This commit is contained in:
2026-10-03 18:26:52 +08:00
parent 59d9a01e5f
commit 1da7af6cc5
35 changed files with 551 additions and 450 deletions
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@@ -8,98 +8,54 @@ Shader "PlaneWar/Additive" {
[HideInInspector] _Normal ("Normal", Vector) = (0,0,1,0)
}
//DummyShaderTextExporter
SubShader {
// URP 透明特效标签
Tags {
"RenderType" = "Transparent"
"Queue" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
}
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
// Additive (叠加发光) 核心渲染状态
Blend SrcAlpha One // 经典 Additive 混合模式
Cull Off // 粒子特效通常双面可见
ZWrite Off // 叠加发光特效不需要写入深度
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass {
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
struct Attributes {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // 承接粒子系统顶点色 (如 Color over Lifetime)
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
struct Varyings {
float4 positionCS : SV_POSITION;
float2 mainUV : TEXCOORD0;
float2 maskUV : TEXCOORD1;
float4 color : COLOR;
};
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_Mask); SAMPLER(sampler_Mask);
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
// 【URP SRP Batcher 合批优化】
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Mask_ST;
half4 _TintColor;
// 脚本互动变量同样放入 CBUFFER
float4 _Center;
float4 _Scale;
float4 _Normal;
CBUFFER_END
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
Varyings vert(Attributes input) {
Varyings output = (Varyings)0;
// 空间变换:顶点从对象空间变换到裁剪空间
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
// 分别计算主贴图和 Mask 贴图的 Tiling/Offset
output.mainUV = TRANSFORM_TEX(input.uv, _MainTex);
output.maskUV = TRANSFORM_TEX(input.uv, _Mask);
// 传递粒子顶点色
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target {
// 1. 采样主粒子贴图
half4 mainTexCol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.mainUV);
// 2. 采样遮罩贴图(严格遵循属性要求,只取 R 通道)
half maskValue = SAMPLE_TEXTURE2D(_Mask, sampler_Mask, input.maskUV).r;
// 3. 核心颜色混合
// Additive 逻辑:RGB 互相叠加。最终颜色 = 贴图RGB * 材质调色板 * 粒子顶点色 * 2 (双倍亮度增强)
half3 finalRGB = mainTexCol.rgb * _TintColor.rgb * input.color.rgb * 2.0;
// 4. 透明度计算
// 最终 Alpha = 贴图Alpha * 遮罩R通道 * 调色板Alpha * 粒子系统生命周期Alpha
half finalAlpha = mainTexCol.a * maskValue * _TintColor.a * input.color.a;
// 5. 极其微量的裁剪过滤(防止过度绘制过高开销)
clip(finalAlpha - 0.001);
return half4(finalRGB, finalAlpha);
}
ENDHLSL
}
}
// 多平台不支持时的保底回退
Fallback "Universal Render Pipeline/Unlit"
ENDHLSL
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@@ -1174,7 +1174,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// ? pathList[Random.Range(0, pathList.Count)]
// : -1;
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time));
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time, arraySeq));
//foreach (int pathId in pathList)
//{
// int actualPath = (prefix == "710") ? chosen710 : pathId;
@@ -1348,9 +1348,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
/// <summary>
/// 顺序阵:每隔 1s 生成一条鱼,共生成 count 条。
/// guid 与 700/701 保持同一格式:base_阵序号_线下标_第几条(顺序阵只用第0条线,线下标固定0)。
/// </summary>
private IEnumerator YZ7007(FrameData_CreateFish createFishData, FishArrayConfig yz,
Vector3 pos, GameObject prefab, long time)
Vector3 pos, GameObject prefab, long time, int arraySeq)
{
if (!spawnDic.TryGetValue(createFishData.fishNumber, out var cfg))
{
@@ -1386,7 +1387,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
mc.guid = createFishData.guid + i;
// ⭐ guid 统一成 base_阵序号_线下标_第几条:原来用 base+i(如 113950851),
// 同一鱼阵被重复推送时 guid 会重复 → 旧鱼被强制回收重建(日志里的 COLLISION)
mc.guid = createFishData.guid + "_" + arraySeq + "_0_" + i;
RegisterFishInstance(mc, FishDatas[yz.fishNumber].fishType);
// 每条鱼额外减去已等待秒数,使路径起点与帧数同步
mc.moveTime = ((BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f) - i;
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public int maxColumns = 5;
[Tooltip("队伍长度超过此值时,队头不再额外停顿(快速滚动)")]
public int crowdThreshold = 3;
[Tooltip("相邻柱的横向间距(像素)")]
public float deltaX = 40f;
[Tooltip("首柱相对座位的横向外偏(像素)")]
public float offsetX = 100f;
[Tooltip("柱子的 Y 位置(相对面板底边,0=贴着底边往上长)")]
public float offsetY = 0f;
// ⚠️ 这三个位置参数由面板脚本 GameMainPanel_XJMH 每帧同步(goldColumnOffsetX/DeltaX/OffsetY),
// 请在面板的 GameMainPanel_XJMH 组件上调,不要在这里调(这里改了会被覆盖)。
[HideInInspector] public float deltaX = 40f;
[HideInInspector] public float offsetX = 100f;
[HideInInspector] public float offsetY = 0f;
[Header("高度映射(沿用 PW 公式)")]
[Tooltip("高度封顶值:score/scoreDivisor 达到此值即顶格")]
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