一大波优化
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Shader "Custom/SpriteDissolve"
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{
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// 敌人死亡消隐 Shader
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// 基于噪声的溶解效果,带发光边缘
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("颜色", Color) = (1, 1, 1, 1)
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[Header(Dissolve)]
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_DissolveAmount ("溶解进度", Range(0, 1)) = 0
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_DissolveEdgeWidth ("边缘宽度", Range(0, 0.3)) = 0.05
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_DissolveEdgeColor ("边缘颜色", Color) = (1, 0.8, 0.3, 1)
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_DissolveNoiseScale ("噪声缩放", Float) = 10
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// 阴影设置(保持与项目一致)
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[MaterialToggle] _CastShadow ("投射阴影", Float) = 0
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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 "SpriteDissolve"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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half4 _Color;
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half _DissolveAmount;
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half _DissolveEdgeWidth;
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half4 _DissolveEdgeColor;
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float _DissolveNoiseScale;
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// 简单的哈希噪声
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float hash(float2 p)
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{
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float3 p3 = frac(float3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return frac((p3.x + p3.y) * p3.z);
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}
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// 值噪声(平滑插值)
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float valueNoise(float2 p)
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{
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float2 i = floor(p);
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float2 f = frac(p);
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f = f * f * (3.0 - 2.0 * f); // smoothstep
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float a = hash(i);
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float b = hash(i + float2(1, 0));
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float c = hash(i + float2(0, 1));
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float d = hash(i + float2(1, 1));
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return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
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}
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// 分形噪声(多层叠加)
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float fbm(float2 p)
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{
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float value = 0.0;
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float amplitude = 0.5;
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for (int i = 0; i < 4; i++)
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{
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value += amplitude * valueNoise(p);
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p *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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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.color = input.color;
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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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half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 color = texColor * _Color * input.color;
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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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discard;
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// 计算噪声
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float noise = fbm(input.uv * _DissolveNoiseScale);
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// 溶解判定
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float dissolveEdge = smoothstep(
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_DissolveAmount - _DissolveEdgeWidth,
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_DissolveAmount + _DissolveEdgeWidth,
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noise
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);
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// 完全溶解区域
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if (noise < _DissolveAmount)
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discard;
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// 边缘发光
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half edgeGlow = (1.0 - dissolveEdge) * step(_DissolveAmount, noise);
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color.rgb += _DissolveEdgeColor.rgb * edgeGlow * _DissolveEdgeColor.a;
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// 整体淡出(溶解后期整体变淡)
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color.a *= lerp(1.0, 0.3, _DissolveAmount);
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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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