[功能]==========聊天称号特效显示修改
parent
5421e451c7
commit
898edb53be
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@ -164,7 +164,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 1080, y: -0}
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m_AnchoredPosition: {x: 1080, y: 0}
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m_SizeDelta: {x: 1080, y: 215}
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m_Pivot: {x: 1, y: 1}
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--- !u!114 &783211510
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@ -585,7 +585,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: 0, y: 224.9}
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m_AnchoredPosition: {x: 0, y: 224.90002}
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m_SizeDelta: {x: 0, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1152553275000364
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@ -1446,6 +1446,7 @@ GameObject:
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m_Component:
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- component: {fileID: 224271114099894520}
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- component: {fileID: 8449202748859087022}
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- component: {fileID: 1812150397639951299}
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m_Layer: 5
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m_Name: scrollroot
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m_TagString: Untagged
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@ -1469,7 +1470,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 49.000004}
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m_AnchoredPosition: {x: 0, y: 49}
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m_SizeDelta: {x: 0, y: -448}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8449202748859087022
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@ -1480,6 +1481,35 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1485275995992940}
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m_CullTransparentMesh: 0
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--- !u!114 &1812150397639951299
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1485275995992940}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 2100000, guid: 42263669b8cc5c04a96720be44775913, type: 2}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 0}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &1520403616029858
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GameObject:
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m_ObjectHideFlags: 0
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@ -2415,7 +2445,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 128.6, y: 14.7}
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m_AnchoredPosition: {x: 128.6, y: 14.699997}
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m_SizeDelta: {x: 223.26, y: 39.6}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &222527929292292998
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@ -2855,7 +2885,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 52.8, y: 47.4}
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m_AnchoredPosition: {x: 52.799988, y: 47.4}
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m_SizeDelta: {x: 484, y: 168}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1887129452481632
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@ -3494,7 +3524,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 72.7, y: 67.3}
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m_AnchoredPosition: {x: 72.70001, y: 67.3}
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m_SizeDelta: {x: 160, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1632392085042332552
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@ -4011,7 +4041,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -131.3, y: 46.8}
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m_AnchoredPosition: {x: -131.3, y: 46.800003}
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m_SizeDelta: {x: 140, y: 140}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1632214039416655466
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@ -5168,7 +5198,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 76.3, y: 70.8}
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m_AnchoredPosition: {x: 76.29999, y: 70.8}
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m_SizeDelta: {x: 250, y: 55}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1631911785689605388
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@ -5242,7 +5272,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 37, y: -173.70001}
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m_AnchoredPosition: {x: 37, y: -173.7002}
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m_SizeDelta: {x: 1080, y: 4}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1632348028829577372
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@ -0,0 +1,133 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "CGwell FX/Additive Lv1_1"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture (A = Transparency)", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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}
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Category {
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Tags
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{
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"Queue" = "Transparent+300"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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Blend SrcAlpha One
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AlphaTest Greater .01
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Color (0,0,0,0) }
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BindChannels
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{
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord
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}
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// ---- Fragment program cards
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SubShader
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{
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Stencil{
