Merge pull request 'master' (#72) from Alienjack/AxibugEmuOnline:master into master

Reviewed-on: #72
This commit is contained in:
sin365 2024-12-27 01:26:31 +08:00
commit ab3b7e86f8
27 changed files with 1665 additions and 399 deletions

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@ -1,4 +1,4 @@
#if UNITY_EDITOR
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;

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@ -1,4 +1,4 @@
#if UNITY_EDITOR
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
@ -6,6 +6,7 @@ using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
public class AxiProjectTools : EditorWindow
{
@ -28,7 +29,7 @@ public class AxiProjectTools : EditorWindow
}
}
[MenuItem("Axibug移植工具/[1]UGUI组件")]
[MenuItem("Axibug移植工具/[1]UGUI组件")]
public static void Part1()
{
GoTAxiProjectToolsSence();
@ -42,17 +43,17 @@ public class AxiProjectTools : EditorWindow
EditorSceneManager.OpenScene(path);
// 创建一个列表来存储根节点
// 创建一个列表来存储根节点
List<GameObject> rootNodes = new List<GameObject>();
// 遍历场景中的所有对象
// 遍历场景中的所有对象
GameObject[] allObjects = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjects)
{
// 检查对象是否有父对象
// 检查对象是否有父对象
if (obj.transform.parent == null)
{
// 如果没有父对象,则它是一个根节点
// 如果没有父对象,则它是一个根节点
rootNodes.Add(obj);
}
}
@ -76,7 +77,7 @@ public class AxiProjectTools : EditorWindow
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
GoTAxiProjectToolsSence();
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
}
static void GetPrefab(string path)
@ -102,11 +103,11 @@ public class AxiProjectTools : EditorWindow
Type monoType = monoCom.GetType();
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
continue;
// 获取MonoScript资源
// 获取MonoScript资源
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
if (monoScript != null)
{
// 获取MonoScript资源的GUID
// 获取MonoScript资源的GUID
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
ComType2GUID[monoType.FullName] =
@ -119,19 +120,19 @@ public class AxiProjectTools : EditorWindow
}
else
{
Debug.LogError("!!!! 没得");
Debug.LogError("!!!! 没得");
}
}
//遍历
//遍历
foreach (Transform child in trans.transform)
LoopPrefabNode(nodename, child.gameObject, depth + 1);
#else
Debug.Log("低版本不要执行本函数");
Debug.Log("低版本不要执行本函数");
#endif
}
[MenuItem("Axibug移植工具/[2]")]
[MenuItem("Axibug移植工具/[2]")]
public static void Part2()
{
if (UnityEngine.Windows.Directory.Exists(outCsDir))
@ -151,16 +152,16 @@ public class AxiProjectTools : EditorWindow
}
catch (Exception ex)
{
Debug.LogError("写入失败" + ex.ToString());
Debug.LogError("写入失败" + ex.ToString());
}
}
Debug.Log("写入完毕");
Debug.Log("写入完毕");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
}
[MenuItem("Axibug移植工具/[3]")]
[MenuItem("Axibug移植工具/[3]")]
public static void Part3()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
@ -170,17 +171,17 @@ public class AxiProjectTools : EditorWindow
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
if (monoScript == null)
{
Debug.LogError("没找到" + data.ToName);
Debug.LogError("没找到" + data.ToName);
continue;
}
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
data.ToGUID = guid;
data.monoScript = monoScript;
}
Debug.Log("写入完毕");
Debug.Log("写入完毕");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
}
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
@ -191,7 +192,7 @@ public class AxiProjectTools : EditorWindow
foreach (string guid in allGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言但现代Unity主要使用C#
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言但现代Unity主要使用C#
{
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null)
@ -204,7 +205,7 @@ public class AxiProjectTools : EditorWindow
}
[MenuItem("Axibug移植工具/[4]")]
[MenuItem("Axibug移植工具/[4]")]
public static void Part4()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
@ -218,7 +219,7 @@ public class AxiProjectTools : EditorWindow
ProcessAllPrefabs("*.anim", tempReplaceDict);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
}
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
@ -235,15 +236,15 @@ public class AxiProjectTools : EditorWindow
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
ReplaceValue(absolutePaths[i], oldValue, newValue);
}
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
}
EditorUtility.ClearProgressBar();
}
/// <summary>
/// 替换值
/// 替换值
/// </summary>
/// <param name="strFilePath">文件路径</param>
/// <param name="strFilePath">文件路径</param>
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
{
if (File.Exists(strFilePath))
@ -258,7 +259,7 @@ public class AxiProjectTools : EditorWindow
}
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
public static void UnpackPrefabs()
{
@ -276,7 +277,7 @@ public class AxiProjectTools : EditorWindow
prefabCount++;
}
}
Debug.Log($"{prefabCount}个预制体Unpack");
Debug.Log($"{prefabCount}个预制体Unpack");
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
@ -290,21 +291,21 @@ public class AxiProjectTools : EditorWindow
GameObject[] rootObjects = currentScene.GetRootGameObjects();
foreach (GameObject rootObj in rootObjects)
{
// 遍历场景中的所有对象
// 遍历场景中的所有对象
TraverseHierarchy(rootObj);
}
// Save the scene // 获取当前打开的场景
// Save the scene // 获取当前打开的场景
currentScene = EditorSceneManager.GetActiveScene();
// 保存场景到文件(默认路径和名称)
// 保存场景到文件(默认路径和名称)
bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path);
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
}
GoTAxiProjectToolsSence();
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
#else
Debug.Log("低版本不要执行本函数");
Debug.Log("低版本不要执行本函数");
#endif
}
@ -323,33 +324,33 @@ public class AxiProjectTools : EditorWindow
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
GameObject.DestroyImmediate(obj);
#else
Debug.Log("低版本不要执行本函数");
Debug.Log("低版本不要执行本函数");
#endif
}
static void TraverseHierarchy(GameObject obj)
{
#if UNITY_2018_4_OR_NEWER
// 检查该对象是否是预制体的实例
// 检查该对象是否是预制体的实例
if (PrefabUtility.IsPartOfPrefabInstance(obj))
{
// 将预制体实例转换为普通游戏对象
// 将预制体实例转换为普通游戏对象
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
Debug.Log("Prefab instance converted to game object: " + obj.name);
}
// 递归遍历子对象
// 递归遍历子对象
for (int i = 0; i < obj.transform.childCount; i++)
{
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
}
#else
Debug.Log("低版本不要执行本函数");
Debug.Log("低版本不要执行本函数");
#endif
}
[MenuItem("Axibug移植工具/[6]Sprite")]
[MenuItem("Axibug移植工具/[6]Sprite")]
public static void FixMultipleMaterialSprites()
{
string[] guids = AssetDatabase.FindAssets("t:sprite");
@ -360,7 +361,7 @@ public class AxiProjectTools : EditorWindow
string path = AssetDatabase.GUIDToAssetPath(guid);
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
// 检查是否有多个材质
// 检查是否有多个材质
if (IsUsingMultipleMaterials(sprite))
{
spritesToFix.Add(sprite);
@ -368,7 +369,7 @@ public class AxiProjectTools : EditorWindow
}
}
// 修复每个找到的Sprite
// 修复每个找到的Sprite
foreach (var sprite in spritesToFix)
{
FixSprite(sprite);
@ -376,14 +377,14 @@ public class AxiProjectTools : EditorWindow
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
}
private static bool IsUsingMultipleMaterials(Sprite sprite)
{
if (sprite == null) return false;
// 获取精灵的材质
// 获取精灵的材质
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
@ -391,24 +392,24 @@ public class AxiProjectTools : EditorWindow
private static void FixSprite(Sprite sprite)
{
// 获取Sprite的路径
// 获取Sprite的路径
string path = AssetDatabase.GetAssetPath(sprite);
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
if (textureImporter != null)
{
// 保存当前切割信息
// 保存当前切割信息
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
// 临时禁用Sprite导入
// 临时禁用Sprite导入
textureImporter.spriteImportMode = SpriteImportMode.None;
textureImporter.SaveAndReimport();
// 重新启用Sprite导入并保持原样切割参数
// 重新启用Sprite导入并保持原样切割参数
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
// 重新导入以应用更改
// 重新导入以应用更改
textureImporter.SaveAndReimport();
}
}

