diff --git a/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat b/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat index 97197cd1..91855ede 100644 --- a/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat +++ b/Assets/Prefabs/GameElements/Track/DefaultTrackMaterial.mat @@ -11,10 +11,10 @@ Material: m_Shader: {fileID: 4800000, guid: 44e8d6dab1446644688189717537509a, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _EMISSION_ON + m_ValidKeywords: [] m_InvalidKeywords: - _RECEIVE_SHADOWS_OFF + - _ZWRITE_ON m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 @@ -128,7 +128,7 @@ Material: - _DistortionStrengthScaled: 0 - _DstBlend: 0 - _DstBlendAlpha: 0 - - _Emission: 1 + - _Emission: 0 - _EmissionEnabled: 0 - _EnableExternalAlpha: 0 - _EnvironmentReflections: 1 @@ -170,7 +170,7 @@ Material: - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _Flip: {r: 1, g: 1, b: 1, a: 1} - _RendererColor: {r: 1, g: 1, b: 1, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} diff --git a/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat b/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat index d7cc1d58..26678006 100644 --- a/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat +++ b/Assets/Prefabs/GameElements/Track/DefaultTrailMaterial.mat @@ -15,7 +15,8 @@ Material: m_InvalidKeywords: - _FLIPBOOKBLENDING_OFF - _RECEIVE_SHADOWS_OFF - m_LightmapFlags: 0 + - _ZWRITE_ON + m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 diff --git a/Assets/Scripts/EditorGame/GameElements/Track/Track.cs b/Assets/Scripts/EditorGame/GameElements/Track/Track.cs index 71b454c6..93eac4ad 100644 --- a/Assets/Scripts/EditorGame/GameElements/Track/Track.cs +++ b/Assets/Scripts/EditorGame/GameElements/Track/Track.cs @@ -113,25 +113,25 @@ namespace Ichni.RhythmGame var trackRendererAutoOrientButton = inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Auto Orient", () => { - trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0); + trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0, true); inspectorMain.SetInspector(this); }); var trackRendererPathGeneratorButton = inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Path Generator", () => { - trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0); + trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0, true); inspectorMain.SetInspector(this); }); var trackRenderTubeGeneratorButton = inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Tube Generator", () => { - trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, 4); + trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, true, 4); inspectorMain.SetInspector(this); }); var trackRendererSurfaceButton = inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Surface", () => { - trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0); + trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0, true); inspectorMain.SetInspector(this); }); @@ -174,10 +174,10 @@ namespace Ichni.RhythmGame new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()); }); //旋转 var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () => - { - Swirl.GenerateElement("New Scale", Guid.NewGuid(), new List(), true, this, - new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()); - }); //缩放 + { + Swirl.GenerateElement("New Scale", Guid.NewGuid(), new List(), true, this, + new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()); + }); //缩放 if (trackPathSubmodule != null) { trackPathButton.button.interactable = false; diff --git a/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackExtraModifier.cs b/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackExtraModifier.cs new file mode 100644 index 00000000..fb7b2617 --- /dev/null +++ b/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackExtraModifier.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TrackExtraModifier : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackExtraModifier.cs.meta b/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackExtraModifier.cs.meta new file mode 100644 index 00000000..bd80198e --- /dev/null +++ b/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackExtraModifier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 04670c6ef20b0154d8da910c6b5b6189 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs b/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs index 5bb54ec5..5c43ccb3 100644 --- a/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs +++ b/Assets/Scripts/EditorGame/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs @@ -21,14 +21,16 @@ namespace Ichni.RhythmGame public string materialName; public bool enableEmission; public float emissionIntensity; + public bool zWrite; - public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity) : base(track) + public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite) : base(track) { this.track.trackRendererSubmodule = this; this.enableEmission = enableEmission; this.emissionIntensity = emissionIntensity; this.materialThemeBundleName = String.Empty; this.materialName = String.Empty; + this.zWrite = zWrite; } public void ApplyMaterial(string materialThemeBundleName, string materialName) @@ -45,6 +47,7 @@ namespace Ichni.RhythmGame public override void Refresh() { + SetEnableZWrite(); SetEnableEmission(); SetEmissionIntensity(); @@ -74,6 +77,10 @@ namespace Ichni.RhythmGame var container = inspector.GenerateContainer("Track Renderer Auto Orient"); + var zWriteSettings = container.GenerateSubcontainer(3); + var zWriteToggle = + inspector.GenerateToggle(this, zWriteSettings, "Enable ZWrite", nameof(zWrite)) + .AddListenerFunction(SetEnableZWrite); var emissionSettings = container.GenerateSubcontainer(3); var enableEmissionToggle = inspector.GenerateToggle(this, emissionSettings, "Enable Emission", nameof(enableEmission)) @@ -81,7 +88,7 @@ namespace Ichni.RhythmGame var emissionIntensityInputField = inspector.GenerateInputField(this, emissionSettings, "Emission Intensity", nameof(emissionIntensity)) .AddListenerFunction(SetEmissionIntensity); - + var materialSettings = container.GenerateSubcontainer(3); var themeBundleDropdown = inspector .GenerateDropdown(this, materialSettings, "Theme Bundle", ThemeBundleManager.instance.selectedThemeBundleList, nameof(materialThemeBundleName)) @@ -116,6 +123,11 @@ namespace Ichni.RhythmGame meshRenderer.material.SetInt("_Emission", enableEmission ? 1 : 0); } + protected void SetEnableZWrite() + { + meshRenderer.material.SetInt("_ZWrite", zWrite ? 1 : 0); + } + protected void SetEmissionIntensity() { meshRenderer.material.SetColor("_EmissionColor", Color.white * Mathf.Pow(2, emissionIntensity)); @@ -128,8 +140,8 @@ namespace Ichni.RhythmGame { public SplineRenderer splineRenderer; - public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, Material material = null) : - base(track, enableEmission, emissionIntensity) + public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) : + base(track, enableEmission, emissionIntensity, zWrite) { this.splineRenderer = track.AddComponent(); this.meshRenderer = splineRenderer.GetComponent(); @@ -157,6 +169,7 @@ namespace Ichni.RhythmGame public string materialName; public bool enableEmission; public float emissionIntensity; + public bool zWrite; public TrackRendererSubmoduleAutoOrient_BM() { @@ -176,7 +189,7 @@ namespace Ichni.RhythmGame { attachedElement = GameElement_BM.GetElement(attachedElementGuid); Track track = attachedElement as Track; - track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity); + track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -186,7 +199,7 @@ namespace Ichni.RhythmGame public override void DuplicateBM(GameElement attached) { Track track = attached as Track; - track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity); + track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -203,8 +216,8 @@ namespace Ichni.RhythmGame { public PathGenerator pathGenerator; - public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, Material material = null) : - base(track, enableEmission, emissionIntensity) + public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) : + base(track, enableEmission, emissionIntensity, zWrite) { this.pathGenerator = track.AddComponent(); this.meshRenderer = pathGenerator.GetComponent(); @@ -232,6 +245,7 @@ namespace Ichni.RhythmGame public string materialName; public bool enableEmission; public float emissionIntensity; + public bool zWrite; public TrackRendererSubmodulePathGenerator_BM() { @@ -251,7 +265,7 @@ namespace Ichni.RhythmGame { attachedElement = GameElement_BM.GetElement(attachedElementGuid); Track track = attachedElement as Track; - track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity); + track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -261,7 +275,7 @@ namespace Ichni.RhythmGame public override void DuplicateBM(GameElement attached) { Track track = attached as Track; - track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity); + track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -279,8 +293,9 @@ namespace Ichni.RhythmGame public TubeGenerator tubeGenerator; public int sideCount; - public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, int sideCount, Material material = null) : - base(track, enableEmission, emissionIntensity) + public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, + int sideCount, Material material = null) : + base(track, enableEmission, emissionIntensity, zWrite) { this.sideCount = sideCount; @@ -325,6 +340,7 @@ namespace Ichni.RhythmGame public string materialName; public bool enableEmission; public float emissionIntensity; + public bool zWrite; public int sideCount; public TrackRendererSubmoduleTubeGenerator_BM() @@ -346,7 +362,7 @@ namespace Ichni.RhythmGame { attachedElement = GameElement_BM.GetElement(attachedElementGuid); Track