同步主题包

This commit is contained in:
SoulliesOfficial
2026-03-22 06:20:07 -04:00
parent 9d492bb71e
commit f28bc68518
101 changed files with 226057 additions and 23770 deletions

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@@ -49,15 +49,15 @@ namespace Ichni.RhythmGame
var generatePropertyAnimationColor = inspector.GenerateButton(this, generateAnimation, "Property Animation Color",
() => PropertyAnimationColor.GenerateElement("New Property Animation Color", Guid.NewGuid(), new List<string>(), true,
this, "", "", new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
this, this.GetType().FullName, "", new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
var generatePropertyAnimationFloat = inspector.GenerateButton(this, generateAnimation, "Property Animation Float",
() => PropertyAnimationFloat.GenerateElement("New Property Animation Float", Guid.NewGuid(), new List<string>(), true,
this, "", "", new FlexibleFloat()));
this, this.GetType().FullName, "", new FlexibleFloat()));
var generatePropertyAnimationVector3 = inspector.GenerateButton(this, generateAnimation, "Property Animation Vector3",
() => PropertyAnimationVector3.GenerateElement("New Property Animation Vector3", Guid.NewGuid(), new List<string>(), true,
this, "", "", new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
this, this.GetType().FullName, "", new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
}
#endregion

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starColor: {r: 1, g: 1, b: 1, a: 1}
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@@ -6,7 +6,7 @@ using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
[System.Serializable]
public class DTMFramesFloor_BM : EnvironmentObject_BM
public class DTMRandomGridFloor_BM : EnvironmentObject_BM
{
public float patternSizeX = 100.0f;
public float patternSizeY = 100.0f;
@@ -22,11 +22,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
public float outerBorderColorA = 1f;
public float outerBorderWidth = 0.02f;
public DTMFramesFloor_BM()
public DTMRandomGridFloor_BM()
{
}
public DTMFramesFloor_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
public DTMRandomGridFloor_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName, bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
@@ -53,7 +53,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
Color outerColor = new Color(outerBorderColorR, outerBorderColorG, outerBorderColorB, outerBorderColorA);
matchedElement = DTMFramesFloor.GenerateElement(elementName, elementGuid, tags, false,
matchedElement = DTMRandomGridFloor.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
patternSizeX, patternSizeY, gridDensity,
timeAngle, stepA, stepB,

View File

@@ -0,0 +1,74 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
[System.Serializable]
public class DTMRandomGridTube_BM : EnvironmentObject_BM
{
public float patternSizeX = 2.0f;
public float patternSizeY = 2.0f;
public float gridDensity = 1.0f;
public float timeAngle = 1.0f;
public float stepA = 0.293f;
public float stepB = 0.345f;
public float seamRotation = -90f;
public float seamFadeWidth = 0.2f;
public float seamFadeSmoothness = 1.0f;
public float fadeFar = 100f;
public float fadeNear = 20f;
public float tubeRadius = 10f;
public DTMRandomGridTube_BM()
{
}
public DTMRandomGridTube_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName, bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
float seamRotation, float seamFadeWidth, float seamFadeSmoothness,
float fadeFar, float fadeNear, float tubeRadius)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
{
this.patternSizeX = patternSizeX;
this.patternSizeY = patternSizeY;
this.gridDensity = gridDensity;
this.timeAngle = timeAngle;
this.stepA = stepA;
this.stepB = stepB;
this.seamRotation = seamRotation;
this.seamFadeWidth = seamFadeWidth;
this.seamFadeSmoothness = seamFadeSmoothness;
this.fadeFar = fadeFar;
this.fadeNear = fadeNear;
this.tubeRadius = tubeRadius;
}
public override void ExecuteBM()
{
matchedElement = DTMRandomGridTube.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
patternSizeX, patternSizeY, gridDensity, timeAngle,
stepA, stepB,
seamRotation, seamFadeWidth, seamFadeSmoothness,
fadeFar, fadeNear, tubeRadius);
}
public override GameElement DuplicateBM(GameElement parent)
{
return DTMRandomGridTube.GenerateElement(elementName, Guid.NewGuid(), tags, true,
themeBundleName, objectName, parent, isStatic,
patternSizeX, patternSizeY, gridDensity, timeAngle,
stepA, stepB,
seamRotation, seamFadeWidth, seamFadeSmoothness,
fadeFar, fadeNear, tubeRadius);
}
}
}