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@ -451,7 +451,8 @@ Material:
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m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- DETAILBLUR
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
@ -2530,7 +2531,9 @@ Material:
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- EX
- MEDIUMBLUR
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
@ -2998,7 +3001,9 @@ Material:
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m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- DETAILBLUR
- EX
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
@ -3202,7 +3207,8 @@ Material:
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- FASTBLUR
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
@ -3646,7 +3652,9 @@ Material:
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- EX
- FASTBLUR
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
@ -4922,7 +4930,10 @@ Material:
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m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- DETAILBLUR
- EX
- GRAYSCALE
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
@ -5607,6 +5618,53 @@ Material:
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Material:
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@ -777,7 +777,7 @@ MonoBehaviour:
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m_MinHeight: -1
m_PreferredWidth: -1
m_PreferredHeight: 50
m_PreferredHeight: 40
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@ -1350,7 +1350,7 @@ MonoBehaviour:
m_MinWidth: -1
m_MinHeight: -1
m_PreferredWidth: -1
m_PreferredHeight: 50
m_PreferredHeight: 40
m_FlexibleWidth: -1
m_FlexibleHeight: -1
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@ -22,7 +22,11 @@ namespace AxibugEmuOnline.Client
{
GetEditableFilterParamters();
m_material = new Material(Shader.Find(ShaderName));
OnInit(m_material);
}
protected virtual void OnInit(Material renderMat) { }
void GetEditableFilterParamters()
{
var parameters = (from t in GetType().GetFields(BindingFlags.Instance | BindingFlags.Public)
@ -90,5 +94,21 @@ namespace AxibugEmuOnline.Client
Value = overrideValue;
}
}
[AttributeUsage(AttributeTargets.Class)]
internal class StripAttribute : Attribute
{
HashSet<RuntimePlatform> m_stripPlats;
/// <summary>
/// 指示一个滤镜是否会在指定的平台被剔除
/// </summary>
/// <param name="strip">会被剔除的平台</param>
public StripAttribute(params RuntimePlatform[] stripPlatform)
{
m_stripPlats = new HashSet<RuntimePlatform>(stripPlatform);
}
public bool NeedStrip => m_stripPlats.Contains(Application.platform);
}
}
}

