修改结算界面v0.2
增加水波纹效果
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Shader "GameFramework/UI/WaterRippleFade"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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// ---- 水波纹参数 ----
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_RippleAmplitude ("Ripple Amplitude", Range(0, 0.15)) = 0.02
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_RippleFrequency ("Ripple Frequency", Range(1, 30)) = 8
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_RippleSpeed ("Ripple Speed", Range(0, 10)) = 3
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_RippleIntensity ("Ripple Intensity", Range(0, 1)) = 1
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_FadeAlpha ("Fade Alpha", Range(0, 1)) = 1
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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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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"RenderPipeline" = "UniversalPipeline"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float4 _ClipRect;
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float _RippleAmplitude;
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float _RippleFrequency;
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float _RippleSpeed;
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float _RippleIntensity;
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float _FadeAlpha;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 color : COLOR;
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float2 texcoord : 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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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// UI 裁剪函数(兼容内置 UI 系统)
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float4 UnityGet2DClipping(float2 position, float4 clipRect)
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{
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float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
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return float4(inside.x * inside.y, inside.x * inside.y, inside.x * inside.y, inside.x * inside.y);
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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_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.worldPosition = input.positionOS;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.texcoord = TRANSFORM_TEX(input.texcoord, _MainTex);
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output.color = input.color * _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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// ---- 水波纹 UV 扭曲 ----
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float2 uv = input.texcoord;
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float time = _Time.y * _RippleSpeed;
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float amp = _RippleAmplitude * _RippleIntensity;
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// 三层正弦波叠加,模拟水面扰动
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float wave1 = sin(uv.y * _RippleFrequency * 6.28 + time) * amp;
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float wave2 = sin(uv.x * _RippleFrequency * 4.5 + time * 1.3) * amp * 0.6;
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float wave3 = sin((uv.x + uv.y) * _RippleFrequency * 8.0 - time * 0.7) * amp * 0.3;
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uv.x += wave1 + wave3;
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uv.y += wave2 + wave3 * 0.5;
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// 采样纹理
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * input.color;
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// ---- 渐现 Alpha ----
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color.a *= _FadeAlpha;
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// UI 裁剪
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect).r;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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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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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: CH0X5HutAHIq8wKmwmbkjKJlHGH/OREG19hBK3xdhB3plPoFMK+U1dw=
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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