View File

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@@ -0,0 +1,132 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
{
[System.Serializable]
public class DTMStarrySkybox_BM : EnvironmentObject_BM
{
// --- Sky ---
public float skyColorR = 0.1f, skyColorG = 0.0f, skyColorB = 0.3f, skyColorA = 1f;
public float horizonR = 0.2f, horizonG = 0.4f, horizonB = 0.8f, horizonA = 1f;
public float horizonStrength = 2f;
public float horizonSkyHeight = 0.7f;
// --- Stars ---
public bool useStarMap = true;
public float starDensity = 30f;
public float starSize = 75f;
public float starColorR = 1f, starColorG = 1f, starColorB = 1f, starColorA = 1f;
public bool preventStarsInFrontOfSun = true;
public string starMapTextureName = "None";
// --- Sun Mask ---
public bool haveSun = false;
public string sunMaskTextureName = "None";
public float sunMaskSize = 0.02f;
public float sunMaskSpherize = 13.2f;
public float sunDiscSize = 1f;
public float sunColorOneR = 0.4f, sunColorOneG = 0.2f, sunColorOneB = 0.6f, sunColorOneA = 1f;
public float sunColorTwoR = 0.1f, sunColorTwoG = 0.2f, sunColorTwoB = 0.4f, sunColorTwoA = 1f;
public float sunGradientStrength = 3.7f;
public float sunGradientHeight = 1.23f;
// --- Fog ---
public float fogHeight = 1f;
public float fogPower = 0.5f;
public float fogContrast = 40f;
public DTMStarrySkybox_BM()
{
}
public DTMStarrySkybox_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
string themeBundleName, string objectName, bool isStatic,
float skyColorR, float skyColorG, float skyColorB, float skyColorA,
float horizonR, float horizonG, float horizonB, float horizonA,
float horizonStrength, float horizonSkyHeight,
bool useStarMap, float starDensity, float starSize,
float starColorR, float starColorG, float starColorB, float starColorA,
bool preventStarsInFrontOfSun, string starMapTextureName,
bool haveSun, string sunMaskTextureName,
float sunMaskSize, float sunMaskSpherize, float sunDiscSize,
float sunColorOneR, float sunColorOneG, float sunColorOneB, float sunColorOneA,
float sunColorTwoR, float sunColorTwoG, float sunColorTwoB, float sunColorTwoA,
float sunGradientStrength, float sunGradientHeight,
float fogHeight, float fogPower, float fogContrast)
: base(elementName, elementGuid, tags, attachedElement, themeBundleName, objectName, isStatic)
{
this.skyColorR = skyColorR; this.skyColorG = skyColorG; this.skyColorB = skyColorB; this.skyColorA = skyColorA;
this.horizonR = horizonR; this.horizonG = horizonG; this.horizonB = horizonB; this.horizonA = horizonA;
this.horizonStrength = horizonStrength;
this.horizonSkyHeight = horizonSkyHeight;
this.useStarMap = useStarMap;
this.starDensity = starDensity;
this.starSize = starSize;
this.starColorR = starColorR; this.starColorG = starColorG; this.starColorB = starColorB; this.starColorA = starColorA;
this.preventStarsInFrontOfSun = preventStarsInFrontOfSun;
this.starMapTextureName = starMapTextureName;
this.haveSun = haveSun;
this.sunMaskTextureName = sunMaskTextureName;
this.sunMaskSize = sunMaskSize;
this.sunMaskSpherize = sunMaskSpherize;
this.sunDiscSize = sunDiscSize;
this.sunColorOneR = sunColorOneR; this.sunColorOneG = sunColorOneG; this.sunColorOneB = sunColorOneB; this.sunColorOneA = sunColorOneA;
this.sunColorTwoR = sunColorTwoR; this.sunColorTwoG = sunColorTwoG; this.sunColorTwoB = sunColorTwoB; this.sunColorTwoA = sunColorTwoA;
this.sunGradientStrength = sunGradientStrength;
this.sunGradientHeight = sunGradientHeight;
this.fogHeight = fogHeight;
this.fogPower = fogPower;
this.fogContrast = fogContrast;
}
public override void ExecuteBM()
{
matchedElement = DTMStarrySkybox.GenerateElement(
elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
// Sky
new Color(skyColorR, skyColorG, skyColorB, skyColorA),
new Color(horizonR, horizonG, horizonB, horizonA),
horizonStrength, horizonSkyHeight,
// Stars
useStarMap, starDensity, starSize,
new Color(starColorR, starColorG, starColorB, starColorA),
preventStarsInFrontOfSun, starMapTextureName,
// Sun
haveSun, sunMaskTextureName,
sunMaskSize, sunMaskSpherize, sunDiscSize,
new Color(sunColorOneR, sunColorOneG, sunColorOneB, sunColorOneA),
new Color(sunColorTwoR, sunColorTwoG, sunColorTwoB, sunColorTwoA),
sunGradientStrength, sunGradientHeight,
// Fog
fogHeight, fogPower, fogContrast);
}
public override GameElement DuplicateBM(GameElement parent)
{
return DTMStarrySkybox.GenerateElement(
elementName, Guid.NewGuid(), tags, true,
themeBundleName, objectName, parent, isStatic,
// Sky
new Color(skyColorR, skyColorG, skyColorB, skyColorA),
new Color(horizonR, horizonG, horizonB, horizonA),
horizonStrength, horizonSkyHeight,
// Stars
useStarMap, starDensity, starSize,
new Color(starColorR, starColorG, starColorB, starColorA),
preventStarsInFrontOfSun, starMapTextureName,
// Sun
haveSun, sunMaskTextureName,
sunMaskSize, sunMaskSpherize, sunDiscSize,
new Color(sunColorOneR, sunColorOneG, sunColorOneB, sunColorOneA),
new Color(sunColorTwoR, sunColorTwoG, sunColorTwoB, sunColorTwoA),
sunGradientStrength, sunGradientHeight,
// Fog
fogHeight, fogPower, fogContrast);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c6f85c2da670a484ea48cb01c2b0e8c8

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@@ -4,12 +4,12 @@ using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMFramesFloor
public partial class DTMRandomGridFloor
{
#region [Editor] Inspection & Save
public override void SaveBM()
{
matchedBM = new DTMFramesFloor_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
matchedBM = new DTMRandomGridFloor_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
patternSizeX, patternSizeY, gridDensity,
timeAngle, stepA, stepB,

View File

@@ -0,0 +1,45 @@
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMRandomGridTube
{
#region [Editor] Inspection & Save
public override void SaveBM()
{
matchedBM = new DTMRandomGridTube_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
patternSizeX, patternSizeY, gridDensity,
timeAngle, stepA, stepB,
seamRotation, seamFadeWidth, seamFadeSmoothness,
fadeFar, fadeNear, tubeRadius);
}
public override void SetUpInspector()
{
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("DTMRandomGridTube");
var subcontainer = container.GenerateSubcontainer(3);
inspector.GenerateInputField(this, subcontainer, "Pattern Size X", nameof(patternSizeX)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Pattern Size Y", nameof(patternSizeY)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Grid Density", nameof(gridDensity)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Time Angle", nameof(timeAngle)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Step A", nameof(stepA)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Step B", nameof(stepB)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Seam Rotation", nameof(seamRotation)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Seam Fade Width", nameof(seamFadeWidth)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Seam Fade Smoothness", nameof(seamFadeSmoothness)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Fade Far", nameof(fadeFar)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Fade Near", nameof(fadeNear)).AddListenerFunction(UpdateMaterialProperties);
inspector.GenerateInputField(this, subcontainer, "Tube Radius", nameof(tubeRadius)).AddListenerFunction(UpdateMaterialProperties);
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8f030580b278b8545a96aeb3edf757b0

