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File diff suppressed because it is too large
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struct Vertex_Stage_Output
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{
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{
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float2 uv : TEXCOORD0;
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float2 mainUV : TEXCOORD0;
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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float2 uv : TEXCOORD0;
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// 【URP SRP Batcher 合批优化】
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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CBUFFER_START(UnityPerMaterial)
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float4 _Normal;
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CBUFFER_END
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ENDHLSL
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||||||
// 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"
|
|
||||||
}
|
}
|
||||||
@@ -1174,7 +1174,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
|||||||
// ? pathList[Random.Range(0, pathList.Count)]
|
// ? pathList[Random.Range(0, pathList.Count)]
|
||||||
// : -1;
|
// : -1;
|
||||||
|
|
||||||
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time));
|
StartCoroutine(YZ7007(createFishData, yz, pos, prefab, time, arraySeq));
|
||||||
//foreach (int pathId in pathList)
|
//foreach (int pathId in pathList)
|
||||||
//{
|
//{
|
||||||
// int actualPath = (prefix == "710") ? chosen710 : pathId;
|
// int actualPath = (prefix == "710") ? chosen710 : pathId;
|
||||||
@@ -1348,9 +1348,10 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 顺序阵:每隔 1s 生成一条鱼,共生成 count 条。
|
/// 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>
|
/// </summary>
|
||||||
private IEnumerator YZ7007(FrameData_CreateFish createFishData, FishArrayConfig yz,
|
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))
|
if (!spawnDic.TryGetValue(createFishData.fishNumber, out var cfg))
|
||||||
{
|
{
|
||||||
@@ -1386,7 +1387,9 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
|
|||||||
|
|
||||||
|
|
||||||
mc.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
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);
|
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
|
// 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;
|
mc.moveTime = ((BeijingTimeManager.Instance.CurrentTimestampMs - time) / 1000f) - i;
|
||||||
|
|||||||
@@ -4262,7 +4262,7 @@ MonoBehaviour:
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btn_GoldPT: {fileID: 7017233470151915259}
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btn_VIPPT: {fileID: 5022068518759764265}
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|
goldColumnDeltaX: 40
|
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goldColumnOffsetY: 0
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--- !u!114 &9216461727086189505
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--- !u!114 &9216461727086189505
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type: 3}
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type: 3}
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PrefabInstance:
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@@ -27,12 +27,11 @@ public class GoldColumnController : MonoBehaviour
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public int maxColumns = 5;
|
public int maxColumns = 5;
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[Tooltip("队伍长度超过此值时,队头不再额外停顿(快速滚动)")]
|
[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;
|
public int crowdThreshold = 3;
|
||||||
[Tooltip("相邻柱的横向间距(像素)")]
|
// ⚠️ 这三个位置参数由面板脚本 GameMainPanel_XJMH 每帧同步(goldColumnOffsetX/DeltaX/OffsetY),
|
||||||
public float deltaX = 40f;
|
// 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)。
|
||||||
[Tooltip("首柱相对座位的横向外偏(像素)")]
|
[HideInInspector] public float deltaX = 40f;
|
||||||
public float offsetX = 100f;
|
[HideInInspector] 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)")]
|
[HideInInspector] public float offsetY = 0f;
|
||||||
public float offsetY = 0f;
|
|
||||||
|
|
||||||
[Header("高度映射(沿用 PW 公式)")]
|
[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")]
|
[Tooltip("高度封顶值:score/scoreDivisor 达到此值即顶格")]
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- {x: -0.19999999, y: 0.405}
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Reference in New Issue
Block a user