Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
gaoxin 2021-06-02 21:14:41 +08:00
commit c5f60a10fe
14 changed files with 921 additions and 1 deletions

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// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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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 {
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"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
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}
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) {
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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:
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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 "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos( v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
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// Upgrade NOTE: replaced '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
}
}
}
}
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// 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
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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"
}

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@ -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