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@@ -0,0 +1,79 @@
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMStarrySkybox
{
#region [Editor] Inspection & Save
public override void SaveBM()
{
matchedBM = new DTMStarrySkybox_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
// Sky
skyColor.r, skyColor.g, skyColor.b, skyColor.a,
horizon.r, horizon.g, horizon.b, horizon.a,
horizonStrength, horizonSkyHeight,
// Stars
useStarMap, starDensity, starSize,
starColor.r, starColor.g, starColor.b, starColor.a,
preventStarsInFrontOfSun, starMapTextureName,
// Sun
haveSun, sunMaskTextureName,
sunMaskSize, sunMaskSpherize, sunDiscSize,
sunColorOne.r, sunColorOne.g, sunColorOne.b, sunColorOne.a,
sunColorTwo.r, sunColorTwo.g, sunColorTwo.b, sunColorTwo.a,
sunGradientStrength, sunGradientHeight,
// Fog
fogHeight, fogPower, fogContrast);
}
public override void SetUpInspector()
{
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
// --- Sky ---
var skyContainer = inspector.GenerateContainer("DTMStarrySkybox - Sky");
var skyFields = skyContainer.GenerateSubcontainer(3);
inspector.GenerateBaseColorPicker(this, skyFields, "Sky Color", nameof(skyColor)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateBaseColorPicker(this, skyFields, "Horizon", nameof(horizon)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, skyFields, "Horizon Strength", nameof(horizonStrength)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, skyFields, "Horizon Sky Height", nameof(horizonSkyHeight)).AddListenerFunction(UpdateSkyboxProperties);
// --- Stars ---
var starsContainer = inspector.GenerateContainer("DTMStarrySkybox - Stars");
var starsFields = starsContainer.GenerateSubcontainer(3);
inspector.GenerateToggle(this, starsFields, "Use Star Map", nameof(useStarMap)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, starsFields, "Star Map Texture Name", nameof(starMapTextureName)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, starsFields, "Star Density", nameof(starDensity)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, starsFields, "Star Size", nameof(starSize)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateBaseColorPicker(this, starsFields, "Star Color", nameof(starColor)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateToggle(this, starsFields, "Prevent Stars In Front Of Sun", nameof(preventStarsInFrontOfSun)).AddListenerFunction(UpdateSkyboxProperties);
// --- Sun ---
var sunContainer = inspector.GenerateContainer("DTMStarrySkybox - Sun");
var sunFields = sunContainer.GenerateSubcontainer(3);
inspector.GenerateToggle(this, sunFields, "Have Sun", nameof(haveSun)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, sunFields, "Sun Mask Texture Name", nameof(sunMaskTextureName)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, sunFields, "Sun Mask Size", nameof(sunMaskSize)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, sunFields, "Sun Mask Spherize", nameof(sunMaskSpherize)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, sunFields, "Sun Disc Size", nameof(sunDiscSize)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateBaseColorPicker(this, sunFields, "Sun Color One", nameof(sunColorOne)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateBaseColorPicker(this, sunFields, "Sun Color Two", nameof(sunColorTwo)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, sunFields, "Sun Gradient Strength", nameof(sunGradientStrength)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, sunFields, "Sun Gradient Height", nameof(sunGradientHeight)).AddListenerFunction(UpdateSkyboxProperties);
// --- Fog ---
var fogContainer = inspector.GenerateContainer("DTMStarrySkybox - Fog");
var fogFields = fogContainer.GenerateSubcontainer(3);
inspector.GenerateInputField(this, fogFields, "Fog Height", nameof(fogHeight)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, fogFields, "Fog Power", nameof(fogPower)).AddListenerFunction(UpdateSkyboxProperties);
inspector.GenerateInputField(this, fogFields, "Fog Contrast", nameof(fogContrast)).AddListenerFunction(UpdateSkyboxProperties);
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7904b9c51462de946adf3571362ac933

View File

@@ -5,7 +5,7 @@ using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMFramesFloor : EnvironmentObject
public partial class DTMRandomGridFloor : EnvironmentObject
{
#region [] Exposed Fields
public float patternSizeX;
@@ -23,7 +23,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
#endregion
#region [] Lifecycle & Factory
public static DTMFramesFloor GenerateElement(string elementName, Guid id, List<string> tags,
public static DTMRandomGridFloor GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
@@ -32,21 +32,21 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
Color outerBorderColor,
float outerBorderWidth)
{
DTMFramesFloor framesFloor = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMFramesFloor>();
DTMRandomGridFloor randomGridFloor = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMRandomGridFloor>();
framesFloor.patternSizeX = patternSizeX;
framesFloor.patternSizeY = patternSizeY;
framesFloor.gridDensity = gridDensity;
framesFloor.timeAngle = timeAngle;
framesFloor.stepA = stepA;
framesFloor.stepB = stepB;
randomGridFloor.patternSizeX = patternSizeX;
randomGridFloor.patternSizeY = patternSizeY;
randomGridFloor.gridDensity = gridDensity;
randomGridFloor.timeAngle = timeAngle;
randomGridFloor.stepA = stepA;
randomGridFloor.stepB = stepB;
framesFloor.enableOuterBorder = enableOuterBorder;
framesFloor.outerBorderColor = outerBorderColor;
framesFloor.outerBorderWidth = outerBorderWidth;
randomGridFloor.enableOuterBorder = enableOuterBorder;
randomGridFloor.outerBorderColor = outerBorderColor;
randomGridFloor.outerBorderWidth = outerBorderWidth;
return framesFloor;
return randomGridFloor;
}
public override void FirstSetUpObject(bool isFirstGenerated)