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@ -2,401 +2,405 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using static AxibugEmuOnline.Client.FilterEffect;
namespace AxibugEmuOnline.Client
{
public class FilterManager
{
private List<Filter> m_filters;
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
private AlphaWraper m_previewFilterWraper;
FilterRomSetting m_filterRomSetting;
/// <summary>
/// 滤镜列表
/// </summary>
public IReadOnlyList<Filter> Filters => m_filters;
public class FilterManager
{
private List<Filter> m_filters;
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
private AlphaWraper m_previewFilterWraper;
FilterRomSetting m_filterRomSetting;
/// <summary>
/// 滤镜列表
/// </summary>
public IReadOnlyList<Filter> Filters => m_filters;
public FilterManager(CanvasGroup filterPreview, CanvasGroup mainBg)
{
#if UNITY_PSP2
m_filters = new List<Filter>();
m_filterRomSetting = new FilterRomSetting();
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
return;
#endif
public FilterManager(CanvasGroup filterPreview, CanvasGroup mainBg)
{
loadFilters();
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
m_filters = new List<Filter>
{
new Filter(new FixingPixelArtGrille()),
new Filter(new LCDPostEffect()),
new Filter(new MattiasCRT()),
};
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
ShutDownFilterPreview();
ShutDownFilter();
}
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
ShutDownFilterPreview();
ShutDownFilter();
}
private void loadFilters()
{
m_filters = new List<Filter>();
private RenderTexture result = null;
public Texture ExecuteFilterRender(Texture src)
{
if (result == null)
{
//result = RenderTexture.GetTemporary(Screen.width, Screen.height);
result = Initer.instance.renderTest;
}
else if (result.width != Screen.width || result.height != Screen.height)
{
//RenderTexture.ReleaseTemporary(result);
//result = RenderTexture.GetTemporary(Screen.width, Screen.height);
result = Initer.instance.renderTest;
}
var effectBaseType = typeof(FilterEffect);
foreach (var type in effectBaseType.Assembly.GetTypes())
{
if (type.IsAbstract) continue;
if (type.IsInterface) continue;
if (!effectBaseType.IsAssignableFrom(type)) continue;
var stripAtt = type.GetCustomAttribute<StripAttribute>();
if (stripAtt != null && stripAtt.NeedStrip) continue;
var effect = Activator.CreateInstance(type) as FilterEffect;
m_filters.Add(new Filter(effect));
}
}
private RenderTexture result = null;
public Texture ExecuteFilterRender(Texture src)
{
if (result == null)
{
result = RenderTexture.GetTemporary(Screen.width, Screen.height);
}
else if (result.width != Screen.width || result.height != Screen.height)
{
RenderTexture.ReleaseTemporary(result);
result = RenderTexture.GetTemporary(Screen.width, Screen.height);
}
bool anyFilterEnable = false;
foreach (var filter in Filters)
{
if (!filter.m_setting.Enable.GetValue()) continue;
filter.m_setting.Render(src, result);
anyFilterEnable = true;
}
bool anyFilterEnable = false;
foreach (var filter in Filters)
{
if (!filter.m_setting.Enable.GetValue()) continue;
filter.m_setting.Render(src, result);
anyFilterEnable = true;
}
if (anyFilterEnable)
return result;
else
return src;
}
if (anyFilterEnable)
return result;
else
return src;
}
/// <summary> 关闭滤镜预览 </summary>
public void ShutDownFilterPreview()
{
m_previewFilterWraper.On = false;
}
/// <summary> 关闭滤镜预览 </summary>
public void ShutDownFilterPreview()
{
m_previewFilterWraper.On = false;
}
/// <summary> 开启滤镜预览 </summary>
public void EnableFilterPreview()
{
m_previewFilterWraper.On = true;
}
/// <summary> 开启滤镜预览 </summary>
public void EnableFilterPreview()
{
m_previewFilterWraper.On = true;
}
/// <summary>
/// 打开滤镜
/// </summary>
/// <param name="filter"></param>
public void EnableFilter(Filter filter)
{
foreach (var selfFiler in Filters)
{
if (selfFiler != filter) selfFiler.m_setting.Enable.Override(false);
else selfFiler.m_setting.Enable.Override(true);
}
}
/// <summary>
/// 打开滤镜
/// </summary>
/// <param name="filter"></param>
public void EnableFilter(Filter filter)
{
foreach (var selfFiler in Filters)
{
if (selfFiler != filter) selfFiler.m_setting.Enable.Override(false);
else selfFiler.m_setting.Enable.Override(true);
}
}
/// <summary>
/// 关闭滤镜效果
/// </summary>
public void ShutDownFilter()
{
//关闭所有后处理效果
foreach (var filter in Filters)
filter.m_setting.Enable.Override(false);
}
/// <summary>
/// 关闭滤镜效果
/// </summary>
public void ShutDownFilter()
{
//关闭所有后处理效果
foreach (var filter in Filters)
filter.m_setting.Enable.Override(false);
}
/// <summary>
/// 为指定rom设置滤镜以及滤镜的预设
/// </summary>
/// <param name="rom">rom对象</param>
/// <param name="filter">滤镜</param>
/// <param name="preset">滤镜预设</param>
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
{
m_filterRomSetting.Setup(rom, filter, preset);
/// <summary>
/// 为指定rom设置滤镜以及滤镜的预设
/// </summary>
/// <param name="rom">rom对象</param>
/// <param name="filter">滤镜</param>
/// <param name="preset">滤镜预设</param>
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
{
m_filterRomSetting.Setup(rom, filter, preset);
string json = m_filterRomSetting.ToJson();
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
}
string json = m_filterRomSetting.ToJson();
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
}
/// <summary>
/// 获得指定rom配置的滤镜设置
/// </summary>
/// <param name="rom">rom对象</param>
/// <returns>此元组任意内任意成员都有可能为空</returns>
public GetFilterSetting_result GetFilterSetting(RomFile rom)
{
var value = m_filterRomSetting.Get(rom);
Filter filter = null;
FilterPreset preset = null;
/// <summary>
/// 获得指定rom配置的滤镜设置
/// </summary>
/// <param name="rom">rom对象</param>
/// <returns>此元组任意内任意成员都有可能为空</returns>
public GetFilterSetting_result GetFilterSetting(RomFile rom)
{
var value = m_filterRomSetting.Get(rom);
Filter filter = null;
FilterPreset preset = null;
//filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
//if (filter != null)
//{
// string presetName = value.presetName;
// preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
//}
//filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
//if (filter != null)
//{
// string presetName = value.presetName;
// preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
//}
filter = Filters.FirstOrDefault(f => f.Name == value.Item1);
if (filter != null)
{
string presetName = value.Item2;
preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
}
filter = Filters.FirstOrDefault(f => f.Name == value.Item1);
if (filter != null)
{
string presetName = value.Item2;
preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
}
return new GetFilterSetting_result()
{
filter = filter,
preset = preset
};
}
return new GetFilterSetting_result()
{
filter = filter,
preset = preset
};
}
public struct GetFilterSetting_result
{
public Filter filter;
public FilterPreset preset;
}
public struct GetFilterSetting_result
{
public Filter filter;
public FilterPreset preset;
}
public class Filter
{
public string Name => m_setting.Name;
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
/// <summary> 滤镜预设 </summary>
public List<FilterPreset> Presets = new List<FilterPreset>();
/// <summary> 滤镜默认预设 </summary>
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
public class Filter
{
public string Name => m_setting.Name;
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
/// <summary> 滤镜预设 </summary>
public List<FilterPreset> Presets = new List<FilterPreset>();
/// <summary> 滤镜默认预设 </summary>
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
internal FilterEffect m_setting;
internal FilterEffect m_setting;
public Filter(FilterEffect setting)
{
m_setting = setting;
public Filter(FilterEffect setting)
{
m_setting = setting;
loadPresets();
}
loadPresets();
}
private void loadPresets()
{
var json = PlayerPrefs.GetString($"Filter_{Name}_PresetList", string.Empty);
var loadedPresets = JsonUtility.FromJson<FilterPresetList>(json);
if (loadedPresets == null) return;
else Presets = loadedPresets.presets;
}
private void loadPresets()
{
var json = PlayerPrefs.GetString($"Filter_{Name}_PresetList", string.Empty);
var loadedPresets = JsonUtility.FromJson<FilterPresetList>(json);
if (loadedPresets == null) return;
else Presets = loadedPresets.presets;
}
public void SavePresets()
{
var json = JsonUtility.ToJson(new FilterPresetList(Presets));
PlayerPrefs.SetString($"Filter_{Name}_PresetList", json);
}
public void SavePresets()
{
var json = JsonUtility.ToJson(new FilterPresetList(Presets));
PlayerPrefs.SetString($"Filter_{Name}_PresetList", json);
}
public MsgBool CreatePreset(string presetName, out FilterPreset newPreset)
{
newPreset = null;
if (string.IsNullOrWhiteSpace(presetName)) return "名称不能为空";
if (Presets.Count(p => p.Name == presetName) != 0) return "名称重复";
public MsgBool CreatePreset(string presetName, out FilterPreset newPreset)
{
newPreset = null;
if (string.IsNullOrWhiteSpace(presetName)) return "名称不能为空";
if (Presets.Count(p => p.Name == presetName) != 0) return "名称重复";
newPreset = new FilterPreset(presetName);
Presets.Add(newPreset);
newPreset = new FilterPreset(presetName);
Presets.Add(newPreset);
SavePresets();
SavePresets();
return true;
}
return true;
}
public void RemovePreset(FilterPreset preset)
{
if (!Presets.Remove(preset)) return;
SavePresets();
public void RemovePreset(FilterPreset preset)
{
if (!Presets.Remove(preset)) return;
SavePresets();
EventInvoker.RaiseFilterPresetRemoved(this, preset);
}
EventInvoker.RaiseFilterPresetRemoved(this, preset);
}
public void ResetPreset()
{
foreach (var param in Paramerters)
{
param.ResetToDefault();
}
}
public void ResetPreset()
{
foreach (var param in Paramerters)
{
param.ResetToDefault();
}
}
public void ApplyPreset(FilterPreset preset)
{
foreach (var param in Paramerters)
{
var value = preset.GetParamValue(param.Name, param.ValueType);
if (value == null)
param.ResetToDefault();
else
param.Apply(value);
}
public void ApplyPreset(FilterPreset preset)
{
foreach (var param in Paramerters)
{
var value = preset.GetParamValue(param.Name, param.ValueType);
if (value == null)
param.ResetToDefault();
else
param.Apply(value);
}
}
}
}
}
[Serializable]
private class FilterPresetList
{
public List<FilterPreset> presets;
[Serializable]
private class FilterPresetList
{
public List<FilterPreset> presets;
public FilterPresetList(List<FilterPreset> presets)
{
this.presets = presets;
foreach (var preset in presets)
{
preset.ReadyForJson();
}
}
}
public FilterPresetList(List<FilterPreset> presets)
{
this.presets = presets;
foreach (var preset in presets)
{
preset.ReadyForJson();
}
}
}
[Serializable]
public class FilterPreset
{
[SerializeField]
public string Name;
[SerializeField]
private List<string> m_paramName = new List<string>();
