调整
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151
Assets/Shaders/UI/UI_TiledTriangleWave.shader
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151
Assets/Shaders/UI/UI_TiledTriangleWave.shader
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Shader "Custom/UI_TiledTriangleWave"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture (Your Triangle)", 2D) = "white" {}
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// Tiling properties
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_TilingX ("Tiling X", Float) = 30
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_TilingY ("Tiling Y", Float) = 10
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// Animation properties
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_Speed ("Animation Speed", Float) = 2.0
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_MinAlpha ("Min Alpha", Range(0, 1)) = 0.1
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_MaxAlpha ("Max Alpha", Range(0, 1)) = 1.0
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// Randomness control
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_RandomScale ("Random Phase Scale", Float) = 10.0 // 用来放大随机种子的影响
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// --- UI Shader properties ---
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_CLIP_RECT)] _UseClipRect ("Use Clip Rect", Float) = 0
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}
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SubShader
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{
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// ... (Stencil, Cull, Blend等设置保持不变, 这里省略) ...
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Tags
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{
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"Queue"="Transparent"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _TilingX;
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float _TilingY;
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float _Speed;
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float _MinAlpha;
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float _MaxAlpha;
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float _RandomScale; // 新增
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float4 _ClipRect;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(o.worldPosition);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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return o;
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}
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// 简单的伪随机哈希函数
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// 输入一个2D ID, 输出一个 0 到 1 之间的伪随机值
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float randomHash(float2 uv)
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{
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// 一个常用且简单的哈希函数
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return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float2 tiledUV = i.uv * float2(_TilingX, _TilingY);
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float2 tileID = floor(tiledUV);
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float2 localUV = frac(tiledUV);
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fixed4 col = tex2D(_MainTex, localUV);
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// --- 这是修改的核心 ---
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// 1. 使用 tileID 生成一个 0-1 之间的随机哈希值
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float randomValue = randomHash(tileID);
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// 2. 将随机值乘以 _RandomScale 作为相位偏移
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// 这样每个块的起始时间点就是离散且随机的
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float phaseOffset = randomValue * _RandomScale;
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// -----------------------
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float sineWave = sin(_Time.y * _Speed + phaseOffset);
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float normalizedAlpha = (sineWave * 0.5) + 0.5;
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float targetAlpha = lerp(_MinAlpha, _MaxAlpha, normalizedAlpha);
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col.a *= targetAlpha * i.color.a;
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col.rgb *= i.color.rgb;
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#ifdef UNITY_UI_CLIP_RECT
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col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
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#endif
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return col;
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}
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ENDCG
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}
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}
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}
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