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@@ -0,0 +1,117 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
public partial class DTMRandomGridTube : EnvironmentObject
{
#region [] Exposed Fields
public float patternSizeX = 2.0f;
public float patternSizeY = 2.0f;
public float gridDensity = 1.0f;
public float timeAngle = 1.0f;
public float stepA = 0.293f;
public float stepB = 0.345f;
public float seamRotation = -90f;
public float seamFadeWidth = 0.2f;
public float seamFadeSmoothness = 1.0f;
public float fadeFar = 100f;
public float fadeNear = 20f;
public float tubeRadius = 10f;
public Renderer meshRenderer;
#endregion
#region [] Lifecycle & Factory
public static DTMRandomGridTube GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float patternSizeX, float patternSizeY, float gridDensity,
float timeAngle, float stepA, float stepB,
float seamRotation, float seamFadeWidth, float seamFadeSmoothness,
float fadeFar, float fadeNear, float tubeRadius)
{
DTMRandomGridTube randomGridTube = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMRandomGridTube>();
randomGridTube.patternSizeX = patternSizeX;
randomGridTube.patternSizeY = patternSizeY;
randomGridTube.gridDensity = gridDensity;
randomGridTube.timeAngle = timeAngle;
randomGridTube.stepA = stepA;
randomGridTube.stepB = stepB;
randomGridTube.seamRotation = seamRotation;
randomGridTube.seamFadeWidth = seamFadeWidth;
randomGridTube.seamFadeSmoothness = seamFadeSmoothness;
randomGridTube.fadeFar = fadeFar;
randomGridTube.fadeNear = fadeNear;
randomGridTube.tubeRadius = tubeRadius;
return randomGridTube;
}
public override void FirstSetUpObject(bool isFirstGenerated)
{
if (meshRenderer == null)
meshRenderer = GetComponentInChildren<Renderer>();
if (meshRenderer != null)
{
meshRenderer.InitializeShader(); // 实例化材质 / Instantiate material
UpdateMaterialProperties();
}
}
public override void OnDirtyRefresh(Dictionary<string, bool> flags)
{
UpdateMaterialProperties();
}
#endregion
#region [] Core Effect Logic
public void UpdateMaterialProperties()
{
if (meshRenderer != null && meshRenderer.material != null)
{
Material mat = meshRenderer.material;
mat.SetVector("_PatternSize", new Vector4(patternSizeX, patternSizeY, 0, 0));
mat.SetFloat("_GridDensity", gridDensity);
mat.SetFloat("_TimeAngle", timeAngle);
mat.SetFloat("_StepA", stepA);
mat.SetFloat("_StepB", stepB);
mat.SetFloat("_SeamRotation", seamRotation);
mat.SetFloat("_SeamFadeWidth", seamFadeWidth);
mat.SetFloat("_SeamFadeSmoothness", seamFadeSmoothness);
mat.SetFloat("_FadeFar", fadeFar);
mat.SetFloat("_FadeNear", fadeNear);
mat.SetFloat("_TubeRadius", tubeRadius);
// Sync color mapped from unified generic submodule
mat.SetColor("_Color0", colorSubmodule.currentBaseColor);
}
}
public override void Refresh()
{
base.Refresh();
// Sync environment color changes
if (meshRenderer != null && meshRenderer.material != null)
{
meshRenderer.material.SetColor("_Color0", colorSubmodule.currentBaseColor);
}
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 26a21b12ae64bfc43aa9129823e862ac

