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File diff suppressed because it is too large
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return output;
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_Mask); SAMPLER(sampler_Mask);
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struct Fragment_Stage_Input
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// 【URP SRP Batcher 合批优化】
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Mask_ST;
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half4 _TintColor;
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// 脚本互动变量同样放入 CBUFFER
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float4 _Center;
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float4 _Scale;
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float4 _Normal;
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CBUFFER_END
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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Varyings vert(Attributes input) {
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// 空间变换:顶点从对象空间变换到裁剪空间
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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// 分别计算主贴图和 Mask 贴图的 Tiling/Offset
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output.maskUV = TRANSFORM_TEX(input.uv, _Mask);
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// 传递粒子顶点色
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return output;
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// 1. 采样主粒子贴图
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// 2. 采样遮罩贴图(严格遵循属性要求,只取 R 通道)
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// 3. 核心颜色混合
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// 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)
|
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half3 finalRGB = mainTexCol.rgb * _TintColor.rgb * input.color.rgb * 2.0;
|
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|
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// 4. 透明度计算
|
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// 最终 Alpha = 贴图Alpha * 遮罩R通道 * 调色板Alpha * 粒子系统生命周期Alpha
|
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half finalAlpha = mainTexCol.a * maskValue * _TintColor.a * input.color.a;
|
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|
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// 5. 极其微量的裁剪过滤(防止过度绘制过高开销)
|
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clip(finalAlpha - 0.001);
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return half4(finalRGB, finalAlpha);
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ENDHLSL
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}
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}
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// 多平台不支持时的保底回退
|
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Fallback "Universal Render Pipeline/Unlit"
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ENDHLSL
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}
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}
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}
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@@ -1174,7 +1174,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
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// ? pathList[Random.Range(0, pathList.Count)]
|
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// : -1;
|
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|
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StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time));
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StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time, arraySeq));
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//foreach (int pathId in pathList)
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//{
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// int actualPath = (prefix == "710") ? chosen710 : pathId;
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@@ -1348,9 +1348,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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/// <summary>
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/// 顺序阵:每隔 1s 生成一条鱼,共生成 count 条。
|
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|
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/// </summary>
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private IEnumerator YZ7007(FrameData_CreateFish createFishData, FishArrayConfig yz,
|
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Vector3 pos, GameObject prefab, long time)
|
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Vector3 pos, GameObject prefab, long time, int arraySeq)
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{
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{
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@@ -1386,7 +1387,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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||||
|
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mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
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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);
|
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// 每条鱼额外减去已等待秒数,使路径起点与帧数同步
|
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m_PrefabAsset: {fileID: 0}
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@@ -27,12 +27,11 @@ public class GoldColumnController : MonoBehaviour
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[Tooltip("首柱相对座位的横向外偏(像素)")]
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// ⚠️ 这三个位置参数由面板脚本 GameMainPanel_XJMH 每帧同步(goldColumnOffsetX/DeltaX/OffsetY),
|
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Reference in New Issue
Block a user