[SerializeField]
private List<string> m_valueJson = new List<string>();
[Serializable]
public class FilterPreset
{
[SerializeField]
public string Name;
[SerializeField]
private List<string> m_paramName = new List<string>();
[SerializeField]
private List<string> m_valueJson = new List<string>();
private bool m_cacheReady = false;
private Dictionary<string, string> m_paramName2ValueJson;
public FilterPreset(string presetName)
{
Name = presetName;
}
private bool m_cacheReady = false;
private Dictionary<string, string> m_paramName2ValueJson;
public FilterPreset(string presetName)
{
Name = presetName;
}
public void ReadyForJson()
{
prepareCache();
public void ReadyForJson()
{
prepareCache();
m_paramName = m_paramName2ValueJson.Keys.ToList();
m_valueJson = m_paramName2ValueJson.Values.ToList();
}
m_paramName = m_paramName2ValueJson.Keys.ToList();
m_valueJson = m_paramName2ValueJson.Values.ToList();
}
public string GetParamValueJson(string paramName)
{
prepareCache();
string value;
m_paramName2ValueJson.TryGetValue(paramName, out value);
return value;
}
public string GetParamValueJson(string paramName)
{
prepareCache();
string value;
m_paramName2ValueJson.TryGetValue(paramName, out value);
return value;
}
public object GetParamValue(string paramName, Type valueType)
{
var rawStr = GetParamValueJson(paramName);
if (rawStr == null) return null;
public object GetParamValue(string paramName, Type valueType)
{
var rawStr = GetParamValueJson(paramName);
if (rawStr == null) return null;
if (valueType == typeof(float))
{
float floatVal;
float.TryParse(rawStr, out floatVal);
return floatVal;
}
else if (valueType.IsEnum)
{
var names = Enum.GetNames(valueType);
var values = Enum.GetValues(valueType);
if (valueType == typeof(float))
{
float floatVal;
float.TryParse(rawStr, out floatVal);
return floatVal;
}
else if (valueType.IsEnum)
{
var names = Enum.GetNames(valueType);
var values = Enum.GetValues(valueType);
for (int i = 0; i < names.Length; i++)
{
if (names[i].Equals(rawStr))
{
return values.GetValue(i);
}
}
return null;
}
else
{
App.log.Error($"尚未支持的滤镜参数类型{valueType}");
return null;
}
}
for (int i = 0; i < names.Length; i++)
{
if (names[i].Equals(rawStr))
{
return values.GetValue(i);
}
}
return null;
}
else
{
App.log.Error($"尚未支持的滤镜参数类型{valueType}");
return null;
}
}
public void SetParamValue(string paramName, Type valueType, object value)
{
prepareCache();
m_paramName2ValueJson[paramName] = value.ToString();
}
public void SetParamValue(string paramName, Type valueType, object value)
{
prepareCache();
m_paramName2ValueJson[paramName] = value.ToString();
}
private void prepareCache()
{
if (m_cacheReady) return;
private void prepareCache()
{
if (m_cacheReady) return;
m_paramName2ValueJson = new Dictionary<string, string>();
for (int i = 0; i < m_paramName.Count; i++)
{
m_paramName2ValueJson[m_paramName[i]] = m_valueJson[i];
}
m_paramName2ValueJson = new Dictionary<string, string>();
for (int i = 0; i < m_paramName.Count; i++)
{
m_paramName2ValueJson[m_paramName[i]] = m_valueJson[i];
}
m_cacheReady = true;
}
}
m_cacheReady = true;
}
}
[Serializable]
public class FilterRomSetting
{
[SerializeField]
private List<int> m_romID;
[SerializeField]
private List<Item> m_items;
[Serializable]
public class FilterRomSetting
{
[SerializeField]
private List<int> m_romID;
[SerializeField]
private List<Item> m_items;
bool m_cacheReady = false;
Dictionary<int, Item> m_cache;
bool m_cacheReady = false;
Dictionary<int, Item> m_cache;
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
{
prepareCache();
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
{
prepareCache();
if (filter == null)
m_cache.Remove(rom.ID);
else
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
}
if (filter == null)
m_cache.Remove(rom.ID);
else
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
}
public string ToJson()
{
prepareCache();
m_romID = m_cache.Keys.ToList();
m_items = m_cache.Values.ToList();
public string ToJson()
{
prepareCache();
m_romID = m_cache.Keys.ToList();
m_items = m_cache.Values.ToList();
return JsonUtility.ToJson(this);
}
return JsonUtility.ToJson(this);
}
public ValueTuple<string, string> Get(RomFile rom)
{
prepareCache();
public ValueTuple<string, string> Get(RomFile rom)
{
prepareCache();
Item item;
m_cache.TryGetValue(rom.ID, out item);
return new ValueTuple<string, string>(item.FilterName, item.PresetName);
}
Item item;
m_cache.TryGetValue(rom.ID, out item);
return new ValueTuple<string, string>(item.FilterName, item.PresetName);
}
private void prepareCache()
{
if (m_cacheReady) return;
private void prepareCache()
{
if (m_cacheReady) return;
if (m_items == null) m_items = new List<Item>();
if (m_romID == null) m_romID = new List<int>();
m_cache = new Dictionary<int, Item>();
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
{
m_cache[m_romID[i]] = m_items[i];
}
if (m_items == null) m_items = new List<Item>();
if (m_romID == null) m_romID = new List<int>();
m_cache = new Dictionary<int, Item>();
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
{
m_cache[m_romID[i]] = m_items[i];
}
m_cacheReady = true;
}
m_cacheReady = true;
}
[Serializable]
struct Item
{
public string FilterName;
public string PresetName;
}
}
}
[Serializable]
struct Item
{
public string FilterName;
public string PresetName;
}
}
}
}

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@ -0,0 +1,36 @@

Shader "Hidden/TEMPLATE"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f i) : SV_Target
{
return fixed4(1,1,1,1);
}
ENDCG
}
}
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 28e36f59e5007bc45bf2ab9d1ad62a02
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2,6 +2,7 @@
using AxibugEmuOnline.Client;
using UnityEngine;
[Strip(RuntimePlatform.PSP2)]
public sealed class FixingPixelArtGrille : FilterEffect
{
public override string Name => nameof(FixingPixelArtGrille);

View File

@ -9,7 +9,7 @@ public sealed class LCDPostEffect : FilterEffect
protected override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
{
renderMat.SetVector("_iResolution", new Vector4(Screen.width, Screen.height, 0, 0));
renderMat.SetVector("_iResolution", new Vector4(result.width, result.height, 0, 0));
Graphics.Blit(src, result, renderMat);
}
}

View File

@ -1,15 +1,48 @@
using AxibugEmuOnline.Client;
using Assets.Script.AppMain.Filter;
using AxibugEmuOnline.Client;
using UnityEngine;
using UnityEngine.Rendering;
public sealed class MattiasCRT : FilterEffect
{
public override string Name => nameof(MattiasCRT);
protected override string ShaderName => "Filter/MattiasCRT";
public FilterParameter<EnumQuality> Quality = new FilterParameter<EnumQuality>(EnumQuality.High);
private LocalKeyword _kw_qualityLow;
private LocalKeyword _kw_qualityMid;
private LocalKeyword _kw_qualityHigh;
private int _pid_iResolution;
protected override void OnInit(Material renderMat)
{
_pid_iResolution = Shader.PropertyToID("_iResolution");
_kw_qualityLow = new LocalKeyword(renderMat.shader, "_QUALITY_LOW");
_kw_qualityMid = new LocalKeyword(renderMat.shader, "_QUALITY_MID");
_kw_qualityHigh = new LocalKeyword(renderMat.shader, "_QUALITY_HIGH");
}
protected override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
{
renderMat.SetVector("_iResolution", new Vector4(result.width, result.height, 0, 0));
renderMat.SetVector(_pid_iResolution, new Vector4(result.width, result.height, 0, 0));
renderMat.DisableKeyword(_kw_qualityLow);
renderMat.DisableKeyword(_kw_qualityMid);
renderMat.DisableKeyword(_kw_qualityHigh);
switch (Quality.GetValue())
{
case EnumQuality.Low: renderMat.EnableKeyword(_kw_qualityLow); break;
case EnumQuality.Mid: renderMat.EnableKeyword(_kw_qualityMid); break;
case EnumQuality.High: renderMat.EnableKeyword(_kw_qualityHigh); break;
}
Graphics.Blit(src, result, renderMat);
}
public enum EnumQuality
{
Low,
Mid,
High
}
}

