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+ +Shader "Shader Forge/shuibowen_1" { + Properties { + [HDR]_Color ("Color", Color) = (1,1,1,1) + _U_Speed_copy ("U_Speed_copy", Float ) = -0.5 + _V_Speed_copy ("V_Speed_copy", Float ) = -0.5 + _Rotator_copy ("Rotator_copy", Float ) = 0 + _raodongwenli ("raodongwenli", 2D) = "white" {} + _xingzhuang ("xingzhuang", 2D) = "white" {} + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Stencil{ + Ref 1 + Comp equal + } + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend DstAlpha One + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles + #pragma target 3.0 + uniform float4 _Color; + uniform fixed _U_Speed_copy; + uniform fixed _V_Speed_copy; + uniform fixed _Rotator_copy; + uniform sampler2D _raodongwenli; uniform float4 _raodongwenli_ST; + uniform sampler2D _xingzhuang; uniform float4 _xingzhuang_ST; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 vertexColor : COLOR; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 uv1 : TEXCOORD1; + float4 vertexColor : COLOR; + UNITY_FOG_COORDS(2) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.vertexColor = v.vertexColor; + o.pos = UnityObjectToClipPos( v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); +////// Lighting: +////// Emissive: + float4 node_3830 = _Time; + float node_6129_ang = (_Rotator_copy*3.141592654); + float node_6129_spd = 1.0; + float node_6129_cos = cos(node_6129_spd*node_6129_ang); + float node_6129_sin = sin(node_6129_spd*node_6129_ang); + float2 node_6129_piv = float2(0.5,0.5); + fixed2 node_6129 = (mul(i.uv0-node_6129_piv,float2x2( node_6129_cos, -node_6129_sin, node_6129_sin, node_6129_cos))+node_6129_piv); + float2 node_475 = node_6129.rg; + float2 node_9968 = (float2(i.uv1.b,i.uv1.a)+float2(((_U_Speed_copy*node_3830.g)+node_475.r),(node_475.g+(node_3830.g*_V_Speed_copy)))); + float4 _raodongwenli_var = tex2D(_raodongwenli,TRANSFORM_TEX(node_9968, _raodongwenli)); + float4 node_3009 = _Time; + float2 node_4137 = ((i.uv0+node_3009.g*float2(0,0))+_raodongwenli_var.r*float2(0,0.4)); + float4 _xingzhuang_var = tex2D(_xingzhuang,TRANSFORM_TEX(node_4137, _xingzhuang)); + float3 emissive = (_Color.rgb*_xingzhuang_var.r*i.vertexColor.rgb); + float3 finalColor = emissive; + fixed4 finalRGBA = fixed4(finalColor,i.vertexColor.a); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name 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'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "CGwell FX/Add Lv4_1" { +Properties { + _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) + _MainTex ("Particle Texture (A = Transparency)", 2D) = "white" {} + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 +} + +Category { + Tags { "Queue"="Transparent+3000" "IgnoreProjector"="True" "RenderType"="Transparent" } + Blend SrcAlpha One + AlphaTest Greater .01 + ColorMask RGB + Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord + } + + // ---- Fragment program cards + SubShader { + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD1; + #endif + }; + + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + return o; + } + + sampler2D _CameraDepthTexture; + float _InvFade; + + fixed4 frag (v2f i) : COLOR + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); + } + ENDCG + } + } + + // ---- Dual texture cards + SubShader { + Pass { + SetTexture [_MainTex] { + constantColor [_TintColor] + combine constant * primary + } + SetTexture [_MainTex] { + combine texture * previous DOUBLE + } + } + } + + // ---- Single texture cards (does not do color tint) + SubShader { + Pass { + SetTexture [_MainTex] { + combine texture * primary + } + } + } +} +} diff --git a/Assets/ManagedResources/PublicArtRes/Shaders/Add Lv4_1.shader.meta b/Assets/ManagedResources/PublicArtRes/Shaders/Add Lv4_1.shader.meta new file mode 100644 index 0000000000..548112ddc0 --- /dev/null +++ b/Assets/ManagedResources/PublicArtRes/Shaders/Add Lv4_1.