【资源】各阵营普攻特效优化
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@ -19334,7 +19314,7 @@ ParticleSystem:
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@ -50,12 +50,12 @@ ParticleSystem:
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@ -108,7 +108,7 @@ ParticleSystem:
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@ -746,7 +746,7 @@ ParticleSystem:
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@ -1370,17 +1370,17 @@ ParticleSystem:
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@ -1395,7 +1395,7 @@ ParticleSystem:
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@ -4821,7 +4821,7 @@ ParticleSystem:
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@ -9650,8 +9650,8 @@ ParticleSystem:
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@ -9703,7 +9703,7 @@ ParticleSystem:
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@ -10932,23 +10932,23 @@ ParticleSystem:
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@ -12142,7 +12142,7 @@ ParticleSystem:
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@ -14336,7 +14336,7 @@ GameObject:
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@ -14344,7 +14344,7 @@ GameObject:
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@ -14419,7 +14419,7 @@ ParticleSystem:
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@ -14586,7 +14586,7 @@ ParticleSystem:
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@ -15735,17 +15735,17 @@ ParticleSystem:
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@ -15759,7 +15759,7 @@ ParticleSystem:
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@ -19185,7 +19185,7 @@ ParticleSystem:
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@ -19246,7 +19246,7 @@ ParticleSystem:
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@ -19298,8 +19298,8 @@ ParticleSystem:
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@ -20458,7 +20458,7 @@ ParticleSystem:
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@ -33763,7 +33763,7 @@ ParticleSystem:
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@ -43312,7 +43312,7 @@ ParticleSystem:
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|
||||
scalar: 3
|
||||
scalar: 4.38
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||||
minScalar: 1
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||||
maxCurve:
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||||
serializedVersion: 2
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||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 39 KiB After Width: | Height: | Size: 59 KiB |
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@ -49,7 +49,7 @@ TextureImporter:
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 0
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 1
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@ -69,6 +69,17 @@ TextureImporter:
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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- serializedVersion: 2
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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|
|
|
@ -0,0 +1,115 @@
|
|||
#ifndef _FLAME_COMMON_CGINC_
|
||||
#define _FLAME_COMMON_CGINC_
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
#ifdef _HASEXTENTDATA
|
||||
float2 extent : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
UNITY_FOG_COORDS(2)
|
||||
float4 vertex : SV_POSITION;
|
||||
#ifndef _MOVEABLE
|
||||
float offset : TEXCOORD3;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 _Scale;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
#if defined(_HASEXTENTDATA)
|
||||
float3 vWorldPos = v.vertex.xyz;
|
||||
float4 vWorldViewPos = mul(UNITY_MATRIX_MV, float4(vWorldPos, 1));
|
||||
vWorldViewPos.xy += (v.extent.xy - v.uv); // 生成面四个顶点重合,没有朝向概念
|
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#elif defined(BUILD_IN_QUAD_MESH)
|
||||
float2 vOffset = (v.uv - 0.5);
|
||||
# ifdef _QUADFACE_TO_Z
|
||||
float3 vWorldPos = v.vertex.xyz - float3(vOffset, 0);
|
||||
# elif defined(_QUADFACE_TO_Y)
|
||||
float3 vWorldPos = v.vertex.xyz - float3(vOffset.x, 0, vOffset.y);
|
||||
# else
|
||||
float3 vWorldPos = v.vertex.xyz - float3(0, vOffset);
|
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# endif
|
||||
float4 vWorldViewPos = mul(UNITY_MATRIX_MV, float4(vWorldPos, 1));
|
||||
vWorldViewPos.xy += vOffset.xy * _Scale.xy;
|
||||
// 这里渲染一个模型时,可以从矩阵中获得模型缩放大小
|
||||
// 如果渲染多个模型会发生合批,这时顶点在传入前被变换,世界矩阵是单位阵,没有缩放信息
|
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#else
|
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float4 vScale = mul(unity_ObjectToWorld, float4(1, 1, 1, 1));
|
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float4 vWorldPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float4 vWorldViewPos = mul(UNITY_MATRIX_V, vWorldPos);
|
||||
# ifdef _QUADFACE_TO_Z
|
||||
vWorldViewPos.xy += v.vertex.xy * (vScale.xy - vWorldPos.xy);
|
||||
# elif defined(_QUADFACE_TO_Y)
|
||||
vWorldViewPos.xy += v.vertex.xz * (vScale.xz - vWorldPos.xz);
|
||||
# else
|
||||
vWorldViewPos.xy += v.vertex.yz * (vScale.yz - vWorldPos.yz);
|
||||
# endif
|
||||
#endif
|
||||
|
||||
o.vertex = mul(UNITY_MATRIX_P, vWorldViewPos);
|
||||
o.uv1 = TRANSFORM_TEX(v.uv, _ChaosTex);
|
||||
o.uv = v.uv;
|
||||
|
||||
|
||||
#ifndef _MOVEABLE
|
||||
o.offset = frac(vWorldPos.x * _RAND_A + vWorldPos.z * _RAND_B);
|
||||
#endif
|
||||
UNITY_TRANSFER_FOG(o, o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
void GetSL(float3 clr, out float s, out float l)
|
||||
{
|
||||
float a = min(min(clr.x, clr.y), clr.z);
|
||||
float b = max(max(clr.x, clr.y), clr.z);
|
||||
float delta = b - a;
|
||||
l = (a + b) * 0.5;
|
||||
s = (delta == 0.0) ? 0.0 : delta / (1.0 - abs(2.0 * l - 1.0));
|
||||
}
|
||||
|
||||
void rgb2hsl(float4 clr, out float h, out float s, out float l)
|
||||
{
|
||||
float3 v1 = float3(-0.81649661, 0.40824831, 0.40824831);
|
||||
|
||||
float yy = clr.z * 0.70710677 - clr.y * 0.70710677;
|
||||
float xx = dot(v1, clr.xyz);
|
||||
h = xx == 0.0 ? 0.5 : (atan2(yy, xx) + UNITY_PI) * UNITY_INV_TWO_PI;
|
||||
|
||||
GetSL(clr.xyz, s, l);
|
||||
}
|
||||
|
||||
float3 hsl2rgb(float h, float s, float l)
|
||||
{
|
||||
float th = (h + 0.5) * UNITY_TWO_PI;
|
||||
float3 v3 = float3(cos(th), sin(th), 0);
|
||||
float4 v4;
|
||||
|
||||
v4.x = dot(v3, float3(-0.81649655, 0.0, -0.57735026));
|
||||
v4.y = dot(v3, float3(0.40824828, -0.70710677, -0.57735026));
|
||||
v4.z = dot(v3, float3(0.40824828, 0.70710677, -0.57735026));
|
||||
v4.w = 1.0;
|
||||
|
||||
float k = 0.5 - abs(0.5 - l);
|
||||
float a = clamp(l - s * k, 0.0, 1.0);
|
||||
float b = clamp(2.0 * s * k, 0.0, 1.0);
|
||||
|
||||
float _min = min(v4.x, min(v4.y, v4.z));
|
||||
//float delta = b / (max(v4.x, max(v4.y, v4.z)) - _min);
|
||||
float delta = (max(v4.x, max(v4.y, v4.z)) - _min);
|
||||
delta = (delta == 0.0) ? 0.0 : b / delta;
|
||||
|
||||
return (v4.xyz - _min) * delta + a;
|
||||
}
|
||||
|
||||
#endif // _FLAME_COMMON_CGINC_
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 8ca7b3693cdc6fb44b709ee0b8885135
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
Loading…
Reference in New Issue