修改本体,添加CrossTrackPoint兼容层,兼容StaticTrack Hold,为难度选项扩增全屏可选,添加和调整某些谱面

Signed-off-by: TRADER_FOER <lhf190@outlook.com>
This commit is contained in:
2026-07-18 11:39:55 +08:00
parent 40fa80cd70
commit db5dbe246a
125 changed files with 1510 additions and 1571 deletions

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@@ -213,7 +213,7 @@ Material:
- _Dst: 10
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EdgeValue: 0.5088004
- _EdgeValue: 0.012226982
- _EnvironmentReflections: 1
- _FNLfanxiangkaiguan: 0
- _Face: 1
@@ -258,7 +258,7 @@ Material:
- _Mask_scale: 1
- _Metallic: 0
- _OcclusionStrength: 1
- _Opacity: 0.4911996
- _Opacity: 0.987773
- _Parallax: 0.005
- _Pass: 0
- _QueueOffset: 0

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@@ -70,24 +70,8 @@ Shader "Soullies/EdgeShader"
#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/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#pragma shader_feature_local _CIRCLE_ON_ON
@@ -197,7 +181,7 @@ Shader "Soullies/EdgeShader"
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);
SETUP_DEBUG_DATA_2D(inputData, positionWS, IN.positionCS);
return CombinedShapeLightShared(surfaceData, inputData);
}
@@ -480,7 +464,7 @@ Shader "Soullies/EdgeShader"
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, positionWS);
SETUP_DEBUG_DATA_2D(inputData, positionWS, IN.positionCS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{

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@@ -44,7 +44,7 @@ Shader "Soullies/floor"
HLSLINCLUDE
#pragma target 4.5
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible

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@@ -49,7 +49,7 @@ Shader "Soullies/hold1"
HLSLINCLUDE
#pragma target 4.5
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible

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@@ -49,7 +49,7 @@ Shader "Soullies/hold"
HLSLINCLUDE
#pragma target 4.5
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible

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@@ -50,7 +50,7 @@ Shader "Soullies/parallax"
HLSLINCLUDE
#pragma target 4.5
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible