shader参数开放
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12421d4de1
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@ -194,7 +194,7 @@ namespace AxibugEmuOnline.Client.Event
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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App.log.Error(e.Message + ", method name : " + callback.Method);
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App.log.Error(e.ToString());
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}
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}
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}
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}
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}
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}
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@ -4,7 +4,7 @@ MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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defaultReferences: []
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defaultReferences: []
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executionOrder: 0
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executionOrder: -20
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icon: {instanceID: 0}
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icon: {instanceID: 0}
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userData:
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userData:
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assetBundleName:
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assetBundleName:
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@ -69,6 +69,7 @@ Material:
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- _Glossiness: 0.5
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Metallic: 0
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- _MidHeight1: 0.4
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- _Mode: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _Parallax: 0.02
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@ -85,5 +86,7 @@ Material:
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color1: {r: 0, g: 0.4, b: 1, a: 1}
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- _Color2: {r: 0, g: 0.7, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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@ -2,8 +2,7 @@
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{
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{
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Properties
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Properties
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{
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{
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_Color ("Tint", Color) = (1,1,1,1)
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_MainTex ("Sprite Texture", 2D) = "white" {}
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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@ -14,6 +13,24 @@
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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[Space(10)]
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_Color1("Color1",Color) = (0,0.4,1,1)
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_Color2("Color2",Color) = (0,0.7,1,1)
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[Header(Wave1)]
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_MidHeight1("MidHeight",Float) = 0.4
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_MaxHeight1("MaxHeigh",Float) = 0.5
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_Power1("Power",Float)=50.0
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_Frequency1("Frequency",Float)=2.0
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_Speed1("Speed",Float)=0.4
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[Header(Wave2)]
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_MidHeight2("MidHeight",Float) = 0.42
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_MaxHeight2("MaxHeigh",Float) = 0.54
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_Power2("Power",Float)=50.0
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_Frequency2("Frequency",Float)=2.1
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_Speed2("Speed",Float)=0.3
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}
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}
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SubShader
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SubShader
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@ -76,7 +93,8 @@
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fixed4 _Color;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _ClipRect;
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sampler2D _MainTex;
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float wave(float x, float frequency, float speed, float midHeight, float maxHeight)
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float wave(float x, float frequency, float speed, float midHeight, float maxHeight)
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{
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{
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@ -107,29 +125,42 @@
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return OUT;
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return OUT;
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}
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}
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float3 _Color1;
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float3 _Color2;
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float _MidHeight1;
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float _MaxHeight1;
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float _Power1;
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float _Frequency1;
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float _Speed1;
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float _MidHeight2;
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float _MaxHeight2;
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float _Power2;
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float _Frequency2;
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float _Speed2;
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fixed4 frag(v2f IN) : SV_Target
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fixed4 frag(v2f IN) : SV_Target
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{
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{
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float2 uv= IN.texcoord;
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float2 uv= IN.texcoord;
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// Lerped background
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// Lerped background
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float3 blue = float3(0, 0.4, 1);
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float3 blue2 = float3(0, 0.7, 1);
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float amount = (uv.x + uv.y) / 2.0;
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float amount = (uv.x + uv.y) / 2.0;
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float3 bg = lerp(blue2, blue, amount);
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float3 bg = lerp(_Color2, _Color1, amount);
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// Overlayed sine waves
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// Overlayed sine waves
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float midHeight1 = 0.4;
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float maxHeight1 = _MaxHeight1 + wave(0, 4.0,0.02, 0.0, 0.02);
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float maxHeight1 = 0.5 + wave(0.0, 4.0, 0.02, 0.0, 0.02);
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float power1 = _Power1; //Higher power means thinner line
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float power1 = 50.0; //Higher power means thinner line
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float frequency1 = _Frequency1 + wave(0.0, 3.0, 0.03, 0.0, 0.02);
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float frequency1 = 2.0 + wave(0.0, 3.0, 0.03, 0.0, 0.02);
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float speed1 = _Speed1 + wave(0.0, 2.2, 0.04, 0.0, 0.01);
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float speed1 = 0.4 + wave(0.0, 2.2, 0.04, 0.0, 0.01);
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float waveHeight1 = wave(uv.x, frequency1, speed1, _MidHeight1, maxHeight1);
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float waveHeight1 = wave(uv.x, frequency1, speed1, midHeight1, maxHeight1);
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float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1);
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float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1);
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float midHeight2 = 0.42;
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float midHeight2 = _MidHeight2;
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float maxHeight2 = 0.54 + wave(0.0, 3.0, 0.04, 0.0, 0.02);
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float maxHeight2 = _MaxHeight2 + wave(0.0, 3.0, 0.04, 0.0, 0.02);
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float power2 = 50.0; //Higher power means thinner line
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float power2 = _Power2; //Higher power means thinner line
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float frequency2 = 2.1 + wave(0.0, 4.0, 0.05, 0.0, 0.02);
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float frequency2 = _Frequency2 + wave(0.0, 4.0, 0.05, 0.0, 0.02);
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float speed2 = 0.3 + wave(0.0, 2.0, 0.02, 0.0, 0.01);
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float speed2 = _Speed2 + wave(0.0, 2.0, 0.02, 0.0, 0.01);
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float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2);
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float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2);
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float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2);
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float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2);
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