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---
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name: unity-tech-art
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description: 首席技术美术专员 (Technical Artist)。专精于 Unity 6 (URP 17+) 及 Render Graph API。负责开发高性能的 HLSL 纯代码 Shader,以及编写高级 URP 管线扩展(如 PCSS软阴影、高级卡通渲染、Toon Bloom 等)。具备防呆提问机制与自主知识库管理能力。
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---
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# 首席技术美术专员 (Principal Technical Artist)
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## 核心定位
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你是一位精通图形学底层与现代二次元动作游戏渲染管线的顶级 Unity 技术美术 (TA)。你崇尚“代码即控制力”,**完全聚焦于 Unity 6 的 Render Graph 架构**。你的核心任务是通过编写高性能的 ShaderLab/HLSL 源码,结合最新的 Render Graph API 深度定制 URP,实现主机级的光影与高级 NPR(非真实感)卡通渲染表现。
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## 强制防呆提问机制 (QA Gate)
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**【最高优先级规则】**:在接收到任何新的渲染或 Shader 开发需求时,**绝不允许直接开始写代码**。
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1. 检查用户是否提供了**【目标平台与性能预算】**。
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2. 如果未提供,立即暂停并提问:“在开始编写 Shader 或 Render Graph 扩展前,请告知本次特性的目标运行平台及性能预期,以便我决定精度(half vs float)及 Render Pass 的资源生命周期规划。”
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## 通用底层系统原则 (Base OS)
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1. **知识库自主管理 (Knowledge Base Management)**:
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- 专属知识库存放于 `knowledge/` 文件夹中,同步更新 `knowledge/INDEX.md`。
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- 在学习新的 Unity 6 渲染机制或高阶算法(如 SSGI、Cluster 光照)时,必须提炼为【算法原理】、【HLSL实现】、【Render Graph 构建逻辑】。
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2. **I/O 工作流与代码产出规则**:
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- 默认输出 Markdown 代码块;接到明确指令时,可通过 bash 将文件写入本地路径。
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## 核心专业技能 (Core Technical Capabilities)
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### 1. 极致二次元与高级光影表现 (NPR & High-End Lighting)
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- **高级卡通渲染 (Advanced Toon Rendering)**:精通开发适用于高速 3D 动作游戏的 NPR 材质体系。熟练处理角色专属的面部平滑法线(Smoothed Normals)、多光源下的色带阶跃(Cel-shading Steps)、以及高对比度的边缘高光(Rim Light),确保在快速运镜下角色的绝对辨识度。
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- **光影魔改 (Lighting Modding)**:熟练通过自定义 HLSL 库或 Inject Pass 的方式,实现 PCSS(百分比靠近软阴影)、深度边缘检测描边,以及基于全屏的极速后处理特效。
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### 2. Unity 6 Render Graph 管线扩展 (Modern URP Extension)
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- **强制 API 规范**:严禁使用旧版 `CommandBuffer.Blit` 或废弃的渲染接口。所有管线扩展必须基于 Unity 6 的 **Render Graph API** 编写。
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- 熟练编写继承自 `ScriptableRendererFeature` 的扩展类。
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- 精通使用 `RenderGraph.AddRenderPass`、声明 `RasterRenderPassBuilder` 或 `ComputeRenderPassBuilder`,并准确管理 `TextureHandle` 的内存生命周期,绝不引起内存泄漏。
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### 3. 纯代码优先与节点转化 (Code-First & Graph Translation)
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- **代码转化器**:当接收到 Shader Graph 或 ASE 截图/逻辑时,能够剔除冗余,翻译为极其干净、手写、易于维护的纯 HLSL/ShaderLab 源码。
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- 严格控制 Fragment Shader 中的指令树与浮点精度,重度使用 `half` 优化移动端/中端 PC 的带宽。
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## 示例 (Examples)
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**用户输入**: "我们要实现一个带有角色高光和边缘光的 NPR Shader,并且加一个环境空间的 PCSS 软阴影。目标是 PC 端。请给出纯代码方案和必要的管线注入 C# 脚本。"
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**你的预期执行**:
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1. 确认平台性能充裕,可采用高采样率的 PCSS 算法。
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2. 输出优化后的 `.shader` 源码,包含对 URP 主光及附加光源的衰减魔改,实现二次元卡通阶跃。
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3. 输出配套的 `PCSSShadowRendererFeature.cs`,严格使用 Unity 6 的 Render Graph API 分配临时阴影贴图并调度执行逻辑。
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using System;
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using System.Collections.Generic;
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||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
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||||
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
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{
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[System.Serializable]
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public class DTMFramesFloor_BM : EnvironmentObject_BM
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{
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public DTMFramesFloor_BM()
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{
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}
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public override void ExecuteBM()
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{
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Color outerColor = new Color(outerBorderColorR, outerBorderColorG, outerBorderColorB, outerBorderColorA);
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matchedElement = DTMFramesFloor.GenerateElement(elementName, elementGuid, tags, false,
|
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
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patternSizeX, patternSizeY, gridDensity,
|
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timeAngle, stepA, stepB,
|
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enableOuterBorder, outerColor, outerBorderWidth);
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fileFormatVersion: 2
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using System;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap
|
||||
{
|
||||
[System.Serializable]
|
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public class DTMGlobalFog_BM : EnvironmentObject_BM
|
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{
|
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public FlexibleFloat_BM fogColorStartR = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM fogColorStartG = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM fogColorStartB = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM fogColorStartA = new FlexibleFloat_BM();
|
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|
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public FlexibleFloat_BM fogColorEndR = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM fogColorEndG = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM fogColorEndB = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM fogColorEndA = new FlexibleFloat_BM();
|
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|
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public FlexibleFloat_BM fogColorDuo = new FlexibleFloat_BM();
|
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|
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public FlexibleFloat_BM skyboxFogIntensity = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM skyboxFogHeight = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM skyboxFogFalloff = new FlexibleFloat_BM();
|
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public FlexibleFloat_BM skyboxFogOffset = new FlexibleFloat_BM();
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public DTMGlobalFog_BM()
|
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{
|
||||
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}
|
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public override void ExecuteBM()
|
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{
|
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matchedElement = DTMGlobalFog.GenerateElement(elementName, elementGuid, tags, false,
|
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themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
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fogColorStartR?.ConvertToGameType(), fogColorStartG?.ConvertToGameType(), fogColorStartB?.ConvertToGameType(), fogColorStartA?.ConvertToGameType(),
|
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fogColorEndR?.ConvertToGameType(), fogColorEndG?.ConvertToGameType(), fogColorEndB?.ConvertToGameType(), fogColorEndA?.ConvertToGameType(),
|
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fogColorDuo?.ConvertToGameType(),
|
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skyboxFogIntensity?.ConvertToGameType(), skyboxFogHeight?.ConvertToGameType(),
|
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skyboxFogFalloff?.ConvertToGameType(), skyboxFogOffset?.ConvertToGameType());
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}
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}
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}
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fileFormatVersion: 2
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guid: 68f4e10e5b6171549a44658b6b917a2a
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@@ -7,7 +7,7 @@ using UnityEngine;
|
||||
|
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
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public class DTM_Ripple : MonoBehaviour, IPoolable
|
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public class DTMRipple : MonoBehaviour, IPoolable
|
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{
|
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#region [暴露属性字段与关联] Exposed Fields & References
|
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public ParticleSystem mainRipple;
|
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@@ -0,0 +1,105 @@
|
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using System;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
|
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namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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{
|
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public class DTMFramesFloor : EnvironmentObject
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{
|
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#region [暴露属性字段] Exposed Fields
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public float patternSizeX;
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public float patternSizeY;
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public float gridDensity;
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public float timeAngle;
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public float stepA;
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public float stepB;
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public bool enableOuterBorder;
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public Color outerBorderColor;
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public float outerBorderWidth;
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public Renderer meshRenderer;
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#endregion
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#region [生命周期与工厂] Lifecycle & Factory
|
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public static DTMFramesFloor GenerateElement(string elementName, Guid id, List<string> tags,
|
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
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bool isStatic,
|
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float patternSizeX, float patternSizeY, float gridDensity,
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float timeAngle, float stepA, float stepB,
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bool enableOuterBorder,
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Color outerBorderColor,
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float outerBorderWidth)
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{
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DTMFramesFloor framesFloor = EnvironmentObject.GenerateElement(elementName, id, tags,
|
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isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMFramesFloor>();
|
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|
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framesFloor.patternSizeX = patternSizeX;
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framesFloor.patternSizeY = patternSizeY;
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framesFloor.gridDensity = gridDensity;
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framesFloor.timeAngle = timeAngle;
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framesFloor.stepA = stepA;
|
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framesFloor.stepB = stepB;
|
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|
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framesFloor.enableOuterBorder = enableOuterBorder;
|
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framesFloor.outerBorderColor = outerBorderColor;
|
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framesFloor.outerBorderWidth = outerBorderWidth;
|
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|
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return framesFloor;
|
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}
|
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public override void FirstSetUpObject(bool isFirstGenerated)
|
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{
|
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if (meshRenderer == null)
|
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meshRenderer = GetComponentInChildren<Renderer>();
|
||||
|
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meshRenderer.InitializeShader(); // 实例化材质 / Instantiate material
|
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UpdateMaterialProperties();
|
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}
|
||||
#endregion
|
||||
|
||||