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Ref 1
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Comp equal
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD1;
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#endif
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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sampler2D _CameraDepthTexture;
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float _InvFade;
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fixed4 frag (v2f i) : COLOR
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ - partZ));
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i.color.a *= fade;
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#endif
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return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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}
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ENDCG
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}
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}
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// ---- Dual texture cards
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SubShader
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{
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Pass
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{
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SetTexture [_MainTex]
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{
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constantColor [_TintColor]
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combine constant * primary
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}
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SetTexture [_MainTex]
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{
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combine texture * previous DOUBLE
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}
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}
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}
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// ---- Single texture cards (does not do color tint)
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SubShader
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{
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Pass
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{
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SetTexture [_MainTex]
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{
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combine texture * primary
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}
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}
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}
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}
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}
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 8b8b2e19260ad614e9bac0ab7bf1e43c
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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:
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@ -0,0 +1,80 @@
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.0627451,fgcg:0.1647059,fgcb:0.2352941,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:33458,y:33077,varname:node_3138,prsc:2|emission-5616-OUT;n:type:ShaderForge.SFN_Tex2d,id:7761,x:32639,y:33073,ptovrint:False,ptlb:Tex,ptin:_Tex,varname:node_7761,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False|UVIN-5782-OUT;n:type:ShaderForge.SFN_TexCoord,id:8590,x:32080,y:33084,varname:node_8590,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_ValueProperty,id:6801,x:31898,y:32950,ptovrint:False,ptlb:U,ptin:_U,varname:node_6801,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.2;n:type:ShaderForge.SFN_Time,id:2158,x:31898,y:33063,varname:node_2158,prsc:2;n:type:ShaderForge.SFN_Add,id:631,x:32304,y:33000,varname:node_631,prsc:2|A-8339-OUT,B-8590-U;n:type:ShaderForge.SFN_Multiply,id:8339,x:32087,y:32950,varname:node_8339,prsc:2|A-6801-OUT,B-2158-T;n:type:ShaderForge.SFN_ValueProperty,id:833,x:31898,y:33250,ptovrint:False,ptlb:V,ptin:_V,varname:node_833,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.7;n:type:ShaderForge.SFN_Multiply,id:213,x:32080,y:33231,varname:node_213,prsc:2|A-2158-T,B-833-OUT;n:type:ShaderForge.SFN_Add,id:9854,x:32304,y:33165,varname:node_9854,prsc:2|A-8590-V,B-213-OUT;n:type:ShaderForge.SFN_Append,id:5782,x:32469,y:33073,varname:node_5782,prsc:2|A-631-OUT,B-9854-OUT;n:type:ShaderForge.SFN_Color,id:6164,x:32639,y:33280,ptovrint:False,ptlb:Color_wai,ptin:_Color_wai,varname:node_6164,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:3566,x:32919,y:33194,varname:node_3566,prsc:2|A-7761-RGB,B-6164-RGB;n:type:ShaderForge.SFN_VertexColor,id:1235,x:32639,y:32908,varname:node_1235,prsc:2;n:type:ShaderForge.SFN_Multiply,id:5616,x:33191,y:33121,varname:node_5616,prsc:2|A-1235-RGB,B-3566-OUT,C-7111-OUT;n:type:ShaderForge.SFN_Multiply,id:9790,x:32919,y:33066,varname:node_9790,prsc:2|A-1235-A,B-7761-A;n:type:ShaderForge.SFN_Tex2d,id:7480,x:32919,y:33360,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:node_7480,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:7111,x:33158,y:33338,varname:node_7111,prsc:2|A-9790-OUT,B-7480-A,C-7761-R;proporder:7761-6164-6801-833-7480;pass:END;sub:END;*/
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Shader "Custom/S_03_UV_alpha_add_1" {
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Properties {
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_Tex ("Tex", 2D) = "white" {}
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[HDR]_Color_wai ("Color_wai", Color) = (1,1,1,1)
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_U ("U", Float ) = 0.2
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_V ("V", Float ) = 0.7
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_Mask ("Mask", 2D) = "white" {}
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}
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SubShader {
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Stencil{
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Ref 1
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Comp equal
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}