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@@ -0,0 +1,201 @@
using System;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
/// <summary>
/// 游星空天空盒环境物体,加载 DTM_Skybox_Starry 材质并将其设置为场景天空盒,
/// 同时暴露天空盒 Shader 的全量参数以接受 PropertyAnimation 动态控制。
/// </summary>
public partial class DTMStarrySkybox : EnvironmentObject
{
#region [] Exposed Fields
// 天空盒材质(运行时实例)
[NonSerialized] public Material skyboxMaterial;
// --- Sky ---
public Color skyColor = Color.blue;
public Color horizon = Color.cyan;
public float horizonStrength = 2f;
public float horizonSkyHeight = 0.7f;
// --- Stars ---
public bool useStarMap = true;
public float starDensity = 30f;
public float starSize = 75f;
public Color starColor = Color.white;
public bool preventStarsInFrontOfSun = true;
// 通过 ThemeBundle 字符串名称查找贴图
public string starMapTextureName = "None";
// --- Sun Mask ---
public bool haveSun = false;
public string sunMaskTextureName = "None";
public float sunMaskSize = 0.02f;
public float sunMaskSpherize = 13.2f;
public float sunDiscSize = 1f;
public Color sunColorOne = Color.white;
public Color sunColorTwo = Color.white;
public float sunGradientStrength = 3.7f;
public float sunGradientHeight = 1.23f;
// --- Fog ---
public float fogHeight = 1f;
public float fogPower = 0.5f;
public float fogContrast = 40f;
#endregion
#region [] Lifecycle & Factory
public static DTMStarrySkybox GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
// Sky
Color skyColor, Color horizon, float horizonStrength, float horizonSkyHeight,
// Stars
bool useStarMap, float starDensity, float starSize, Color starColor,
bool preventStarsInFrontOfSun, string starMapTextureName,
// Sun
bool haveSun, string sunMaskTextureName,
float sunMaskSize, float sunMaskSpherize, float sunDiscSize,
Color sunColorOne, Color sunColorTwo, float sunGradientStrength, float sunGradientHeight,
// Fog
float fogHeight, float fogPower, float fogContrast)
{
DTMStarrySkybox skybox = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic)
.GetComponent<DTMStarrySkybox>();
skybox.skyColor = skyColor;
skybox.horizon = horizon;
skybox.horizonStrength = horizonStrength;
skybox.horizonSkyHeight = horizonSkyHeight;
skybox.useStarMap = useStarMap;
skybox.starDensity = starDensity;
skybox.starSize = starSize;
skybox.starColor = starColor;
skybox.preventStarsInFrontOfSun = preventStarsInFrontOfSun;
skybox.starMapTextureName = starMapTextureName;
skybox.haveSun = haveSun;
skybox.sunMaskTextureName = sunMaskTextureName;
skybox.sunMaskSize = sunMaskSize;
skybox.sunMaskSpherize = sunMaskSpherize;
skybox.sunDiscSize = sunDiscSize;
skybox.sunColorOne = sunColorOne;
skybox.sunColorTwo = sunColorTwo;
skybox.sunGradientStrength = sunGradientStrength;
skybox.sunGradientHeight = sunGradientHeight;
skybox.fogHeight = fogHeight;
skybox.fogPower = fogPower;
skybox.fogContrast = fogContrast;
return skybox;
}
public override void FirstSetUpObject(bool isFirstGenerated)
{
// 从 ThemeBundle 中加载天空盒材质并实例化,赋给场景天空盒
Material sourceMat = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, "DTM_Skybox_Starry");
if (sourceMat != null)
{
skyboxMaterial = new Material(sourceMat); // 实例化,隔离修改
RenderSettings.skybox = skyboxMaterial;
Debug.Log($"[DTMStarrySkybox] 成功加载并应用天空盒材质 'DTM_Skybox_Starry' 作为场景天空盒。");
}
else
{
Debug.LogError($"[DTMStarrySkybox] 无法在 ThemeBundle '{themeBundleName}' 中找到 'DTM_Skybox_Starry' 材质!");
return;
}
UpdateSkyboxProperties();
}
public override void OnDirtyRefresh(Dictionary<string, bool> flags)
{
UpdateSkyboxProperties();
}
#endregion
#region [] Core Effect Logic
/// <summary>
/// 将所有本地缓存参数一次性批量写入天空盒材质,并通知 DynamicGI 刷新。
/// </summary>
public void UpdateSkyboxProperties()
{
if (skyboxMaterial == null) return;
// -- Sky --
skyboxMaterial.SetColor("_SkyColor", skyColor);
skyboxMaterial.SetColor("_Horizon", horizon);
skyboxMaterial.SetFloat("_HorizonStrength", horizonStrength);
skyboxMaterial.SetFloat("_HorizonSkyHeight", horizonSkyHeight);
// -- Stars --
skyboxMaterial.SetFloat("_UseStarMap", useStarMap ? 1f : 0f);
skyboxMaterial.SetFloat("_StarDensity", starDensity);
skyboxMaterial.SetFloat("_StarSize", starSize);
skyboxMaterial.SetColor("_StarColor", starColor);
skyboxMaterial.SetFloat("_PreventStarsInFrontOfSun", preventStarsInFrontOfSun ? 1f : 0f);
// 星图贴图通过 ThemeBundle 按名称查找
if (!string.IsNullOrEmpty(starMapTextureName) && starMapTextureName != "None")
{
Texture2D starMap = ThemeBundleManager.instance.GetObject<Texture2D>(themeBundleName, starMapTextureName);
if (starMap != null) skyboxMaterial.SetTexture("_StarMap", starMap);
}
// -- Sun Mask --
skyboxMaterial.SetFloat("_HaveSun", haveSun ? 1f : 0f);
if (!string.IsNullOrEmpty(sunMaskTextureName) && sunMaskTextureName != "None")
{
Texture2D sunMask = ThemeBundleManager.instance.GetObject<Texture2D>(themeBundleName, sunMaskTextureName);
if (sunMask != null) skyboxMaterial.SetTexture("_SunMask", sunMask);
}
skyboxMaterial.SetFloat("_SunMaskSize", sunMaskSize);
skyboxMaterial.SetFloat("_SunMaskSpherize", sunMaskSpherize);
skyboxMaterial.SetFloat("_SunDiscSize", sunDiscSize);
skyboxMaterial.SetColor("_SunColorOne", sunColorOne);
skyboxMaterial.SetColor("_SunColorTwo", sunColorTwo);
skyboxMaterial.SetFloat("_SunGradientStrength", sunGradientStrength);
skyboxMaterial.SetFloat("_SunGradientHeight", sunGradientHeight);
// -- Fog --
skyboxMaterial.SetFloat("_FogHeight", fogHeight);
skyboxMaterial.SetFloat("_FogPower", fogPower);
skyboxMaterial.SetFloat("_FogContrast", fogContrast);
// 通知引擎重烤全局间接光
DynamicGI.UpdateEnvironment();
}
public override void Refresh()
{
base.Refresh();
if (skyboxMaterial != null)
{
RenderSettings.skybox = skyboxMaterial;
}
}
public override void OnDelete()
{
base.OnDelete();
// 还原场景天空盒,防止场景切换后残留
RenderSettings.skybox = null;
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3fe829cad763c61439c6596ef1e4c181

View File

@@ -1,4 +1,4 @@
Shader "Soullies/DTM_FramesFloor"
Shader "Soullies/DTM_RandomGridFloor"
{
Properties
{
@@ -23,6 +23,7 @@ Shader "Soullies/DTM_FramesFloor"
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
[Enum(Front, Back, Off)] _CullMode("Cull Mode", Float) = 2 // Off
}
SubShader
@@ -38,7 +39,7 @@ Shader "Soullies/DTM_FramesFloor"
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Back
Cull [_CullMode]
Pass
{

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b491aef5bd88c8b44afc30f6f2074f06
guid: 1e848b97478df7c4db397a15a343be4e
ShaderImporter:
externalObjects: {}
defaultTextures: []