View File

@ -1,4 +1,4 @@

Shader "Filter/MattiasCRT"
{
Properties
@ -11,12 +11,12 @@ Shader "Filter/MattiasCRT"
{
CGPROGRAM
#pragma shader_feature_local _QUALITY_LOW _QUALITY_MID _QUALITY_HIGH
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float2 _iResolution;
float2 curve(float2 uv)
@ -32,21 +32,32 @@ Shader "Filter/MattiasCRT"
float4 mainImage( float2 fragCoord )
{
float4 fragColor = float4(0,0,0,1);
float2 q = fragCoord.xy / _iResolution.xy;
float2 uv = q;
uv = curve( uv );
float3 oricol = tex2D(_MainTex,uv).xyz;
float3 col;
float x = sin(0.3*_Time+uv.y*21.0)*sin(0.7*_Time+uv.y*29.0)*sin(0.3+0.33*_Time+uv.y*31.0)*0.0017;
float3 col;
#if _QUALITY_LOW
col = tex2D(_MainTex,uv);
#elif _QUALITY_MID
col = tex2D(_MainTex,float2(x+uv.x+0.001,uv.y+0.001))+0.05;
float3 tmpColor2 = tex2D(_MainTex,0.75*float2(x+0.025, -0.027)+float2(uv.x+0.001,uv.y+0.001));
col.r+=tmpColor2.x*0.08;
col.g+=tmpColor2.y*0.05;
col.b+=tmpColor2.z*0.08;
#else
col.r = tex2D(_MainTex,float2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
col.g = tex2D(_MainTex,float2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
col.b = tex2D(_MainTex,float2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
col.r += 0.08*tex2D(_MainTex,0.75*float2(x+0.025, -0.027)+float2(uv.x+0.001,uv.y+0.001)).x;
col.g += 0.05*tex2D(_MainTex,0.75*float2(x+-0.022, -0.02)+float2(uv.x+0.000,uv.y-0.002)).y;
col.b += 0.08*tex2D(_MainTex,0.75*float2(x+-0.02, -0.018)+float2(uv.x-0.002,uv.y+0.000)).z;
col.g += 0.05*tex2D(_MainTex,0.75*float2(x+-0.022, -0.02)+float2(uv.x+0.000,uv.y-0.002)).y;
#endif
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 59751f7f4dc560f47b438056fbc26701
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,70 @@
using Assets.Script.AppMain.Filter;
using AxibugEmuOnline.Client;
using UnityEngine;
using UnityEngine.Rendering;
[Strip(RuntimePlatform.PSP2)]
public class RetroArchMattiasCRTGlow : FilterEffect
{
public override string Name => nameof(RetroArchMattiasCRTGlow);
protected override string ShaderName => "Filter/RetroArch/MattiasCRTWithGlow";
[Range(0.02f, 20f)]
public FloatParameter InputGamma = new FloatParameter(11);
[Range(0.02f, 1f)]
public FloatParameter GaussianWidth = new FloatParameter(0.4f);
[Range(0.02f, 1f)]
public FloatParameter ColorBoost = new FloatParameter(0.4f);
[Range(0.02f, 1f)]
public FloatParameter GlowWhitePoint = new FloatParameter(0.4f);
[Range(0.1f, 6f)]
public FloatParameter GlowRolloff = new FloatParameter(2.2f);
[Range(0.05f, 0.8f)]
public FloatParameter GlowStrength = new FloatParameter(0.45f);
[Range(0.02f, 2.6f)]
public FloatParameter MonitorGamma = new FloatParameter(2.2f);
int m_gamma_ID = Shader.PropertyToID("_gamma");
int m_horiz_gauss_width_ID = Shader.PropertyToID("_horiz_gauss_width");
int m_BOOST_ID = Shader.PropertyToID("_BOOST");
int m_GLOW_WHITEPOINT_ID = Shader.PropertyToID("_GLOW_WHITEPOINT");
int m_GLOW_ROLLOFF_ID = Shader.PropertyToID("_GLOW_ROLLOFF");
int m_BLOOM_STRENGTH_ID = Shader.PropertyToID("_BLOOM_STRENGTH");
int m_OUTPUT_GAMMA_ID = Shader.PropertyToID("_OUTPUT_GAMMA");
CommandBuffer m_multipPassCmd;
int m_wrapRT;
protected override void OnInit(Material renderMat)
{
m_multipPassCmd = new CommandBuffer();
m_wrapRT = Shader.PropertyToID($"{Name}.WrapRT");
}
protected override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
{
m_multipPassCmd.Clear();
m_multipPassCmd.GetTemporaryRT(m_wrapRT, result.width, result.height);
renderMat.SetVector("_iResolution", new Vector2(result.width, result.height));
renderMat.SetFloat(m_gamma_ID, InputGamma.GetValue());
renderMat.SetFloat(m_horiz_gauss_width_ID, GaussianWidth.GetValue());
renderMat.SetFloat(m_BOOST_ID, ColorBoost.GetValue());
renderMat.SetFloat(m_GLOW_WHITEPOINT_ID, GlowWhitePoint.GetValue());
renderMat.SetFloat(m_GLOW_ROLLOFF_ID, GlowRolloff.GetValue());
renderMat.SetFloat(m_BLOOM_STRENGTH_ID, GlowStrength.GetValue());
renderMat.SetFloat(m_OUTPUT_GAMMA_ID, MonitorGamma.GetValue());
m_multipPassCmd.Blit(src, result);
for (int i = 0; i < renderMat.shader.passCount; i++)
{
m_multipPassCmd.Blit(result, m_wrapRT, renderMat, i);
m_multipPassCmd.Blit(m_wrapRT, result);
}
m_multipPassCmd.ReleaseTemporaryRT(m_wrapRT);
Graphics.ExecuteCommandBuffer(m_multipPassCmd);
}
}

