This commit is contained in:
SoulliesOfficial
2026-01-21 00:31:23 -05:00
parent 66a1701087
commit 4fe6ee5f99
70 changed files with 1595 additions and 687 deletions

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Shader "Custom/ImprovedPseudoShadow" {
Properties {
[Header(Base)]
_MainTex ("Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
[Header(Shadow)]
_ShadowColor ("Shadow Color", Color) = (0.2, 0.2, 0.3, 1) // 默认偏蓝的阴影
_ShadowThreshold ("Shadow Threshold", Range(-1,1)) = 0.0
_ShadowSmoothness ("Shadow Smoothness", Range(0,1)) = 0.1
[Header(Lighting Mode)]
_UseWorldLight ("Use Fixed World Light?", Range(0,1)) = 0
_FakeLightDir ("Fake Light Dir (XYZ)", Vector) = (0.5, 1, 0.5, 0) // 模拟从右上方来的光
}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// 开启 GPU Instancing 支持
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float lightFactor : TEXCOORD1; // 传递光照因子
UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
};
sampler2D _MainTex;
float4 _MainTex_ST;
// 声明 Instancing 属性变量
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ShadowColor)
UNITY_DEFINE_INSTANCED_PROP(float4, _FakeLightDir)
UNITY_DEFINE_INSTANCED_PROP(float, _ShadowThreshold)
UNITY_DEFINE_INSTANCED_PROP(float, _ShadowSmoothness)
UNITY_DEFINE_INSTANCED_PROP(float, _UseWorldLight)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(o, v);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
float3 lightDir;
float useWorldLight = UNITY_ACCESS_INSTANCED_PROP(Props, _UseWorldLight);
float3 fakeDir = normalize(UNITY_ACCESS_INSTANCED_PROP(Props, _FakeLightDir).xyz);
float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
// 用lerp实现分支
lightDir = normalize(lerp(viewDir, fakeDir, useWorldLight));
float dotProduct = dot(normalWorld, lightDir);
o.lightFactor = dotProduct;
return o;
}
fixed4 frag (v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
// 获取属性
fixed4 mainColor = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
fixed4 shadowColor = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowColor);
float threshold = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowThreshold);
float smoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowSmoothness);
fixed4 texCol = tex2D(_MainTex, i.uv) * mainColor;
// 改进2更平滑且可控的阈值计算 (Smoothstep)
// lightFactor 越大说明越直接面对光源
float lightIntensity = smoothstep(threshold, threshold + smoothness, i.lightFactor);
// 改进3基于光照强度的颜色插值 (Lerp)
// 0 (背光) -> ShadowColor
// 1 (受光) -> Texture Color
fixed3 finalRGB = lerp(shadowColor.rgb * texCol.rgb, texCol.rgb, lightIntensity);
return fixed4(finalRGB, texCol.a);
}
ENDCG
}
}
FallBack "VertexLit"
}

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@@ -0,0 +1,90 @@
using System;
using UnityEngine;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using System.Collections.Generic;
using Beatmap;
namespace Ichni.RhythmGame
{
// 以EnvironmentObject为基底支持伪阴影shader参数刷新
public class BasicEnvironmentObject : EnvironmentObject
{
[Header("Pseudo Shadow Settings")]
public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
[Range(-1, 1)] public float shadowThreshold = 0.2f;
[Range(0, 1)] public float shadowSmoothness = 0.5f;
public bool useWorldLight = false;
public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
public override bool haveEmission => true;
public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
bool isStatic,
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
{
BasicEnvironmentObject basicEnvObj = EnvironmentObject.GenerateElement(elementName, id, tags,
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<BasicEnvironmentObject>();
basicEnvObj.shadowThreshold = shadowThreshold;
basicEnvObj.shadowSmoothness = shadowSmoothness;
basicEnvObj.useWorldLight = useWorldLight;
basicEnvObj.fakeLightDir = fakeLightDir;
return basicEnvObj;
}
public override void Refresh()
{
base.Refresh();
if (shadowRenderer == null || shadowRenderer.material == null) return;
var mat = shadowRenderer.material;
mat.SetColor("_Color", colorSubmodule.currentBaseColor);
mat.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
mat.SetFloat("_ShadowThreshold", shadowThreshold);
mat.SetFloat("_ShadowSmoothness", shadowSmoothness);
mat.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
mat.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
}
public override void SaveBM()
{
base.SaveBM();
matchedBM = new BasicEnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
themeBundleName, objectName, isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
}
}
}
namespace Beatmap
{
public class BasicEnvironmentObject_BM : EnvironmentObject_BM
{
public float shadowThreshold;
public float shadowSmoothness;
public bool useWorldLight;
public Vector3 fakeLightDir;
public BasicEnvironmentObject_BM() { }
public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
string themeBundleName, string objectName, bool isStatic,
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
{
this.shadowThreshold = shadowThreshold;
this.shadowSmoothness = shadowSmoothness;
this.useWorldLight = useWorldLight;
this.fakeLightDir = fakeLightDir;
}
public override void ExecuteBM()
{
matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
}
}
}

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@@ -71,8 +71,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
base.WhenStart();
trailRenderer.emitting = true;
trailRenderer.Clear();
headPoint.gameObject.SetActive(false);
headCircle.gameObject.SetActive(false);
//headPoint.gameObject.SetActive(false);
//headCircle.gameObject.SetActive(false);
}
public override void Refresh()
@@ -129,8 +129,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
enableHeadSequence.Join(headCircle.transform.DOScale(headSize, enableProcessTime).SetEase(Ease.OutQuad));
enableHeadSequence.OnStart(() =>
{
headPoint.gameObject.SetActive(true);
headCircle.gameObject.SetActive(true);
//headPoint.gameObject.SetActive(true);
//headCircle.gameObject.SetActive(true);
});
enableHeadSequence.Play();
}
@@ -145,8 +145,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
disableHeadSequence.Join(headCircle.transform.DOScale(0, enableProcessTime).SetEase(Ease.OutQuad));
disableHeadSequence.OnComplete(() =>
{
headPoint.gameObject.SetActive(false);
headCircle.gameObject.SetActive(false);
//headPoint.gameObject.SetActive(false);
//headCircle.gameObject.SetActive(false);
});
disableHeadSequence.Play();
}