一大波优化

This commit is contained in:
2026-07-05 15:33:41 +08:00
parent 4da7bdb9a4
commit 8485743cb7
115 changed files with 13467 additions and 201 deletions
@@ -42,7 +42,6 @@ namespace IndianOceanAssets.Engine2_5D
[SerializeField] private Transform followTarget;
[SerializeField] private Transform maskPlane;
[SerializeField] private Vector3 maskOffset = new Vector3(0f, 5f, 0f);
[SerializeField] private float planeSize = 50f;
// Shader Property IDs
private static readonly int LightDataID = Shader.PropertyToID("_LightData");
@@ -31,7 +31,7 @@ Material:
- _EchoRadius: 39.41617
- _EchoWidth: 2.5
- _LightSoftness: 1
- _MinBrightness: 0
- _MinBrightness: 1
m_Colors:
- _DarknessColor: {r: 0.01, g: 0.01, b: 0.02, a: 1}
- _EchoCenter: {r: -2.4399998, g: -1.5000057, b: 0, a: 0}
@@ -0,0 +1,39 @@
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%TAG !u! tag:yousandi.cn,2023:
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Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: SpriteDissolve
m_Shader: {fileID: 4800000, guid: 329aabb9d7e77d04295a944f844af20e, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _CastShadow: 0
- _DissolveAmount: 0
- _DissolveEdgeWidth: 0.08
- _DissolveNoiseScale: 10
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DissolveEdgeColor: {r: 1, g: 0.8, b: 0.3, a: 1}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
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@@ -0,0 +1,154 @@
Shader "Custom/SpriteDissolve"
{
// 敌人死亡消隐 Shader
// 基于噪声的溶解效果,带发光边缘
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("颜色", Color) = (1, 1, 1, 1)
[Header(Dissolve)]
_DissolveAmount ("溶解进度", Range(0, 1)) = 0
_DissolveEdgeWidth ("边缘宽度", Range(0, 0.3)) = 0.05
_DissolveEdgeColor ("边缘颜色", Color) = (1, 0.8, 0.3, 1)
_DissolveNoiseScale ("噪声缩放", Float) = 10
// 阴影设置(保持与项目一致)
[MaterialToggle] _CastShadow ("投射阴影", Float) = 0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
Name "SpriteDissolve"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
half4 _Color;
half _DissolveAmount;
half _DissolveEdgeWidth;
half4 _DissolveEdgeColor;
float _DissolveNoiseScale;
// 简单的哈希噪声
float hash(float2 p)
{
float3 p3 = frac(float3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.x + p3.y) * p3.z);
}
// 值噪声(平滑插值)
float valueNoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
f = f * f * (3.0 - 2.0 * f); // smoothstep
float a = hash(i);
float b = hash(i + float2(1, 0));
float c = hash(i + float2(0, 1));
float d = hash(i + float2(1, 1));
return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
}
// 分形噪声(多层叠加)
float fbm(float2 p)
{
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 4; i++)
{
value += amplitude * valueNoise(p);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
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 = input.uv;
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
half4 color = texColor * _Color * input.color;
// 如果 alpha 太小,直接丢弃
if (color.a < 0.01)
discard;
// 计算噪声
float noise = fbm(input.uv * _DissolveNoiseScale);
// 溶解判定
float dissolveEdge = smoothstep(
_DissolveAmount - _DissolveEdgeWidth,
_DissolveAmount + _DissolveEdgeWidth,
noise
);
// 完全溶解区域
if (noise < _DissolveAmount)
discard;
// 边缘发光
half edgeGlow = (1.0 - dissolveEdge) * step(_DissolveAmount, noise);
color.rgb += _DissolveEdgeColor.rgb * edgeGlow * _DissolveEdgeColor.a;
// 整体淡出(溶解后期整体变淡)
color.a *= lerp(1.0, 0.3, _DissolveAmount);
return color;
}
ENDHLSL
}
}
FallBack "Sprites/Default"
}
@@ -0,0 +1,9 @@
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