[飞升]======优化修改提交

dev_chengFeng
wangzhenxing 2022-01-19 15:29:47 +08:00
parent a6e05ae8e8
commit 4034a90a33
38 changed files with 92317 additions and 1242 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "YXZ/Effect/Mix Masking(Without Moving)_alphablend_1" {
Properties {
[KeywordEnum(AlphaBlend, LightBlend1, LightBlend2, LightBlend3, ColorAdd)] _EffectEnum("Effect select", int) = 0
[Toggle(_SOFTBEVEL_ON)] _SoftBevel("淡化斜面", int) = 0
_BevelRange("淡化斜面限制(x,y,z)", Vector) = (0, 1, 0.5, 0)
_MainTex ("MainTex", 2D) = "white" {}
_NoiseTex ("NoiseTex", 2D) = "white" {}
_TintColor ("TintColor", Color) = (1,1,1,1)
_Exposure ("Exposure", Range(1,10)) = 1
_SpeedX ("SpeedX", Float) = 10.0
_SpeedY ("SpeedY", Float) = 0
[KeywordEnum(OFF,ON)]_CA_SoftParticles("No soft particles", Float) = 0
_InvFade ("Soft Particles Factor", Range(0.01,5.0)) = 5.0
}
CGINCLUDE
#include "UnityCG.cginc"
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
#include "ca_softparticles.cginc"
sampler2D _MainTex;
sampler2D _NoiseTex;
half4 _MainTex_ST;
half4 _NoiseTex_ST;
float _Exposure;
half4 _BevelRange;
fixed4 _TintColor;
float _SpeedX;
float _SpeedY;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
half4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
fixed4 color : COLOR;
CA_SOFTPARTICLES_COORDS(1)
#ifdef _SOFTBEVEL_ON
fixed3 worldPos : TEXCOORD2;
fixed3 worldNormal : TEXCOORD3;
#endif
};
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _NoiseTex);
o.color = v.color;
CA_TRANSFER_SOFTPARTICLES(o, o.pos);
#ifdef _SOFTBEVEL_ON
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
#endif
return o;
}
fixed4 frag( v2f i ) : COLOR
{
float4 sp = _Time;
float2 delta;
delta.x = sp.x * _SpeedX;
delta.y = sp.x * _SpeedY; // = float2(sp.x * 10.0, sp.x * 0.0); ////----
float4 col = tex2D (_MainTex, i.uv.xy + delta) * tex2D (_NoiseTex, i.uv.zw) * _TintColor * _Exposure * i.color;
#ifdef _SOFTBEVEL_ON
half3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
half3 worldNormal = normalize(i.worldNormal);
half fade = abs(dot(worldViewDir, worldNormal));
col.a = saturate(col.a + lerp(_BevelRange.x, _BevelRange.y, pow(fade, _BevelRange.z)) - 1);
#else
col.a = saturate(col.a);
#endif
CA_SOFTPARTICLES_FADE(i, col.a);
#include "blend.cginc"
return col;
}
ENDCG
SubShader {
Stencil{
Ref 1
Comp equal
}
Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" "Reflection" = "LaserScope" "Queue" = "Transparent"}
Cull Off
ZWrite Off
//Blend SrcAlpha OneMinusSrcAlpha
Blend One SrcAlpha
ColorMask RGB
//Fog { Color (0,0,0,0) }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _CA_SOFTPARTICLES_OFF _CA_SOFTPARTICLES_ON
#pragma multi_compile _EFFECTENUM_ALPHABLEND _EFFECTENUM_COLORADD _EFFECTENUM_LIGHTBLEND1 _EFFECTENUM_LIGHTBLEND2 _EFFECTENUM_LIGHTBLEND3