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ac02f758d3aa4124cac2e22236582194 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/PublicArtRes/Shaders/UVPanner_Add_1.shader b/Assets/ManagedResources/PublicArtRes/Shaders/UVPanner_Add_1.shader new file mode 100644 index 0000000000..c77772e16e --- 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+ +Shader "MagesBox/UVPanner_Add_1" { + Properties { + _U_Speed ("U_Speed", Float ) = 0.1 + _V_Speed ("V_Speed", Float ) = 0.1 + _MainTex ("MainTex", 2D) = "black" {} + [HDR]_Color ("Color", Color) = (1,1,1,1) + _Mask ("Mask", 2D) = "white" {} + _Rotator ("Rotator", Float ) = 0 + } + SubShader { + Stencil{ + Ref 1 + Comp equal + } + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend One One + Cull Off + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #pragma multi_compile_fwdbase + #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal + #pragma target 3.0 + uniform half _U_Speed; + uniform half _V_Speed; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform half4 _Color; + uniform sampler2D _Mask; uniform float4 _Mask_ST; + uniform fixed _Rotator; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 vertexColor : COLOR; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 uv1 : TEXCOORD1; + float4 vertexColor : COLOR; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.vertexColor = v.vertexColor; + o.pos = UnityObjectToClipPos( v.vertex ); + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); +////// Lighting: +////// Emissive: + float4 node_1605 = _Time; + float node_7070_ang = (_Rotator*3.141592654); + float node_7070_spd = 1.0; + float node_7070_cos = cos(node_7070_spd*node_7070_ang); + float node_7070_sin = sin(node_7070_spd*node_7070_ang); + float2 node_7070_piv = float2(0.5,0.5); + fixed2 node_7070 = (mul(i.uv0-node_7070_piv,float2x2( node_7070_cos, -node_7070_sin, node_7070_sin, node_7070_cos))+node_7070_piv); + float2 node_8064 = node_7070.rg; + float2 node_4238 = (float2(i.uv1.b,i.uv1.a)+float2(((_U_Speed*node_1605.g)+node_8064.r),(node_8064.g+(node_1605.g*_V_Speed)))); + half4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_4238, _MainTex)); + half4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask)); + float3 emissive = ((_Color.rgb*_MainTex_var.rgb*i.vertexColor.rgb*_Mask_var.rgb)*(_Color.a*_Mask_var.a*_MainTex_var.a*i.vertexColor.a)); + float3 finalColor = emissive; + return fixed4(finalColor,1); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/ManagedResources/PublicArtRes/Shaders/UVPanner_Add_1.shader.meta b/Assets/ManagedResources/PublicArtRes/Shaders/UVPanner_Add_1.shader.meta new file mode 100644 index 0000000000..46cfeb5fd8 --- /dev/null +++ b/Assets/ManagedResources/PublicArtRes/Shaders/UVPanner_Add_1.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3a656dd7e5079514386bd3210f3414ce +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Chat/ChatPanel.lua b/Assets/ManagedResources/~Lua/Modules/Chat/ChatPanel.lua index 6ef0176eeb..a9ef936af3 100644 --- a/Assets/ManagedResources/~Lua/Modules/Chat/ChatPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Chat/ChatPanel.lua @@ -47,6 +47,9 @@ function ChatPanel:InitComponent() this.playerFriend = Util.GetGameObject(this.playerBg, "btnFriend") this.shader1 = Util.GetGameObject(self.gameObject, "Image"):GetComponent("Image").material.shader this.shader2 = Util.GetGameObject(self.gameObject, "Image1"):GetComponent("Image").material.shader + this.shader3 = Util.GetGameObject(self.gameObject, "Image2"):GetComponent("Image").material.shader + this.shader4 = Util.GetGameObject(self.gameObject, "Image3"):GetComponent("Image").material.shader + this.shader5 = Util.GetGameObject(self.gameObject, "Image4"):GetComponent("Image").material.shader -- 上部货币显示 this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft}) end @@ -269,14 +272,26 @@ function this.RefreshShow(isForceBottom) local particles=this.scrollRoot: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=this.shader1 + elseif mat.material.shader.name=="Shader Forge/shuibowen" then + mat.material.shader=this.shader4 + elseif mat.material.shader.name=="MagesBox/UVPanner_Add" then + mat.material.shader=this.shader5 + elseif mat.material.shader.name=="CGwell FX/Add Lv4" then + mat.material.shader=this.shader3 + end + -- mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1") - mat.material.shader=this.shader1 --mat.material= resMgr:LoadAsset("chenghao_mat1") 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") --value.material= resMgr:LoadAsset("chenghao_mat2") + if value.material.shader=="" then + -- body + end value.material.shader=this.shader2 end