diff --git a/AxibugEmuOnline.Client/Assets/Script/Event/Eventer.cs b/AxibugEmuOnline.Client/Assets/Script/Event/Eventer.cs index 6efe5d18..97be8202 100644 --- a/AxibugEmuOnline.Client/Assets/Script/Event/Eventer.cs +++ b/AxibugEmuOnline.Client/Assets/Script/Event/Eventer.cs @@ -194,7 +194,7 @@ namespace AxibugEmuOnline.Client.Event } catch (Exception e) { - App.log.Error(e.Message + ", method name : " + callback.Method); + App.log.Error(e.ToString()); } } } diff --git a/AxibugEmuOnline.Client/Assets/Script/NesEmulator/NesEmulator.cs.meta b/AxibugEmuOnline.Client/Assets/Script/NesEmulator/NesEmulator.cs.meta index d178f309..930824b8 100644 --- a/AxibugEmuOnline.Client/Assets/Script/NesEmulator/NesEmulator.cs.meta +++ b/AxibugEmuOnline.Client/Assets/Script/NesEmulator/NesEmulator.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 0 + executionOrder: -20 icon: {instanceID: 0} userData: assetBundleName: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat index 13feb30a..8b685775 100644 --- a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat @@ -69,6 +69,7 @@ Material: - _Glossiness: 0.5 - _GlossyReflections: 1 - _Metallic: 0 + - _MidHeight1: 0.4 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 @@ -85,5 +86,7 @@ Material: - _ZWrite: 1 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color1: {r: 0, g: 0.4, b: 1, a: 1} + - _Color2: {r: 0, g: 0.7, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader index 1c017c00..7a7d9489 100644 --- a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader @@ -2,8 +2,7 @@ { Properties { - _Color ("Tint", Color) = (1,1,1,1) - + _MainTex ("Sprite Texture", 2D) = "white" {} _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 @@ -14,6 +13,24 @@ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + [Space(10)] + _Color1("Color1",Color) = (0,0.4,1,1) + _Color2("Color2",Color) = (0,0.7,1,1) + + [Header(Wave1)] + _MidHeight1("MidHeight",Float) = 0.4 + _MaxHeight1("MaxHeigh",Float) = 0.5 + _Power1("Power",Float)=50.0 + _Frequency1("Frequency",Float)=2.0 + _Speed1("Speed",Float)=0.4 + + [Header(Wave2)] + _MidHeight2("MidHeight",Float) = 0.42 + _MaxHeight2("MaxHeigh",Float) = 0.54 + _Power2("Power",Float)=50.0 + _Frequency2("Frequency",Float)=2.1 + _Speed2("Speed",Float)=0.3 } SubShader @@ -76,7 +93,8 @@ fixed4 _Color; fixed4 _TextureSampleAdd; - float4 _ClipRect; + float4 _ClipRect; + sampler2D _MainTex; float wave(float x, float frequency, float speed, float midHeight, float maxHeight) { @@ -107,29 +125,42 @@ return OUT; } + float3 _Color1; + float3 _Color2; + + float _MidHeight1; + float _MaxHeight1; + float _Power1; + float _Frequency1; + float _Speed1; + + float _MidHeight2; + float _MaxHeight2; + float _Power2; + float _Frequency2; + float _Speed2; + fixed4 frag(v2f IN) : SV_Target { float2 uv= IN.texcoord; // Lerped background - float3 blue = float3(0, 0.4, 1); - float3 blue2 = float3(0, 0.7, 1); + float amount = (uv.x + uv.y) / 2.0; - float3 bg = lerp(blue2, blue, amount); + float3 bg = lerp(_Color2, _Color1, amount); // Overlayed sine waves - float midHeight1 = 0.4; - float maxHeight1 = 0.5 + wave(0.0, 4.0, 0.02, 0.0, 0.02); - float power1 = 50.0; //Higher power means thinner line - float frequency1 = 2.0 + wave(0.0, 3.0, 0.03, 0.0, 0.02); - float speed1 = 0.4 + wave(0.0, 2.2, 0.04, 0.0, 0.01); - float waveHeight1 = wave(uv.x, frequency1, speed1, midHeight1, maxHeight1); + float maxHeight1 = _MaxHeight1 + wave(0, 4.0,0.02, 0.0, 0.02); + float power1 = _Power1; //Higher power means thinner line + float frequency1 = _Frequency1 + wave(0.0, 3.0, 0.03, 0.0, 0.02); + float speed1 = _Speed1 + wave(0.0, 2.2, 0.04, 0.0, 0.01); + float waveHeight1 = wave(uv.x, frequency1, speed1, _MidHeight1, maxHeight1); float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1); - float midHeight2 = 0.42; - float maxHeight2 = 0.54 + wave(0.0, 3.0, 0.04, 0.0, 0.02); - float power2 = 50.0; //Higher power means thinner line - float frequency2 = 2.1 + wave(0.0, 4.0, 0.05, 0.0, 0.02); - float speed2 = 0.3 + wave(0.0, 2.0, 0.02, 0.0, 0.01); + float midHeight2 = _MidHeight2; + float maxHeight2 = _MaxHeight2 + wave(0.0, 3.0, 0.04, 0.0, 0.02); + float power2 = _Power2; //Higher power means thinner line + float frequency2 = _Frequency2 + wave(0.0, 4.0, 0.05, 0.0, 0.02); + float speed2 = _Speed2 + wave(0.0, 2.0, 0.02, 0.0, 0.01); float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2); float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2);