#pragma multi_compile __ _SOFTBEVEL_ON
// #pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 7ccba1bb11a6a904ea0fddf80681ef91
timeCreated: 1446107666
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -113,6 +113,11 @@ GetHeroCardQuantityImage = {
[5] = "r_tongyong_jinse",
[10] = "r_tongyong_hongse",
[11] = "r_tongyong_zhuanshi",
[12] ="t_zhandoukuang_lanjin4",
[13] ="t_zhandoukuang_lanjin4",
[14] ="t_zhandoukuang_lanjin4",
[15] ="t_zhandoukuang_lanjin4",
[16] ="t_zhandoukuang_lanjin4",
}
GetHeroCardStarImage = {
@ -140,12 +145,12 @@ GetHeroCardStarBg = {
[9] = "t_chengyuankuang_hong",
[10] = "t_chengyuankuang_hong",
[11] = "t_chengyuankuang_zhaunshi",
[12] = "t_chengyuankuang_zhaunshi",
[13] = "t_chengyuankuang_zhaunshi",
[14] = "t_chengyuankuang_zhaunshi",
[15] = "t_chengyuankuang_zhaunshi",
[16] = "t_chengyuankuang_zhaunshi",
[17] = "t_chengyuankuang_zhaunshi",
[12] = "t_zhandoukuang_lanjin5",
[13] = "t_zhandoukuang_lanjin5",
[14] = "t_zhandoukuang_lanjin5",
[15] = "t_zhandoukuang_lanjin5",
[16] = "t_zhandoukuang_lanjin5",
[17] = "t_zhandoukuang_lanjin5",
}
--Hero大卡背景
@ -182,12 +187,12 @@ GetFormationHeroCardStarBg = {
[9] = "t_biandui_hong",
[10] = "t_biandui_hong",
[11] = "t_biandui_zhuangshi",
[12] = "t_biandui_zhuangshi",
[13] = "t_biandui_zhuangshi",
[14] = "t_biandui_zhuangshi",
[15] = "t_biandui_zhuangshi",
[16] = "t_biandui_zhuangshi",
[17] = "t_biandui_zhuangshi",
[12] = "t_zhandoukuang_lanjin3",
[13] = "t_zhandoukuang_lanjin3",
[14] = "t_zhandoukuang_lanjin3",
[15] = "t_zhandoukuang_lanjin3",
[16] = "t_zhandoukuang_lanjin3",
[17] = "t_zhandoukuang_lanjin3",
}
--Hero大卡前面遮罩
@ -203,12 +208,12 @@ GetHeroCardStarFg = {
[9] = "t_zhandoukuang_hong002",
[10] = "t_zhandoukuang_hong002",
[11] = "t_zhandoukuang_zhuangshi002",
[12] = "t_zhandoukuang_zhuangshi002",
[13] = "t_zhandoukuang_zhuangshi002",
[14] = "t_zhandoukuang_zhuangshi002",
[15] = "t_zhandoukuang_zhuangshi002",
[16] = "t_zhandoukuang_zhuangshi002",
[17] = "t_zhandoukuang_zhuangshi002",
[12] = "t_zhandoukuang_lanjin",
[13] = "t_zhandoukuang_lanjin",
[14] = "t_zhandoukuang_lanjin",
[15] = "t_zhandoukuang_lanjin",
[16] = "t_zhandoukuang_lanjin",
[17] = "t_zhandoukuang_lanjin",
}
--Hero大卡装饰
@ -224,12 +229,12 @@ GetHeroCardStarZs = {
[9] = "t_zhandoukuang_hong01",
[10] = "t_zhandoukuang_hong01",
[11] = "t_zhandoukuang_zhuanshi01",
[12] = "t_zhandoukuang_zhuanshi01",
[13] = "t_zhandoukuang_zhuanshi01",
[14] = "t_zhandoukuang_zhuanshi01",
[15] = "t_zhandoukuang_zhuanshi01",
[16] = "t_zhandoukuang_zhuanshi01",
[17] = "t_zhandoukuang_zhuanshi01",
[12] = "t_zhandoukuang_lanjin1",
[13] = "t_zhandoukuang_lanjin1",
[14] = "t_zhandoukuang_lanjin1",
[15] = "t_zhandoukuang_lanjin1",
[16] = "t_zhandoukuang_lanjin1",
[17] = "t_zhandoukuang_lanjin1",
}