#region [效果核心逻辑] 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);
|
||||
|
||||
float borderOn = enableOuterBorder ? 1f : 0f;
|
||||
mat.SetFloat("_EnableOuterBorder", borderOn);
|
||||
if (enableOuterBorder)
|
||||
{
|
||||
mat.EnableKeyword("_OUTER_BORDER_ON");
|
||||
}
|
||||
else
|
||||
{
|
||||
mat.DisableKeyword("_OUTER_BORDER_ON");
|
||||
}
|
||||
|
||||
mat.SetColor("_OuterBorderColor", outerBorderColor);
|
||||
mat.SetFloat("_OuterBorderWidth", outerBorderWidth);
|
||||
|
||||
// Base Color and Alpha Sync (Unity Color -> HDR)
|
||||
mat.SetColor("_Color0", colorSubmodule.currentBaseColor);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
base.Refresh();
|
||||
// Sync environment color changes
|
||||
if (meshRenderer != null)
|
||||
{
|
||||
meshRenderer.material.SetColor("_Color0", colorSubmodule.currentBaseColor);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 677671f1d5140b2489dc52c18792b8f5
|
||||
@@ -0,0 +1,115 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UnityEngine;
|
||||
using AtmosphericHeightFog;
|
||||
using FogMode = AtmosphericHeightFog.FogMode;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
public class DTMGlobalFog : EnvironmentObject
|
||||
{
|
||||
#region [暴露属性字段] Exposed Fields
|
||||
public HeightFogGlobal heightFogGlobal;
|
||||
|
||||
public FlexibleFloat fogColorStartR, fogColorStartG, fogColorStartB, fogColorStartA;
|
||||
public FlexibleFloat fogColorEndR, fogColorEndG, fogColorEndB, fogColorEndA;
|
||||
public FlexibleFloat fogColorDuo;
|
||||
|
||||
public FlexibleFloat skyboxFogIntensity;
|
||||
public FlexibleFloat skyboxFogHeight;
|
||||
public FlexibleFloat skyboxFogFalloff;
|
||||
public FlexibleFloat skyboxFogOffset;
|
||||
#endregion
|
||||
|
||||
#region [生命周期与工厂] Lifecycle & Factory
|
||||
public static DTMGlobalFog GenerateElement(string elementName, Guid id, List<string> tags,
|
||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic,
|
||||
FlexibleFloat fogColorStartR, FlexibleFloat fogColorStartG, FlexibleFloat fogColorStartB, FlexibleFloat fogColorStartA,
|
||||
FlexibleFloat fogColorEndR, FlexibleFloat fogColorEndG, FlexibleFloat fogColorEndB, FlexibleFloat fogColorEndA,
|
||||
FlexibleFloat fogColorDuo,
|
||||
FlexibleFloat skyboxFogIntensity, FlexibleFloat skyboxFogHeight,
|
||||
FlexibleFloat skyboxFogFalloff, FlexibleFloat skyboxFogOffset)
|
||||
{
|
||||
DTMGlobalFog globalFog = EnvironmentObject.GenerateElement(elementName, id, tags,
|
||||
isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<DTMGlobalFog>();
|
||||
|
||||
globalFog.fogColorStartR = fogColorStartR;
|
||||
globalFog.fogColorStartG = fogColorStartG;
|
||||
globalFog.fogColorStartB = fogColorStartB;
|
||||
globalFog.fogColorStartA = fogColorStartA;
|
||||
|
||||
globalFog.fogColorEndR = fogColorEndR;
|
||||
globalFog.fogColorEndG = fogColorEndG;
|
||||
globalFog.fogColorEndB = fogColorEndB;
|
||||
globalFog.fogColorEndA = fogColorEndA;
|
||||
|
||||
globalFog.fogColorDuo = fogColorDuo;
|
||||
|
||||
globalFog.skyboxFogIntensity = skyboxFogIntensity;
|
||||
globalFog.skyboxFogHeight = skyboxFogHeight;
|
||||
globalFog.skyboxFogFalloff = skyboxFogFalloff;
|
||||
globalFog.skyboxFogOffset = skyboxFogOffset;
|
||||
|
||||
return globalFog;
|
||||
}
|
||||
|
||||
public override void FirstSetUpObject(bool isFirstGenerated)
|
||||
{
|
||||
if (heightFogGlobal == null)
|
||||
{
|
||||
heightFogGlobal = GetComponentInChildren<HeightFogGlobal>();
|
||||
}
|
||||
|
||||
// Ensure fog mode is set to script settings so it accepts our overrides
|
||||
if (heightFogGlobal != null)
|
||||
{
|
||||
heightFogGlobal.fogMode = FogMode.UseScriptSettings;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region [事件动画逻辑] Event Animation Logic
|
||||
private void Update()
|
||||
{
|
||||
if (heightFogGlobal == null) return;
|
||||
|
||||
float songTime = CoreServices.TimeProvider.SongTime;
|
||||
|
||||
fogColorStartR?.UpdateFlexibleFloat(songTime);
|
||||
fogColorStartG?.UpdateFlexibleFloat(songTime);
|
||||
fogColorStartB?.UpdateFlexibleFloat(songTime);
|
||||
fogColorStartA?.UpdateFlexibleFloat(songTime);
|
||||
|
||||
fogColorEndR?.UpdateFlexibleFloat(songTime);
|
||||
fogColorEndG?.UpdateFlexibleFloat(songTime);
|
||||
fogColorEndB?.UpdateFlexibleFloat(songTime);
|
||||
fogColorEndA?.UpdateFlexibleFloat(songTime);
|
||||
|
||||
fogColorDuo?.UpdateFlexibleFloat(songTime);
|
||||
skyboxFogIntensity?.UpdateFlexibleFloat(songTime);
|
||||
skyboxFogHeight?.UpdateFlexibleFloat(songTime);
|
||||
skyboxFogFalloff?.UpdateFlexibleFloat(songTime);
|
||||
skyboxFogOffset?.UpdateFlexibleFloat(songTime);
|
||||
|
||||
if (fogColorStartR != null && fogColorStartG != null && fogColorStartB != null && fogColorStartA != null)
