Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
c5f60a10fe
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@ -0,0 +1,137 @@
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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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_raodongwenli ("raodongwenli", 2D) = "white" {}
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Stencil{
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Ref 1
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Comp equal
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////// Lighting:
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////// Emissive:
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return finalRGBA;
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ENDCG
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CGPROGRAM
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#pragma vertex vert
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TRANSFER_SHADOW_CASTER(o)
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SHADOW_CASTER_FRAGMENT(i)
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ENDCG
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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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ac02f758d3aa4124cac2e22236582194
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,93 @@
|
|||
// Shader created with Shader Forge v1.38
|
||||
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
|
||||
// Note: Manually altering this data may prevent you from opening it in Shader Forge
|
||||
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,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:0.5,fgcg:0.5,fgcb:0.5,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:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:33818,y:32588,varname:node_3138,prsc:2|emission-2077-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6163,x:32228,y:32687,ptovrint:False,ptlb:U_Speed,ptin:_U_Speed,varname:_U_Speed,prsc:1,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_ValueProperty,id:3026,x:32228,y:32998,ptovrint:False,ptlb:V_Speed,ptin:_V_Speed,varname:_V_Speed,prsc:1,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_Tex2d,id:8152,x:33143,y:32738,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex,prsc:1,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False|UVIN-4238-OUT;n:type:ShaderForge.SFN_Time,id:1605,x:32228,y:32807,varname:node_1605,prsc:2;n:type:ShaderForge.SFN_Append,id:4111,x:32787,y:32808,varname:node_4111,prsc:1|A-3952-OUT,B-7715-OUT;n:type:ShaderForge.SFN_Multiply,id:6045,x:32411,y:32687,varname:node_6045,prsc:2|A-6163-OUT,B-1605-T;n:type:ShaderForge.SFN_Multiply,id:1990,x:32411,y:32979,varname:node_1990,prsc:2|A-1605-T,B-3026-OUT;n:type:ShaderForge.SFN_Color,id:5717,x:33143,y:32525,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:1,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:306,x:33380,y:32617,varname:node_306,prsc:2|A-5717-RGB,B-8152-RGB,C-7539-RGB,D-7800-RGB;n:type:ShaderForge.SFN_TexCoord,id:3363,x:31870,y:33032,varname:node_3363,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Add,id:7715,x:32578,y:32907,varname:node_7715,prsc:2|A-8064-G,B-1990-OUT;n:type:ShaderForge.SFN_Add,id:3952,x:32578,y:32751,varname:node_3952,prsc:2|A-6045-OUT,B-8064-R;n:type:ShaderForge.SFN_VertexColor,id:7539,x:33143,y:32940,varname:node_7539,prsc:2;n:type:ShaderForge.SFN_Multiply,id:5498,x:33380,y:32839,varname:node_5498,prsc:2|A-5717-A,B-7800-A,C-8152-A,D-7539-A;n:type:ShaderForge.SFN_Tex2d,id:7800,x:33143,y:33089,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:_Mask,prsc:1,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:2077,x:33617,y:32728,varname:node_2077,prsc:2|A-306-OUT,B-5498-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6258,x:31688,y:33150,ptovrint:False,ptlb:Rotator,ptin:_Rotator,varname:_Rotator,prsc:0,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Pi,id:3140,x:31721,y:33257,varname:node_3140,prsc:2;n:type:ShaderForge.SFN_Multiply,id:2281,x:31870,y:33203,varname:node_2281,prsc:2|A-6258-OUT,B-3140-OUT;n:type:ShaderForge.SFN_Rotator,id:7070,x:32054,y:33119,varname:node_7070,prsc:0|UVIN-3363-UVOUT,ANG-2281-OUT;n:type:ShaderForge.SFN_ComponentMask,id:8064,x:32228,y:33119,varname:node_8064,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-7070-UVOUT;n:type:ShaderForge.SFN_Append,id:3704,x:32787,y:32671,varname:node_3704,prsc:2|A-614-Z,B-614-W;n:type:ShaderForge.SFN_TexCoord,id:614,x:32578,y:32589,varname:node_614,prsc:2,uv:1,uaff:True;n:type:ShaderForge.SFN_Add,id:4238,x:32951,y:32738,varname:node_4238,prsc:2|A-3704-OUT,B-4111-OUT;proporder:6163-3026-8152-5717-7800-6258;pass:END;sub:END;*/
|
||||
|
||||
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"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3a656dd7e5079514386bd3210f3414ce
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -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))
|
||||
-- mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1")
|
||||
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= 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
|
||||
|
||||
|
|
Loading…
Reference in New Issue