View File

@@ -0,0 +1,234 @@
Shader "Soullies/DTM_RandomGridTube"
{
Properties
{
[HDR]_Color0("Color0", Color) = (1, 1, 1, 0)
[Header(Pattern Settings)]
_PatternSize("Pattern Size (X, Y)", Vector) = (2.0, 2.0, 0, 0)
_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
_TimeAngle("Time Angle (Speed)", Float) = 1.0
[Header(Edge Settings)]
_StepA("Step A", Range(0, 1)) = 0.293
_StepB("Step B", Range(0, 1)) = 0.345
[Header(Seam Hiding)]
_SeamRotation("Seam Angle Offset", Range(-180, 180)) = -90.0
_SeamFadeWidth("Seam Cut Width", Range(0.0, 1.0)) = 0.2
_SeamFadeSmoothness("Seam Softness", Range(0.0, 1.0)) = 1.0
[Header(Tube Specific Settings)]
_FadeFar("Fade Far (Fully Transparent)", Float) = 100.0
_FadeNear("Fade Near (Fully Opaque)", Float) = 20.0
_TubeRadius("Virtual Tube Radius", Float) = 10.0
[Header(Render State)]
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
[Enum(Front, Back, Off)] _CullMode("Cull Mode", Float) = 1 // Front (Inside)
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent-300"
"UniversalMaterialType" = "Unlit"
"IgnoreProjector" = "True"
}
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode] // Default Cull Front to see inside the tube
Pass
{
Name "ForwardOnly"
Tags { "LightMode" = "UniversalForwardOnly" }
HLSLPROGRAM
#pragma target 4.5
#pragma prefer_hlslcc gles
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 positionOS : TEXCOORD1;
half fogFactor : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _Color0;
float4 _PatternSize;
float _GridDensity;
float _TimeAngle;
float _StepA;
float _StepB;
float _SeamRotation;
float _SeamFadeWidth;
float _SeamFadeSmoothness;
float _FadeFar;
float _FadeNear;
float _TubeRadius;
CBUFFER_END
// -------------------------------------
// Custom Helper Functions
float2 VoronoiHash(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
}
// Manhattan-based Voronoi optimized for Mobile URP
float VoronoiDistance(float2 v, float t)
{
float2 n = floor(v);
float2 f = frac(v);
float minDist = 8.0;
UNITY_UNROLL
for (int j = -1; j <= 1; j++)
{
UNITY_UNROLL
for (int i = -1; i <= 1; i++)
{
float2 g = float2((float)i, (float)j);
float2 o = VoronoiHash(n + g);
// Oscillating movement
o = sin(t + o * 6.2831853) * 0.5 + 0.5;
float2 r = f - g - o;
// Manhattan distance for rectangular frames
float d = 0.5 * (abs(r.x) + abs(r.y));
minDist = min(minDist, d);
}
}
return minDist;
}
// -------------------------------------
// Vertex Shader
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.positionOS = input.positionOS.xyz;
output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
// -------------------------------------
// Fragment Shader
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// ==========================================
// 1. Cylindrical Mapping & Seam Control
// ==========================================
// Calculate angle around the Z-axis in object space. atan2 returns [-PI, PI].
float rawAngle = atan2(input.positionOS.y, input.positionOS.x);
// Rotate the seam mechanically
float angleOffset = _SeamRotation * (3.14159265 / 180.0);
float angle = rawAngle + angleOffset;
// Wrap angle to [-PI, PI] to keep math bounded
if(angle > 3.14159265) angle -= 6.2831853;
if(angle < -3.14159265) angle += 6.2831853;
// Derive distance to the seam (seam is at absolute PI or -PI)
float distToSeam = 3.14159265 - abs(angle);
// Seam alpha fading calculation
float endFade = _SeamFadeWidth * 3.14159265;
float startFade = endFade * (1.0 - _SeamFadeSmoothness);
float seamFadeMask = smoothstep(startFade, endFade + 0.0001, distToSeam);
// Convert adjusted angle to U coordinate
float u = angle * _TubeRadius;
// V is driven by World Z to maintain seamless tiling
float v = input.positionWS.z;
float2 cylindricalUV = float2(u, v);
// Density Multiplier
float density = max(_GridDensity, 0.0001);
float2 sizeDivisor = max(_PatternSize.xy, float2(0.0001, 0.0001)) / density;
float2 scaledUV = cylindricalUV / sizeDivisor;
// Rotate 45 degrees
float c = 0.707106;
float s = 0.707106;
float2 rotatedUV = mul(scaledUV, float2x2(c, -s, s, c));
// Time driven animation
float t = _TimeAngle * _TimeParameters.x;
// Voronoi mathematical noise
float voronoiV = VoronoiDistance(rotatedUV, t);
// Anti-aliased border mask computation
float fw = fwidth(voronoiV);
float edge1 = smoothstep(_StepA - fw, _StepA + fw, voronoiV);
float edge2 = smoothstep(_StepB - fw, _StepB + fw, voronoiV);
float gridAlphaMask = edge2 - edge1;
half3 gridColor = _Color0.rgb;
half gridAlpha = gridAlphaMask * _Color0.a;
// ==========================================
// 2. Distance Fade (Far = Transparent, Near = Opaque)
// ==========================================
float distToCam = distance(GetCameraPositionWS(), input.positionWS);
// If distToCam is between _FadeFar and _FadeNear, smoothly transition
// When dist = _FadeFar, fadeMask = 0 (Transparent)
// When dist = _FadeNear, fadeMask = 1 (Opaque)
float rawFade = (distToCam - _FadeFar) / (_FadeNear - _FadeFar + 0.0001);
float fadeMask = saturate(rawFade);
// Multiply the alpha by our camera distance fade AND seam smooth fade
gridAlpha *= fadeMask * seamFadeMask;
// Apply URP Fog
gridColor = MixFog(gridColor, input.fogFactor);
return half4(gridColor, gridAlpha);
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}