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend One One
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#pragma multi_compile_fwdbase
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x
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#pragma target 3.0
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uniform sampler2D _Tex; uniform float4 _Tex_ST;
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uniform float _U;
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uniform float _V;
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uniform float4 _Color_wai;
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uniform sampler2D _Mask; uniform float4 _Mask_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos( v.vertex );
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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////// Lighting:
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////// Emissive:
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float4 node_2158 = _Time;
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float2 node_5782 = float2(((_U*node_2158.g)+i.uv0.r),(i.uv0.g+(node_2158.g*_V)));
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float4 _Tex_var = tex2D(_Tex,TRANSFORM_TEX(node_5782, _Tex));
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float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
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float3 emissive = (i.vertexColor.rgb*(_Tex_var.rgb*_Color_wai.rgb)*((i.vertexColor.a*_Tex_var.a)*_Mask_var.a*_Tex_var.r));
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float3 finalColor = emissive;
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return fixed4(finalColor,1);
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}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4bb8e7d80962b9547ad00d7ec8809496
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -245,6 +245,16 @@ function this.RefreshShow(isForceBottom)
|
|||
else
|
||||
this.ChatItemAdapter(go, data, isShowTime)
|
||||
end
|
||||
local particles=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
|
||||
for key, value in pairs(particles:ToTable()) do
|
||||
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
|
||||
mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1")
|
||||
end
|
||||
local meshs=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
|
||||
for key, value in pairs(meshs:ToTable()) do
|
||||
value.material.shader=Shader.Find("Custom/S_03_UV_alpha_add_1")
|
||||
end
|
||||
|
||||
end, _GoToIndex)
|
||||
|
||||
-- 好友数据置顶
|
||||
|
@ -335,7 +345,7 @@ function this.FriendItemAdapter(node, data)
|
|||
titleLive.transform.localScale = Vector3.New(0.4,0.4,0.4)
|
||||
local sortingorder=0
|
||||
if this.sortingOrder then
|
||||
-- Util.AddParticleSortLayer(titleLive,this.sortingOrder - sortingorder)
|
||||
Util.SetParticleSortLayer(titleLive,this.sortingOrder)
|
||||
-- sortingorder = this.sortingOrder
|
||||
end
|
||||
titleStrList[node]=titleLiveStr
|
||||
|
@ -523,7 +533,7 @@ function this.ChatItemAdapter(node, data, isShowTime)
|
|||
titleLive.transform.localScale = Vector3.New(0.4,0.4,0.4)
|
||||
local sortingorder=0
|
||||
if this.sortingOrder then
|
||||
-- Util.AddParticleSortLayer(titleLive,this.sortingOrder - sortingorder)
|
||||
Util.SetParticleSortLayer(titleLive,this.sortingOrder)
|
||||
-- sortingorder = this.sortingOrder
|
||||
end
|
||||
titleStrList[node]=titleLiveStr
|
||||
|
|
|
@ -137,7 +137,7 @@ function this.SingleRideClickShowInfo(data,go)
|
|||
curItemConfig = ConfigManager.GetConfigData(ConfigName.ItemConfig,curPlayerHeadIconConfig.ItemId)
|
||||
local rideData = PlayerManager.userMountList[curPlayerHeadIconConfig.Id]
|
||||
this.name.text = GetLanguageStrById(curItemConfig.Name)
|
||||
this.getInfo.text = GetLanguageStrById(curItemConfig.ItemDescribe)
|
||||
this.getInfo.text = GetLanguageStrById(curPlayerHeadIconConfig.ItemDescribe)
|
||||
this.scrollViewPro:SetData(curPlayerHeadIconConfig.UnlockProperty,function(index,root)
|
||||
local propertyConfig = ConfigManager.GetConfigData(ConfigName.PropertyConfig, curPlayerHeadIconConfig.UnlockProperty[index][1])
|
||||
Util.GetGameObject(root, "proValue"):GetComponent("Text").text = GetLanguageStrById(propertyConfig.Info).." ".. GetPropertyFormatStr(propertyConfig.Style, curPlayerHeadIconConfig.UnlockProperty[index][2])
|
||||
|
@ -175,7 +175,7 @@ function this.SingleRideClickShowInfo(data,go)
|
|||
|
||||
Util.AddOnceClick(this.goToBtn, function()
|
||||
if not isGet and not isUser then
|
||||
PopupTipPanel.ShowTip( curItemConfig.ItemDescribe)
|
||||
PopupTipPanel.ShowTip(curPlayerHeadIconConfig.ItemDescribe)
|
||||
elseif isGet and not isUser then
|
||||
NetManager.RequestChangeModifyDecoration(3,curPlayerHeadIconConfig.Id,function(msg)
|
||||
PlayerManager.SetPlayerRide(curPlayerHeadIconConfig.Id)
|
||||
|
|
|
@ -173,7 +173,7 @@ function this.SingleRideClickShowInfo(data,go)
|
|||
local isGet,isUser = PlayerManager.userTitleList[curPlayerHeadIconConfig.Id],curUserRideId == curPlayerHeadIconConfig.Id
|
||||
curItemConfig = ConfigManager.GetConfigData(ConfigName.ItemConfig,curPlayerHeadIconConfig.ItemId)
|
||||
local rideData = PlayerManager.userTitleList[curPlayerHeadIconConfig.Id]
|
||||
this.getInfo.text = curItemConfig.ItemDescribe
|
||||
this.getInfo.text = curPlayerHeadIconConfig.ItemDescribe
|
||||
this.scrollViewPro:SetData(curPlayerHeadIconConfig.UnlockProperty,function(index,root)
|
||||
local propertyConfig = ConfigManager.GetConfigData(ConfigName.PropertyConfig, curPlayerHeadIconConfig.UnlockProperty[index][1])
|
||||
Util.GetGameObject(root, "proValue"):GetComponent("Text").text = GetLanguageStrById(propertyConfig.Info).." ".. GetPropertyFormatStr(propertyConfig.Style, curPlayerHeadIconConfig.UnlockProperty[index][2])
|
||||
|
@ -237,7 +237,7 @@ function this.SingleRideClickShowInfo(data,go)
|
|||
|
||||
Util.AddOnceClick(this.goToBtn, function()
|
||||
if not isGet and not isUser then
|
||||
PopupTipPanel.ShowTip( curItemConfig.ItemDescribe)
|
||||
PopupTipPanel.ShowTip( curPlayerHeadIconConfig.ItemDescribe)
|
||||
elseif isGet and not isUser then
|
||||
NetManager.RequestChangeModifyDecoration(2,curPlayerHeadIconConfig.Id,function(msg)
|
||||
PlayerManager.SetPlayerDesignation(curPlayerHeadIconConfig.Id)
|
||||
|
|
Loading…
Reference in New Issue