track = attachedElement as Track; - track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, sideCount); + track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -356,7 +372,7 @@ namespace Ichni.RhythmGame public override void DuplicateBM(GameElement attached) { Track track = attached as Track; - track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, sideCount); + track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -373,8 +389,8 @@ namespace Ichni.RhythmGame { public SurfaceGenerator surface; - public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, Material material = null) : - base(track, enableEmission, emissionIntensity) + public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) : + base(track, enableEmission, emissionIntensity, zWrite) { this.surface = track.AddComponent(); this.meshRenderer = surface.GetComponent(); @@ -402,6 +418,7 @@ namespace Ichni.RhythmGame public string materialName; public bool enableEmission; public float emissionIntensity; + public bool zWrite; public TrackRendererSubmoduleSurface_BM() { @@ -421,7 +438,7 @@ namespace Ichni.RhythmGame { attachedElement = GameElement_BM.GetElement(attachedElementGuid); Track track = attachedElement as Track; - track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity); + track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); @@ -431,7 +448,7 @@ namespace Ichni.RhythmGame public override void DuplicateBM(GameElement attached) { Track track = attached as Track; - track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity); + track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite); if (materialName.Trim() != String.Empty) { track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName); diff --git a/Assets/Scripts/EditorGame/Grids/EditorGrid.cs b/Assets/Scripts/EditorGame/Grids/EditorGrid.cs index ffab0026..10eaeeee 100644 --- a/Assets/Scripts/EditorGame/Grids/EditorGrid.cs +++ b/Assets/Scripts/EditorGame/Grids/EditorGrid.cs @@ -86,6 +86,8 @@ namespace Ichni.Editor positionText.Key.transform.position = positionText.Value + new Vector3(gridScale / 6, 0, gridScale / 12); float scaleFactor = gridScale * 1.5f; positionText.Key.transform.localScale = new Vector3(scaleFactor, scaleFactor, scaleFactor); + Vector3 direction = EditorManager.instance.cameraManager.currentCamera.transform.position - positionText.Key.transform.position; + positionText.Key.transform.forward = -direction.normalized; } } } diff --git a/Assets/Shaders/FillAmount.mat b/Assets/Shaders/FillAmount.mat new file mode 100644 index 00000000..7892b6f1 --- /dev/null +++ b/Assets/Shaders/FillAmount.mat @@ -0,0 +1,140 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: FillAmount + m_Shader: {fileID: 4800000, guid: efc9cf6e300dc8b4bbd9d46924a071da, 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: + - 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http://u3d.as/y3X +Shader "Soullies/FillAmount" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + _MainTex("MainTex", 2D) = "white" {} + _RadialFillAmount("RadialFillAmount", Range( 0 , 1)) = 0 + _Color("Color", Color) = (1,1,1,1) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } + + Cull Off + HLSLINCLUDE + #pragma target 2.0 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + ENDHLSL + + + Pass + { + Name "Sprite Unlit" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_SRP_VERSION 140011 + + + #pragma vertex vert + #pragma fragment frag + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define SHADERPASS SHADERPASS_SPRITEUNLIT + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" + + + + sampler2D _MainTex; + CBUFFER_START( UnityPerMaterial ) + float4 _MainTex_ST; + float4 _Color; + float _RadialFillAmount; + CBUFFER_END + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float3 positionWS : TEXCOORD2; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if ETC1_EXTERNAL_ALPHA + TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); + float _EnableAlphaTexture; + #endif + + float4 _RendererColor; + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3( 0, 0, 0 ); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + o.texCoord0 = v.uv0; + o.color = v.color; + o.positionCS = vertexInput.positionCS; + o.positionWS = vertexInput.positionWS; + + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); + float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + + float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) ); + + #if ETC1_EXTERNAL_ALPHA + float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); + Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); + #endif + + #if defined(DEBUG_DISPLAY) + SurfaceData2D surfaceData; + InitializeSurfaceData(Color.rgb, Color.a, surfaceData); + InputData2D inputData; + InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData); + half4 debugColor = 