View File

@ -472,8 +472,8 @@ function SetHeroFlyEffect(par,spLoader,_star,_layer,_scale,imgFloor)
elseif _star==14 then
bg1:SetActive(true)
bg2:SetActive(true)
long1:SetActive(true)
long2:SetActive(true)
-- long1:SetActive(true)
-- long2:SetActive(true)
go.sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_daoju2")
end
else
@ -487,13 +487,26 @@ function SetHeroFlyEffect(par,spLoader,_star,_layer,_scale,imgFloor)
end
function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
local li=Util.GetGameObject(effect,"dajin_effect_03/lizi2")
local li=Util.GetGameObject(effect,"lizi2")
local bg1=Util.GetGameObject(effect,"dajin_effect_03")
local bg2=Util.GetGameObject(effect,"c_ui_qinyan_kuan")
local long1=Util.GetGameObject(effect,"longaniduan1")
local long2=Util.GetGameObject(effect,"longaniduan2")
li:SetActive(false)
long1:SetActive(false)
long2:SetActive(false)
bg1:SetActive(false)
bg2:SetActive(false)
if _star<=11 then
bg1:SetActive(true)
else
bg2:SetActive(true)
end
SetParticleSortLayer(effect,_layer)
--SetParticleSortLayer(effect2,_layer)
if star then
-- body
end
local img=Util.GetGameObject(par,"flyImg")
if img==nil then
if _star<=11 then
@ -521,8 +534,8 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
img.sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_kapai2")
elseif _star==14 then
li:SetActive(true)
long1:SetActive(true)
long2:SetActive(true)
-- long1:SetActive(true)
-- long2:SetActive(true)
img.sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_kapai2")
else
img.gameObject:SetActive(false)
@ -566,7 +579,6 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
end
local starPre = Util.GetGameObject(starGrid, "starGrid(Clone)")
if not starPre then
LogError("---------")
starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
end
@ -697,7 +709,7 @@ function SetHeroBg(spLoader, bg,cardBg,star,quality,layer)
end
else
bg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardStarImage[3])
cardBg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardQuantityImage[11])
cardBg:GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroCardQuantityImage[star])
if hong then
hong.gameObject:SetActive(false)
end
@ -707,10 +719,12 @@ function SetHeroBg(spLoader, bg,cardBg,star,quality,layer)
end
if fly and flyImg and layer then
local shan=Util.GetGameObject(bg,"c_long_bansheng_lizishan/lizi")
local bgEffect=Util.GetGameObject(bg,"c_long_bansheng_lizishan/dajin_effect_03")
local bgEffect2=Util.GetGameObject(bg,"c_long_bansheng_lizishan/dajin_effect_03")
local bgEffect=Util.GetGameObject(bg,"c_long_bansheng_lizishan/c_ui_qinyan_chang")
local long=Util.GetGameObject(bg,"c_long_bansheng_lizishan/konglong")
shan:SetActive(false)
bgEffect:SetActive(false)
bgEffect2:SetActive(false)
long:SetActive(false)
if star>11 then
flyImg.gameObject:SetActive(true)
@ -724,7 +738,7 @@ function SetHeroBg(spLoader, bg,cardBg,star,quality,layer)
elseif star==14 then
shan:SetActive(true)
bgEffect:SetActive(true)
long:SetActive(true)
--long:SetActive(true)
flyImg:GetComponent("Image").sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_kapai2")
end
else

View File

@ -835,6 +835,13 @@ function this.SingleHeroDataShow(_go, _heroData)
value.material.shader=poolManager:LoadAsset("YXZ_Effect_TransparentRim_1",poolManager.AssetType.Other)
end
end
local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
end
end
end
local meshs1=starGrid:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(meshs1:ToTable()) do

View File

@ -32,21 +32,49 @@ local heroNumList = {}
--初始化组件(用于子类重写)
function HandBookHeroAndEquipListPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
--英雄
self.heroScroll = Util.GetGameObject(self.transform, "heroScroll")
self.heroScrollbar = Util.GetGameObject(self.transform, "heroScrollbar")
self.heroScrollbar.gameObject:SetActive(false)
self.card = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
self.card.transform:SetParent(self.transform)
--local particles1=starPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
-- for key, value in pairs(particles1:ToTable()) do
-- local mat=value:GetComponent(typeof(UnityEngine.Renderer))
-- if mat.material.shader.name=="CGwell FX/Additive Lv1" then
-- mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
-- elseif mat.material.shader.name=="UI Particles/Additive" then
-- mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
-- end
-- end
self.card:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
Util.GetGameObject(self.card, "choosed").gameObject:SetActive(false)
Util.GetGameObject(self.card, "redAndLock").gameObject:SetActive(false)
self.starNum = Util.GetGameObject(self.transform, "starNum")
self.heroprefab = Util.GetGameObject(self.transform, "heroprefab")
local particles=self.heroprefab:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="CGwell FX/Additive Lv1" then
mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
elseif mat.material.shader.name=="UI Particles/Additive" then
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
end
end
local meshs=self.heroprefab:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
for key, value in pairs(meshs:ToTable()) do
if value.material.shader.name=="Custom/S_03_UV_alpha_add" then
value.material.shader=poolManager:LoadAsset("S_03_uv_alpha_add_1",poolManager.AssetType.Other)
end
end
local meshs2=self.heroprefab:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
for key, value in pairs(meshs2:ToTable()) do
if value.material.shader.name=="YXZ/Effect/TransparentRim" then
value.material.shader=poolManager:LoadAsset("YXZ_Effect_TransparentRim_1",poolManager.AssetType.Other)
end
end
self.scrollRoot = Util.GetGameObject(self.transform, "heroScroll")
local rootHight = self.scrollRoot.transform.rect.height
local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, self.scrollRoot.transform,
@ -254,7 +282,7 @@ function HandBookHeroAndEquipListPanel:GetHeroData()
temp = 0
if v and #v > 0 then
--LogGreen("star:"..k.." heroCount:"..#v.." HeroHaveNum:"..heroNumList[k])
local str = Language[11092]..heroNumList[k].."/"..#v
local str = ""--Language[11092]..heroNumList[k].."/"..#v
table.insert(heroScrolldatas,{type = 2,natural=k, star = k,index = 0,content = str })
for i = 1,#v do
if i%5 == 0 or i == #v then
@ -669,7 +697,7 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
Util.GetGameObject(_go.transform, "card/choosed").gameObject:SetActive(false)
Util.GetGameObject(_go.transform, "card/flyImg").gameObject:SetActive(false)
Util.GetGameObject(_go.transform, "card/redAndLock").gameObject:SetActive(false)
SetHeroBg(self.spLoader, Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),star,heroData.Quality,orginLayer )
SetHeroBg(self.spLoader, Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),star,heroData.Quality,orginLayer+1)
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = lv