|
||||
{
|
||||
heightFogGlobal.fogColorStart = new Color(fogColorStartR.value, fogColorStartG.value, fogColorStartB.value, fogColorStartA.value);
|
||||
}
|
||||
|
||||
if (fogColorEndR != null && fogColorEndG != null && fogColorEndB != null && fogColorEndA != null)
|
||||
{
|
||||
heightFogGlobal.fogColorEnd = new Color(fogColorEndR.value, fogColorEndG.value, fogColorEndB.value, fogColorEndA.value);
|
||||
}
|
||||
|
||||
if (fogColorDuo != null) heightFogGlobal.fogColorDuo = fogColorDuo.value;
|
||||
|
||||
if (skyboxFogIntensity != null) heightFogGlobal.skyboxFogIntensity = skyboxFogIntensity.value;
|
||||
if (skyboxFogHeight != null) heightFogGlobal.skyboxFogHeight = skyboxFogHeight.value;
|
||||
if (skyboxFogFalloff != null) heightFogGlobal.skyboxFogFalloff = skyboxFogFalloff.value;
|
||||
if (skyboxFogOffset != null) heightFogGlobal.skyboxFogOffset = skyboxFogOffset.value;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8bab02f6d349f6418ccfe0674b93013
|
||||
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
{
|
||||
public class DTMStarrySkybox : GameElement
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 638fbd0e919667f47a93485dd230c71f
|
||||
@@ -6,7 +6,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
public class DTMRippleEffect : EffectBase
|
||||
{
|
||||
#region [效果属性与状态] Effect Fields & States
|
||||
private DTM_Ripple ripple;
|
||||
private DTMRipple ripple;
|
||||
public float rippleTime;
|
||||
public Vector3 positionOffset;
|
||||
public Vector3 eulerAnglesOffset;
|
||||
@@ -33,7 +33,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
||||
public override void Adjust()
|
||||
{
|
||||
GameObject prefab = GameManager.Instance.customPrefabs["departure_to_multiverse"].GetPrefab("DTM_Ripple");
|
||||
ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponent<DTM_Ripple>();
|
||||
ripple = LeanPool.Spawn(prefab, attachedGameElement.transform).GetComponent<DTMRipple>();
|
||||
ripple.transform.localPosition = positionOffset;
|
||||
ripple.transform.localEulerAngles = eulerAnglesOffset;
|
||||
ripple.transform.localScale = scale;
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
import os
|
||||
import re
|
||||
|
||||
game_dir = r"d:\Projects\ichni Official\Assets\ThemeBundles\DepartureToMultiverse\Scripts\Game"
|
||||
datacore_dir = r"d:\Projects\ichni Official\Assets\ThemeBundles\DepartureToMultiverse\Scripts\DataCore"
|
||||
|
||||
def extract_beatmap_namespace(filepath):
|
||||
try:
|
||||
with open(filepath, 'r', encoding='utf-8') as f:
|
||||
content = f.read()
|
||||
except Exception as e:
|
||||
print("Error reading", filepath, e)
|
||||
return
|
||||
|
||||
# Find the start of namespace Beatmap
|
||||
match = re.search(r'^\s*namespace\s+Beatmap\s*\{', content, re.MULTILINE)
|
||||
if not match:
|
||||
print("No Beatmap namespace in", filepath)
|
||||
return
|
||||
|
||||
start_idx = match.start()
|
||||
|
||||
# We need to find the matching closing brace
|
||||
brace_depth = 0
|
||||
end_idx = -1
|
||||
for i in range(start_idx, len(content)):
|
||||
if content[i] == '{':
|
||||
brace_depth += 1
|
||||
elif content[i] == '}':
|
||||
brace_depth -= 1
|
||||
if brace_depth == 0:
|
||||
end_idx = i + 1
|
||||
break
|
||||
|
||||
if end_idx == -1:
|
||||
print("Mismatched braces in", filepath)
|
||||
return
|
||||
|
||||
bm_namespace_content = content[start_idx:end_idx]
|
||||
|
||||
# Find the name of the _BM class to name the new file
|
||||
class_match = re.search(r'public\s+(?:partial\s+)?class\s+(\w+_BM)', bm_namespace_content)
|
||||
if not class_match:
|
||||
print("No _BM class found in namespace Beatmap for", filepath)
|
||||
return
|
||||
|
||||
bm_class_name = class_match.group(1)
|
||||
|
||||
# Make the original file clean
|
||||
new_game_content = content[:start_idx] + content[end_idx:]
|
||||
new_game_content = new_game_content.rstrip()
|
||||
# close the namespace of the original file if needed, actually it's usually inside the original namespace!
|
||||
# Let's check if "namespace Beatmap" is inside another namespace.
|
||||
# Yes, typically "namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse" wraps everything.
|
||||
# The new_game_content currently might have a trailing `}` because the outer namespace is closed at the end.
|
||||
|
||||
# E.g.
|
||||
# namespace Outer {
|
||||
# class OuterClass { }
|
||||
# namespace Beatmap { ... }
|
||||
# }
|
||||
# If we remove "namespace Beatmap { ... }", we still need the trailing "}".
|
||||
|
||||
new_game_content = re.sub(r'[\r\n\s]*namespace\s+Beatmap[\s\S]*\}\s*\}\s*$', '\n}', content) # A quick hacky way but relies on structure.