0; + + SETUP_DEBUG_DATA_2D(inputData, IN.positionWS); + + if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) + { + return debugColor; + } + #endif + + Color *= IN.color * _RendererColor; + return Color; + } + + ENDHLSL + } + + Pass + { + + Name "Sprite Unlit Forward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_SRP_VERSION 140011 + + + #pragma vertex vert + #pragma fragment frag + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define SHADERPASS SHADERPASS_SPRITEFORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" + + + + sampler2D _MainTex; + CBUFFER_START( UnityPerMaterial ) + float4 _MainTex_ST; + float4 _Color; + float _RadialFillAmount; + CBUFFER_END + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float3 positionWS : TEXCOORD2; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if ETC1_EXTERNAL_ALPHA + TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); + float _EnableAlphaTexture; + #endif + + float4 _RendererColor; + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3( 0, 0, 0 ); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + o.texCoord0 = v.uv0; + o.color = v.color; + o.positionCS = vertexInput.positionCS; + o.positionWS = vertexInput.positionWS; + + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); + float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw; + + float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) ); + + #if ETC1_EXTERNAL_ALPHA + float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); + Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); + #endif + + + #if defined(DEBUG_DISPLAY) + SurfaceData2D surfaceData; + InitializeSurfaceData(Color.rgb, Color.a, surfaceData); + InputData2D inputData; + InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData); + half4 debugColor = 0; + + SETUP_DEBUG_DATA_2D(inputData, IN.positionWS); + + if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) + { + return debugColor; + } + #endif + + Color *= IN.color * _RendererColor; + return Color; + } + + ENDHLSL + } + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + + HLSLPROGRAM + + #define ASE_SRP_VERSION 140011 + + + #pragma vertex vert + #pragma fragment frag + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define FEATURES_GRAPH_VERTEX + #define SHADERPASS SHADERPASS_DEPTHONLY + #define SCENESELECTIONPASS 1 + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + + + sampler2D _MainTex; + CBUFFER_START( UnityPerMaterial ) + float4 _MainTex_ST; + float4 _Color; + float _RadialFillAmount; + CBUFFER_END + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + + int _ObjectId; + int _PassValue; + + + VertexOutput vert(VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + o.ase_texcoord.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); + float3 positionWS = TransformObjectToWorld(v.positionOS); + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + half4 frag(VertexOutput IN ) : SV_TARGET + { + float2 break10 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) ); + float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + + float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) ); + + half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + Cull Off + + HLSLPROGRAM + + #define ASE_SRP_VERSION 140011 + + + #pragma vertex vert + #pragma fragment frag + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define FEATURES_GRAPH_VERTEX + #define SHADERPASS SHADERPASS_DEPTHONLY + #define SCENEPICKINGPASS 1 + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + + + sampler2D _MainTex; + CBUFFER_START( UnityPerMaterial ) + float4 _MainTex_ST; + float4 _Color; + float _RadialFillAmount; + CBUFFER_END + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + float4 _SelectionID; + + + VertexOutput vert(VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + o.ase_texcoord.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); + float3 positionWS = TransformObjectToWorld(v.positionOS); + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + half4 frag(VertexOutput IN ) : SV_TARGET + { + float2 break10 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) ); + float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + + float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) ); + half4 outColor = _SelectionID; + return outColor; + } + + ENDHLSL + } + + } + CustomEditor "ASEMaterialInspector" + Fallback "Hidden/InternalErrorShader" + +} +/*ASEBEGIN +Version=19501 +Node;AmplifyShaderEditor.Vector2Node;6;-832,-192;Inherit;False;Constant;_Vector0;Vector 0;3;0;Create;True;0;0;0;False;0;False;0.5,0.5;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 +Node;AmplifyShaderEditor.TexCoordVertexDataNode;5;-864,-320;Inherit;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SimpleSubtractOpNode;7;-624,-256;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.BreakToComponentsNode;10;-480,-256;Inherit;False;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 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+//CHKSM=16EB360EF79593D4D3C0EC63242823D111ADB342 \ No newline at end of file diff --git a/Assets/Shaders/FillAmount.shader.meta b/Assets/Shaders/FillAmount.shader.meta new file mode 100644 index 00000000..5c6e2fc7 --- /dev/null +++ b/Assets/Shaders/FillAmount.