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Shader "Soullies/DTM_RegularGridFloor"
{
Properties
{
[HDR]_Color0("Color0", Color) = (1, 1, 1, 0)
[Header(Grid Settings)]
_GridSize("Grid Size (X, Y)", Vector) = (1.0, 1.0, 0, 0)
_GridDensity("Grid Density (Quantity Multiplier)", Float) = 1.0
_LineThickness("Line Thickness", Range(0.001, 0.5)) = 0.05
_EdgeSoftness("Edge Softness", Range(0.0, 0.5)) = 0.01
[Header(Animation Settings)]
_MoveVector("Movement Vector (X, Y)", Vector) = (0.0, 1.0, 0, 0)
[Header(Outer Enclosing Border)]
[Toggle(_OUTER_BORDER_ON)] _EnableOuterBorder("Enable Outer Border", Float) = 0
[HDR] _OuterBorderColor("Outer Border Color", Color) = (1, 1, 1, 1)
_OuterBorderWidth("Outer Border Width", Range(0.0, 0.5)) = 0.02
[Header(Render State)]
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 10 // OneMinusSrcAlpha
[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent-300"
"UniversalMaterialType" = "Unlit"
"IgnoreProjector" = "True"
}
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Back
Pass
{
Name "ForwardOnly"
Tags { "LightMode" = "UniversalForwardOnly" }
HLSLPROGRAM
#pragma target 4.5
#pragma prefer_hlslcc gles
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma shader_feature_local _OUTER_BORDER_ON
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float2 uv : TEXCOORD1;
half fogFactor : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _Color0;
float4 _GridSize;
float _GridDensity;
float _LineThickness;
float _EdgeSoftness;
float4 _MoveVector;
half4 _OuterBorderColor;
float _OuterBorderWidth;
CBUFFER_END
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.uv = input.uv;
output.fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// ==========================================
// 1. Regular Grid Pattern (World Space UV)
// ==========================================
float2 worldUV = input.positionWS.xz;
// Direct Linear Movement Animation
float t = _Time.y; // Standard time in seconds
worldUV -= _MoveVector.xy * t;
// Density Multiplier
float density = max(_GridDensity, 0.0001);
float2 sizeDivisor = max(_GridSize.xy, float2(0.0001, 0.0001)) / density;
// Scale UV
float2 scaledUV = worldUV / sizeDivisor;
// Generate pure regular grid lines mathematically
// frac() maps to [0,1], we subtract 0.5 and take absolute to get a pyramid [0, 0.5]
float2 cellUV = abs(frac(scaledUV) - 0.5);
// Distance to the closest grid edge
float2 distToLine = 0.5 - cellUV;
float closestLine = min(distToLine.x, distToLine.y);
// Hardware screen-space derivative + Software Softness for AA
float fw = fwidth(closestLine);
float halfThickness = _LineThickness * 0.5;
float edgeSoft = max(_EdgeSoftness, fw); // ensures it never hard aliases
// Solid line with anti-aliased trailing edge
float gridAlphaMask = smoothstep(halfThickness + edgeSoft, halfThickness - edgeSoft, closestLine);
half3 gridColor = _Color0.rgb;
half gridAlpha = gridAlphaMask * _Color0.a;
// ==========================================
// 2. Outer Enclosing Border
// ==========================================
half3 finalColor = gridColor;
half finalAlpha = gridAlpha;
#if defined(_OUTER_BORDER_ON)
// Calculate distance to nearest Mesh UV edge [0, 1]
float2 edgeDist = min(input.uv, 1.0 - input.uv);
float closestEdge = min(edgeDist.x, edgeDist.y);
float borderfw = fwidth(closestEdge);
// Creates a solid border with a smooth antialiased inner falloff
float borderMask = 1.0 - smoothstep(_OuterBorderWidth - borderfw, _OuterBorderWidth + borderfw, closestEdge);
// Lerp grid to border
finalColor = lerp(gridColor, _OuterBorderColor.rgb, borderMask);
finalAlpha = lerp(gridAlpha, _OuterBorderColor.a, borderMask);
#endif
// Apply URP Fog
finalColor = MixFog(finalColor, input.fogFactor);
return half4(finalColor, finalAlpha);
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}