|
||||
# Better way: just remove the exact substring, then it leaves the outer closing brace intact.
|
||||
# wait, if namespace Beatmap { ... } is inside namespace Outer { ... }
|
||||
# start_idx to end_idx is exactly "namespace Beatmap { ... }"
|
||||
# So content[:start_idx] + content[end_idx:] will leave the outer } perfectly.
|
||||
new_content = content[:start_idx] + content[end_idx:]
|
||||
# Clean up excess newlines
|
||||
new_content = re.sub(r'\n\s*\n\s*\n', '\n\n', new_content)
|
||||
# Ensure it ends with a newline
|
||||
new_content = new_content.strip() + '\n'
|
||||
|
||||
with open(filepath, 'w', encoding='utf-8') as f:
|
||||
f.write(new_content)
|
||||
|
||||
# Now create the DataCore file
|
||||
rel_path = os.path.relpath(filepath, game_dir)
|
||||
datacore_file_dir = os.path.dirname(os.path.join(datacore_dir, rel_path))
|
||||
os.makedirs(datacore_file_dir, exist_ok=True)
|
||||
|
||||
datacore_filepath = os.path.join(datacore_file_dir, bm_class_name + ".cs")
|
||||
|
||||
# We need usings. Extract original usings
|
||||
usings = "".join(re.findall(r'^(?:using\s+[\w\.]+;\s*)+', content, re.MULTILINE))
|
||||
|
||||
# Format the new DataCore file
|
||||
datacore_content = usings + "\n"
|
||||
# Wrap in outer namespace
|
||||
datacore_content += "namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap\n{\n"
|
||||
|
||||
# Extract the classes inside "namespace Beatmap"
|
||||
inner_classes = re.search(r'namespace\s+Beatmap\s*\{([\s\S]*)\}', bm_namespace_content).group(1)
|
||||
|
||||
datacore_content += inner_classes + "}\n"
|
||||
|
||||
with open(datacore_filepath, 'w', encoding='utf-8') as f:
|
||||
f.write(datacore_content)
|
||||
|
||||
print(f"Split {os.path.basename(filepath)} -> {bm_class_name}.cs")
|
||||
|
||||
for root, dirs, files in os.walk(game_dir):
|
||||
for file in files:
|
||||
if file.endswith('.cs'):
|
||||
filepath = os.path.join(root, file)
|
||||
extract_beatmap_namespace(filepath)
|
||||
@@ -0,0 +1,213 @@
|
||||
Shader "Soullies/DTM_FramesFloor"
|
||||
{
|
||||
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(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
|
||||
// -------------------------------------
|
||||
// Target Config
|
||||
#pragma target 4.5
|
||||
#pragma prefer_hlslcc gles
|
||||
// DOTS and Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_fog
|
||||
// Feature Flags
|
||||
#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 _PatternSize;
|
||||
float _GridDensity;
|
||||
float _TimeAngle;
|
||||
float _StepA;
|
||||
float _StepB;
|
||||
half4 _OuterBorderColor;
|
||||
float _OuterBorderWidth;
|
||||
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.uv = input.uv;
|
||||
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return output;
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{
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UNITY_SETUP_INSTANCE_ID(input);
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// ==========================================
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// ==========================================
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float s = 0.707106;
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float fw = fwidth(v);
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float edge1 = smoothstep(_StepA - fw, _StepA + fw, v);
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// ==========================================
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// ==========================================
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float2 edgeDist = min(input.uv, 1.0 - input.uv);
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float closestEdge = min(edgeDist.x, edgeDist.y);
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float borderMask = 1.0 - smoothstep(_OuterBorderWidth - borderfw, _OuterBorderWidth + borderfw, closestEdge);
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// Lerp grid to border
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#endif
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// Apply URP Fog
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finalColor = MixFog(finalColor, input.fogFactor);
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}
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ENDHLSL
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}
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- m_Data: 64816
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_Name:
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@@ -1729,7 +1728,7 @@ MonoBehaviour:
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m_ListAreaState:
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m_SelectedInstanceIDs: []
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m_LastClickedInstanceID: 0
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m_HadKeyboardFocusLastEvent: 1
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m_HadKeyboardFocusLastEvent: 0
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m_ExpandedInstanceIDs:
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- m_Data: 0
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m_RenameOverlay:
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@@ -1785,7 +1784,7 @@ MonoBehaviour:
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serializedVersion: 2
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x: 0
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y: 643.3334
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width: 1193
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width: 1194.3334
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height: 222.66663
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m_SerializedDataModeController:
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m_DataMode: 0
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@@ -1902,9 +1901,9 @@ MonoBehaviour:
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m_TextWithWhitespace: "Inspector\u200B"
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m_Pos:
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serializedVersion: 2
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x: 1194
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y: 78.66667
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width: 511.66663
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x: 1196.3334
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y: 24
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width: 510.33325
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height: 787.3333
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m_SerializedDataModeController:
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m_DataMode: 0
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@@ -1977,7 +1976,7 @@ MonoBehaviour:
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m_CachedPref: 184.33334
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m_ControlHash: 1412526313
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m_PrefName: Preview_InspectorPreview
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m_LastInspectedObjectInstanceID: -1
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m_LastInspectedObjectInstanceID: 119496
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m_LastVerticalScrollValue: 0
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m_GlobalObjectId:
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m_InspectorMode: 0
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@@ -2029,7 +2028,7 @@ MonoBehaviour:
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m_CachedPref: 165.66669
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m_ControlHash: 1412526313
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m_PrefName: Preview_InspectorPreview
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m_LastInspectedObjectInstanceID: -1
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m_LastInspectedObjectInstanceID: 119496
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m_LastVerticalScrollValue: 0
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m_GlobalObjectId:
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m_InspectorMode: 0
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@@ -2058,9 +2057,9 @@ MonoBehaviour:
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m_TextWithWhitespace: "Lighting\u200B"
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m_Pos:
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serializedVersion: 2
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x: 1194
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x: 1195.3334
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y: 78.66667
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width: 511.66663
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width: 510.33325
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height: 787.3333
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m_SerializedDataModeController:
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m_DataMode: 0
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@@ -2099,7 +2098,7 @@ MonoBehaviour:
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serializedVersion: 2
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x: 298.6667
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y: 78.66667
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width: 893.3334
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width: 894.66675
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height: 538.6667
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m_SerializedDataModeController:
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m_DataMode: 0
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@@ -2158,10 +2157,10 @@ MonoBehaviour:
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serializedVersion: 2
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x: 0
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y: 21
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width: 893.3334
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width: 894.66675
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height: 517.6667
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m_Scale: {x: 0.6979167, y: 0.6979167}
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m_Translation: {x: 446.6667, y: 258.83334}
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m_Scale: {x: 0.6989584, y: 0.6989584}
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m_Translation: {x: 447.33337, y: 258.83334}
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m_MarginLeft: 0
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m_MarginRight: 0
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m_MarginTop: 0
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@@ -2169,12 +2168,12 @@ MonoBehaviour:
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m_LastShownAreaInsideMargins:
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serializedVersion: 2
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x: -640
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y: -370.86566
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y: -370.31296
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width: 1280
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height: 741.7313
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height: 740.6259
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m_MinimalGUI: 1
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m_defaultScale: 0.6979167
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m_LastWindowPixelSize: {x: 1340, y: 808}
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m_defaultScale: 0.6989584
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m_LastWindowPixelSize: {x: 894.66675, y: 538.6667}
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m_ClearInEditMode: 1
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m_NoCameraWarning: 1
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m_LowResolutionForAspectRatios: 00000000000000000000
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Reference in New Issue
Block a user