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: efc9cf6e300dc8b4bbd9d46924a071da +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/TrackShader.shader b/Assets/Shaders/TrackShader.shader index 5b2c157a..567bb57b 100755 --- a/Assets/Shaders/TrackShader.shader +++ b/Assets/Shaders/TrackShader.shader @@ -10,6 +10,7 @@ Shader "Soullies/TrackShader" [HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0) [Toggle(_USEREDASALPHA_ON)] _UseRedAsAlpha("UseRedAsAlpha", Float) = 1 [Toggle(_EMISSION_ON)] _Emission("Emission", Float) = 0 + [Toggle]_ZWrite("ZWrite", Range( 0 , 1)) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} @@ -43,7 +44,7 @@ Shader "Soullies/TrackShader" Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual - ZWrite Off + ZWrite [_ZWrite] Offset 0 , 0 ColorMask RGBA @@ -79,6 +80,7 @@ Shader "Soullies/TrackShader" float4 _MainTexture_ST; float4 _BaseColor; float4 _EmissionColor; + float _ZWrite; CBUFFER_END @@ -201,7 +203,7 @@ Shader "Soullies/TrackShader" Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual - ZWrite Off + ZWrite [_ZWrite] Offset 0 , 0 ColorMask RGBA @@ -237,6 +239,7 @@ Shader "Soullies/TrackShader" float4 _MainTexture_ST; float4 _BaseColor; float4 _EmissionColor; + float _ZWrite; CBUFFER_END @@ -393,6 +396,7 @@ Shader "Soullies/TrackShader" float4 _MainTexture_ST; float4 _BaseColor; float4 _EmissionColor; + float _ZWrite; CBUFFER_END @@ -515,6 +519,7 @@ Shader "Soullies/TrackShader" float4 _MainTexture_ST; float4 _BaseColor; float4 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a/Assets/StreamingAssets/Projects/IceFlowerMaster/Beatmap.json b/Assets/StreamingAssets/Projects/IceFlowerMaster/Beatmap.json index fe6ee076..e1a82714 100644 --- a/Assets/StreamingAssets/Projects/IceFlowerMaster/Beatmap.json +++ b/Assets/StreamingAssets/Projects/IceFlowerMaster/Beatmap.json @@ -336,6 +336,7 @@ "materialName" : "EnergyTrail0", "enableEmission" : true, "emissionIntensity" : 1, + "zWrite" : false, "attachedElementGuid" : { "value" : "1500056c-f5cb-4c71-8096-d6aa6e2ef716" } @@ -1498,6 +1499,7 @@ "materialName" : "EnergyTrail0", "enableEmission" : false, "emissionIntensity" : 0, + "zWrite" : false, "attachedElementGuid" : { "value" : "4bc6933c-22a2-4ffd-85ea-b3a9deefef0e" } @@ -1856,6 +1858,7 @@ "materialName" : "", "enableEmission" : false, "emissionIntensity" : 0, + "zWrite" : false, "attachedElementGuid" : { "value" : "84124676-d1d5-432e-97f4-b7144ae3b656" } @@ -2196,6 +2199,12 @@ "startTime" : 0, "endTime" : 21.4, "animationCurveType" : 0 + },{ + "startValue" : 0, + "endValue" : 1, + "startTime" : 0, + "endTime" : 21.4, + "animationCurveType" : 0 } ] }, diff --git a/Assets/StreamingAssets/Projects/Terminal/Beatmap.json b/Assets/StreamingAssets/Projects/Terminal/Beatmap.json index 46d1be82..e3f1aad5 100644 --- a/Assets/StreamingAssets/Projects/Terminal/Beatmap.json +++ b/Assets/StreamingAssets/Projects/Terminal/Beatmap.json @@ -98,6 +98,7 @@ "materialName" : "EnergyTrail0", "enableEmission" : true, "emissionIntensity" : 0, + "zWrite" : false, "attachedElementGuid" : { "value" : "d9d3df55-9509-46dc-8e2f-d628993313cb" } @@ -395,7 +396,7 @@ "attachedElementGuid" : { "value" : "0f3c45f4-f76f-44f3-b195-a2af6f6221e6" } - },{ + },null,{ "__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMNoteVisual_BM,Assembly-CSharp", "themeBundleName" : "departure_to_multiverse", "objectName" : "DTM_NoteVisualStay", @@ -482,7 +483,7 @@ "attachedElementGuid" : { "value" : "976c1bde-65be-468c-81d3-0c133f615edb" } - },{ + },null,{ "__type" : "Ichni.RhythmGame.Beatmap.TrackPercentPoint_BM,Assembly-CSharp", "trackPercent" : { "animatedFloatList" : [ @@ -492,6 +493,18 @@ "startTime" : 0, "endTime" : 4, "animationCurveType" : 0 + },{ + "startValue" : 0, + "endValue" : 1, + "startTime" : 0, + "endTime" : 4, + "animationCurveType" : 0 + },{ + "startValue" : 0, + "endValue" : 1, + "startTime" : 0, + "endTime" : 4, + "animationCurveType" : 0 } ] }, @@ -688,7 +701,7 @@ "attachedElementGuid" : { "value" : "3c854afb-c3b0-428e-a7f1-724f6451cc02" } - },{ + },null,{ "__type" : "Ichni.RhythmGame.Beatmap.PathNode_BM,Assembly-CSharp", "isShowingSphere" : false, "elementName" : "New Path Node", @@ -873,7 +886,7 @@ "attachedElementGuid" : { "value" : "591f7a09-8606-4615-b1d2-7cad18afc922" } - },{ + },null,{ "__type" : "Ichni.RhythmGame.Beatmap.VariablesContainer_BM,Assembly-CSharp", "originalVariables" : {"Test":0,"ShowStay":0 }, @@ -1083,7 +1096,7 @@ "attachedElementGuid" : { "value" : "d0d1bd95-4361-42da-95a7-a7a1ae330c78" } - },{ + 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