingOrder()
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{
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LightMaskSystem lms = Object.FindObjectOfType<LightMaskSystem>();
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if (lms == null)
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{
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EditorUtility.DisplayDialog("错误", "场景中没有找到LightMaskSystem组件", "确定");
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return;
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}
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var maskPlaneField = typeof(LightMaskSystem).GetField("maskPlane",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Transform maskPlane = (Transform)maskPlaneField.GetValue(lms);
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if (maskPlane == null)
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{
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EditorUtility.DisplayDialog("错误", "LightMaskSystem中没有设置遮罩平面", "确定");
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return;
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}
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// 设置SortingOrder
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SpriteRenderer sr = maskPlane.GetComponent<SpriteRenderer>();
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if (sr == null)
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{
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EditorUtility.DisplayDialog("错误", $"遮罩平面 {maskPlane.name} 没有SpriteRenderer组件", "确定");
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return;
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}
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sr.sortingOrder = 9999;
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EditorUtility.SetDirty(maskPlane.gameObject);
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EditorUtility.DisplayDialog("完成", $"已设置 {maskPlane.name} 的SortingOrder为9999", "确定");
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Debug.Log($"✓ 已设置 {maskPlane.name} 的SortingOrder为9999");
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}
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}
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11
unity/Assets/Editor/MaskPlaneAdjuster.cs.meta
Normal file
11
unity/Assets/Editor/MaskPlaneAdjuster.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: Wn8X4yqrW3xTulVGfMlI6RQgwjQkOIFlM4QT5XpGWHNvdp0589QGBHg=
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -69,6 +69,24 @@ namespace IndianOceanAssets.Engine2_5D
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{
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_mainCamera = Camera.main;
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UpdateMaterialProperties();
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// 确保遮罩平面在所有Sprite之后渲染
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if (maskPlane != null)
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{
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Renderer renderer = maskPlane.GetComponent<Renderer>();
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if (renderer != null)
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{
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// 设置渲染队列为最后(Overlay之后)
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renderer.sortingOrder = 9999;
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// 如果使用MeshRenderer,设置material的渲染队列
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if (renderer is MeshRenderer && darknessMaterial != null)
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{
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// 保持在Transparent之后
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darknessMaterial.renderQueue = 3100; // Transparent+100
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}
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}
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}
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}
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private void Update()
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@@ -97,6 +97,14 @@ Shader "IndianOcean/DarknessOverlay"
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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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// 编辑器开关开启时(MinBrightness >= 0.99),输出纯白色
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// 这样乘法混合不会改变原场景颜色
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if (_MinBrightness >= 0.99)
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{
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return half4(1.0, 1.0, 1.0, 1.0);
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}
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return half4(maskColor, 1.0);
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}
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ENDHLSL
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@@ -16,7 +16,7 @@ Material:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: 3100
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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@@ -31,7 +31,7 @@ Material:
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- _EchoRadius: 39.41617
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- _EchoWidth: 2.5
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- _LightSoftness: 0.5
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- _MinBrightness: 1
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- _MinBrightness: 0
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m_Colors:
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- _DarknessColor: {r: 0.01, g: 0.01, b: 0.02, a: 1}
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- _EchoCenter: {r: -2.4399998, g: -1.5000057, b: 0, a: 0}
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@@ -1,7 +1,8 @@
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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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// 带地面裁剪和阴影的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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// 支持投射阴影(可选)
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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@@ -9,6 +10,12 @@ Shader "Custom/SpriteWithGroundClip"
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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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// 阴影设置
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[MaterialToggle] _CastShadow ("投射阴影", Float) = 1.0
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_ShadowOpacity ("阴影透明度", Range(0, 1)) = 0.5
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_ShadowOffset ("阴影偏移 (Y方向)", Float) = -0.1
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_ShadowColor ("阴影颜色", Color) = (0, 0, 0, 0.5)
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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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@@ -110,6 +117,122 @@ Shader "Custom/SpriteWithGroundClip"
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}
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ENDHLSL
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}
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// 阴影Pass
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On
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ZTest LEqual
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Cull Off
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HLSLPROGRAM
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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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 _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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float _CastShadow;
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float _ShadowOpacity;
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float _ShadowOffset;
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float4 _ShadowColor;
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CBUFFER_END
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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Varyings ShadowPassVertex(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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// URP阴影Pass需要使用特殊的矩阵变换
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float4 positionCS = TransformWorldToHClip(positionWS);
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// 应用阴影偏移(向光源方向偏移)
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#if UNITY_REVERSED_Z
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positionCS.z -= unity_LightData.z;
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#else
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positionCS.z += unity_LightData.z;
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#endif
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output.positionCS = positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _MainTex);
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output.worldPos = positionWS;
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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// 如果不投射阴影,直接丢弃
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if (_CastShadow < 0.5)
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{
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discard;
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}
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// 采样纹理获取Alpha
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half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half alpha = texColor.a * _Color.a;
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// 地面裁剪逻辑(与主Pass相同)
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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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if (distanceToGround < 0)
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{
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float clipAlpha = smoothstep(0, _ClipSoftness, distanceToGround);
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alpha *= clipAlpha;
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if (alpha < 0.01)
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{
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discard;
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||||
}
|
||||
}
|
||||
}
|
||||
|
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// 如果Alpha太低,不投射阴影
|
||||
if (alpha < 0.1)
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{
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discard;
|
||||
}
|
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|
||||
// 输出阴影(URP阴影格式)
|
||||
return half4(0, 0, 0, alpha * _ShadowOpacity);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
FallBack "Sprites/Default"
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@ Material:
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords:
|
||||
- _CASTSHADOW_ON
|
||||
- _ENABLECLIP_ON
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
@@ -30,9 +31,13 @@ Material:
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _CastShadow: 1
|
||||
- _ClipSoftness: 0.05
|
||||
- _EnableClip: 1
|
||||
- _GroundHeight: 0
|
||||
- _ShadowOffset: -0.1
|
||||
- _ShadowOpacity: 0.5
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ShadowColor: {r: 0, g: 0, b: 0, a: 0.5}
|
||||
m_BuildTextureStacks: []
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -110,7 +110,9 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
}
|
||||
|
||||
cr.sortingLayerID = parent.sortingLayerID;
|
||||
cr.sortingOrder = parent.sortingOrder + 1;
|
||||
// 描边需要在黑暗遮罩(SortingOrder=9999)之后渲染
|
||||
// 所以设置一个很大的值,确保在黑暗遮罩之上
|
||||
cr.sortingOrder = 10000 + parent.sortingOrder;
|
||||
cr.enabled = false; // 默认关闭,回声激活时再开
|
||||
|
||||
_parentRenderers.Add(parent);
|
||||
@@ -142,7 +144,9 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
if (cr.flipX != pr.flipX) cr.flipX = pr.flipX;
|
||||
if (cr.flipY != pr.flipY) cr.flipY = pr.flipY;
|
||||
if (cr.sortingLayerID != pr.sortingLayerID) cr.sortingLayerID = pr.sortingLayerID;
|
||||
if (cr.sortingOrder != pr.sortingOrder + 1) cr.sortingOrder = pr.sortingOrder + 1;
|
||||
// 描边需要在黑暗遮罩(SortingOrder=9999)之后渲染
|
||||
if (cr.sortingOrder != 10000 + pr.sortingOrder)
|
||||
cr.sortingOrder = 10000 + pr.sortingOrder;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user