View File

@ -515,7 +515,7 @@ function this:UpdateBtnList()
tabsList[k].gameObject:SetActive(false)
end
elseif k == RoleInfoPanelIndex.juexing then
if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
if curHeroData.star == 10 and curHeroData.heroConfig.MaxRank > curHeroData.star then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
@ -529,8 +529,7 @@ function this:UpdateBtnList()
end
elseif k == RoleInfoPanelIndex.feiSheng then
local isopen=ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp)
and curHeroData.heroConfig.MaxRank >11 and curHeroData.star < 14 then
if curHeroData.heroConfig.MaxRank >11 and curHeroData.star>=11 and curHeroData.star < 14 then
tabsList[k].gameObject:SetActive(true)
else
tabsList[k].gameObject:SetActive(false)
@ -542,6 +541,8 @@ function this:UpdateBtnList()
img.sprite = this.spLoader:LoadSprite("r_hero_xuanze_002")
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
local redpot = Util.GetGameObject(tabsList[k], "redPoint")
local lock = Util.GetGameObject(tabsList[k], "lock")
lock.gameObject:SetActive(false)
title.text = GetCurLanguage() == 0 and v.title or "<size=45>"..v.title.."</size>"
-- 判断是否需要检测红点
redpot:SetActive(false)
@ -554,6 +555,11 @@ function this:UpdateBtnList()
elseif k == RoleInfoPanelIndex.juexing then
local upStarRedPointState = HeroManager.IsShowUpStarRedPoint(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
lock.gameObject:SetActive(false)
else
lock.gameObject:SetActive(true)
end
elseif k == RoleInfoPanelIndex.shenhun then
-- local upStarRedPointState = GodSoulManager.CheckRedPointGodSoul(curHeroData)
-- redpot.gameObject:SetActive(upStarRedPointState)
@ -562,10 +568,29 @@ function this:UpdateBtnList()
elseif k== RoleInfoPanelIndex.feiSheng then
local upStarRedPointState = HeroManager.IsShowFlyUpRedPoint(curHeroData)
redpot.gameObject:SetActive(upStarRedPointState)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) then
lock.gameObject:SetActive(false)
else
lock.gameObject:SetActive(true)
end
end
Util.AddOnceClick(tabsList[k],function()
if k == _CurPageIndex then
else
if k==RoleInfoPanelIndex.feiSheng and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.FlyUp) then
local globe=ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.FlyUp)
if globe then
PopupTipPanel.ShowTip("鸿蒙阵共鸣等级达到"..globe.OpenRules[2] .."级开启")
end
return
elseif k==RoleInfoPanelIndex.juexing and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.RoleAwake) then
local globe=ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.RoleAwake)
if globe then
PopupTipPanel.ShowTip("玩家等级达到"..globe.OpenRules[2] .."级开启")
end
return
end
this:SetSelectBtn(k)
this:OnPageTabChange(k)
end

View File

@ -39,6 +39,8 @@ function RoleListPanel:InitComponent()
mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
elseif mat.material.shader.name=="UI Particles/Additive" then
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
elseif mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
end
end
local meshs=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))