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@@ -1,5 +1,5 @@
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userData:
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// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Chapter0/Ripple"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_EdgeValue("EdgeValue", Range( 0 , 1)) = 0.5
[HDR]_ImageColor("ImageColor", Color) = (0,0,0,0)
_Width("Width", Range( 0 , 1)) = 0.5
_Opacity("Opacity", Range( 0 , 1)) = 1
[Toggle(_ISCIRCLE_ON)] _IsCircle("IsCircle", Float) = 0
_MainTex("MainTex", 2D) = "white" {}
[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" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" }
Cull Off
HLSLINCLUDE
#pragma target 3.0
#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 Lit"
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
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITELIT
#define SHADERPASS_SPRITELIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#pragma shader_feature_local _ISCIRCLE_ON
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _ImageColor;
float _EdgeValue;
float _Width;
float _Opacity;
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;
float4 screenPosition : TEXCOORD2;
float3 positionWS : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
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_color = v.color;
#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.screenPosition = vertexInput.positionNDC;
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 );
float3 positionWS = IN.positionWS.xyz;
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
float2 temp_output_51_0 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
float2 break104 = temp_output_51_0;
#ifdef _ISCIRCLE_ON
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
#else
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
#endif
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.ase_color * appendResult90 );
float4 Mask = float4(1,1,1,1);
float3 Normal = float3( 0, 0, 1 );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
#endif
Color *= IN.color;
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
InputData2D inputData;
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
SETUP_DEBUG_DATA_2D(inputData, positionWS);
return CombinedShapeLightShared(surfaceData, inputData);
}
ENDHLSL
}
Pass
{
Name "Sprite Normal"
Tags { "LightMode"="NormalsRendering" }
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_SPRITENORMAL
#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/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _ISCIRCLE_ON
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _ImageColor;
float _EdgeValue;
float _Width;
float _Opacity;
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 normalWS : TEXCOORD2;
float4 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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;
float3 normalWS = TransformObjectToWorldNormal( v.normal );
o.normalWS = -GetViewForwardDir();
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
o.tangentWS = normalize( tangentWS );
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
return o;
}
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
float2 temp_output_51_0 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
float2 break104 = temp_output_51_0;
#ifdef _ISCIRCLE_ON
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
#else
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
#endif
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.color * appendResult90 );
float3 Normal = float3( 0, 0, 1 );
Color *= IN.color;
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
}
ENDHLSL
}
Pass
{
Name "Sprite 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"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _ISCIRCLE_ON
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _ImageColor;
float _EdgeValue;
float _Width;
float _Opacity;
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
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 );
float3 positionWS = IN.positionWS.xyz;
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
float2 temp_output_51_0 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
float2 break104 = temp_output_51_0;
#ifdef _ISCIRCLE_ON
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
#else
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
#endif
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.color * appendResult90 );
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
Color *= IN.color;
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"
#pragma shader_feature_local _ISCIRCLE_ON
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _ImageColor;
float _EdgeValue;
float _Width;
float _Opacity;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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;
o.ase_color = v.ase_color;
//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
{
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
float2 temp_output_51_0 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
float2 break104 = temp_output_51_0;
#ifdef _ISCIRCLE_ON
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
#else
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
#endif
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.ase_color * appendResult90 );
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"
#pragma shader_feature_local _ISCIRCLE_ON
sampler2D _MainTex;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _ImageColor;
float _EdgeValue;
float _Width;
float _Opacity;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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;
o.ase_color = v.ase_color;
//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
{
float temp_output_79_0 = ( _EdgeValue * ( ( _Width - 1.0 ) * -2.0 ) );
float2 temp_output_51_0 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
float2 break104 = temp_output_51_0;
#ifdef _ISCIRCLE_ON
float staticSwitch101 = distance( temp_output_51_0 , float2( 0,0 ) );
#else
float staticSwitch101 = ( abs( break104.x ) + abs( break104.y ) );
#endif
float temp_output_75_0 = ( staticSwitch101 / _EdgeValue );
float smoothstepResult72 = smoothstep( temp_output_79_0 , temp_output_79_0 , temp_output_75_0);
float smoothstepResult69 = smoothstep( 1.0 , 1.0 , temp_output_75_0);
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 break89 = ( tex2D( _MainTex, uv_MainTex ) * _ImageColor );
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
float4 Color = ( saturate( ( smoothstepResult72 - smoothstepResult69 ) ) * IN.ase_color * appendResult90 );
half4 outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Hidden/InternalErrorShader"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Gemini/GraphicWaterfall"
{
Properties
{
_ShapeTexture("Shape Texture", 2D) = "white" {}
_BackgroundColor("Background Color", Color) = (0,0,0,0)
_BackgroundOpacity("Background Opacity", Range( 0 , 1)) = 0.5
_MoveDirection("Move Direction", Vector) = (1,0,0,0)
_MinMoveSpeed("Min Move Speed", Float) = 0.1
_MaxMoveSpeed("Max Move Speed", Float) = 0.5
_MinRotationSpeed("Min Rotation Speed", Range( 0 , 10)) = 1
_MaxRotationSpeed("Max Rotation Speed", Range( 0 , 10)) = 5
_Density("Density", Range( 1 , 100)) = 10
_ShapeOpacity("Shape Opacity", Range( 0 , 1)) = 1
[Toggle]_EnableEmission("Enable Emission", Float) = 0
_EmissionColor("Emission Color", Color) = (1,1,1,1)
_GlobalOpacity("Global Opacity", Range( 0 , 1)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "DisableBatching"="True" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ColorMask RGBA
ZWrite Off
ZTest LEqual
Pass
{
Name "Unlit"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
#pragma multi_compile _ ENABLEEMISSION_ON
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
uniform sampler2D _ShapeTexture;
uniform float _Density;
uniform float4 _MoveDirection;
uniform float _MinMoveSpeed;
uniform float _MaxMoveSpeed;
uniform float _MinRotationSpeed;
uniform float _MaxRotationSpeed;
uniform float4 _BackgroundColor;
uniform float _BackgroundOpacity;
uniform float _ShapeOpacity;
uniform float _GlobalOpacity;
uniform float4 _EmissionColor;
v2f vert ( appdata v )
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
// https://www.ronja-tutorials.com/post/028-voronoi-noise/
// https://www.shadertoy.com/view/MslGD8
float2 random( float2 p )
{
return frac( sin( float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ) ) * 43758.5453 );
}
fixed4 frag (v2f i ) : SV_Target
{
fixed4 finalColor;
//---------------------------------------------------------
// 4.1 - 创建网格 (Grid) 和单元格内部坐标 (Cell UV)
//---------------------------------------------------------
float2 mainUV = i.uv;
float2 tiledUV = mainUV * _Density;
float2 cellID = floor(tiledUV);
float2 cellUV = frac(tiledUV);
//---------------------------------------------------------
// 4.2 - 为每个单元格生成独立的随机值
//---------------------------------------------------------
float2 randomValue1 = random(cellID);
float2 randomValue2 = random(cellID + float2(1.2, 3.4));
float randomSpeed = lerp(_MinMoveSpeed, _MaxMoveSpeed, randomValue1.x);
float randomRotationSpeed = lerp(_MinRotationSpeed, _MaxRotationSpeed, randomValue1.y);
float randomPhase = randomValue2.x * 100.0;
//---------------------------------------------------------
// 4.3 - 实现独立的平滑移动与旋转 (核心)
//---------------------------------------------------------
// 计算移动
float localTime = _Time.y + randomPhase;
float2 movementOffset = (localTime * randomSpeed) * _MoveDirection.xy;
float2 panningUV = cellUV - movementOffset;
// 计算旋转
float rotationAngle = localTime * randomRotationSpeed;
float2 anchor = float2(0.5, 0.5);
float sinRot = sin(rotationAngle);
float cosRot = cos(rotationAngle);
float2x2 rotationMatrix = float2x2(cosRot, -sinRot, sinRot, cosRot);
float2 finalUV = mul(panningUV - anchor, rotationMatrix) + anchor;
//---------------------------------------------------------
// 4.4 - 最终采样与混合
//---------------------------------------------------------
float4 shapeSample = tex2D(_ShapeTexture, finalUV);
// 混合颜色
float3 mixedColor = lerp(_BackgroundColor.rgb, shapeSample.rgb, shapeSample.a);
// 混合透明度
float mixedOpacity = lerp(_BackgroundOpacity, _ShapeOpacity, shapeSample.a);
float finalOpacity = mixedOpacity * _GlobalOpacity;
// 处理发光
float3 emission = 0.0;
#ifdef ENABLEEMISSION_ON
emission = shapeSample.rgb * _EmissionColor.rgb * shapeSample.a;
#endif
finalColor = float4(mixedColor + emission, finalOpacity);
return finalColor;
}
ENDCG
}
}
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