View File

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View File

@ -0,0 +1,394 @@
Shader "Filter/RetroArch/MattiasCRTWithGlow"
{
Properties
{
_MainTex ("Texture", 2D) = "white"
_gamma("Input Gamma option: 2.4/2.0/2.6/0.02",float) = 11
_horiz_gauss_width("Gaussian Width option: 0.5/0.4/0.6/0.02",float) = 0.4
_BOOST("Color Boost option: 1.0/0.5/1.5/0.02",float) = 0.4
_GLOW_WHITEPOINT("Glow Whitepoint option: 1.0/0.5/1.1/0.02",float) = 0.4
_GLOW_ROLLOFF("Glow Rolloff option: 3.0 1.2 6.0 0.1",float) = 2.2
_BLOOM_STRENGTH("Glow Strength option: 0.45/0.0/0.8/0.05",float) = 0.45
_OUTPUT_GAMMA("Monitor Gamma option: 2.2/1.8/2.6/0.02",float) = 2.2
}
SubShader
{
Pass
{
Name "linearize"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
half _gamma;
sampler2D _MainTex;
float2 _iResolution;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag(v2f i) : SV_Target
{
fixed3 color = tex2D(_MainTex,i.uv);
fixed4 result = fixed4(pow(color,_gamma),1.0);
return result;
}
ENDCG
}
Pass
{
Name "MattiasCRT"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float2 _iResolution;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
float2 curve(float2 uv)
{
uv = (uv - 0.5) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
float4 mainImage( float2 fragCoord )
{
float4 fragColor = float4(0,0,0,1);
float2 q = fragCoord.xy / _iResolution.xy;
float2 uv = q;
uv = curve( uv );
float x = sin(0.3*_Time+uv.y*21.0)*sin(0.7*_Time+uv.y*29.0)*sin(0.3+0.33*_Time+uv.y*31.0)*0.0017;
float3 col;
col.r = tex2D(_MainTex,float2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
col.g = tex2D(_MainTex,float2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
col.b = tex2D(_MainTex,float2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
col.r += 0.08*tex2D(_MainTex,0.75*float2(x+0.025, -0.027)+float2(uv.x+0.001,uv.y+0.001)).x;
col.b += 0.08*tex2D(_MainTex,0.75*float2(x+-0.02, -0.018)+float2(uv.x-0.002,uv.y+0.000)).z;
col.g += 0.05*tex2D(_MainTex,0.75*float2(x+-0.022, -0.02)+float2(uv.x+0.000,uv.y-0.002)).y;
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);
float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
col *= pow(vig,0.3);
col *= float3(0.95,1.05,0.95);
col *= 2.8;
float scans = clamp( 0.35+0.35*sin(3.5*_Time+uv.y*_iResolution.y*1.5), 0.0, 1.0);
float s = pow(scans,1.7);
col = col*( 0.4+0.7*s) ;
col *= 1.0+0.01*sin(110.0*_Time);
if (uv.x < 0.0 || uv.x > 1.0)
col *= 0.0;
if (uv.y < 0.0 || uv.y > 1.0)
col *= 0.0;
col*=1.0-0.65*clamp((fragCoord.x % 2.0 -1.0 )*2.0,0.0,1.0);
float comp = smoothstep( 0.1, 0.9, sin(_Time) );
fragColor = float4(col,1.0);
return fragColor;
}
fixed4 frag(v2f i) : SV_Target
{
float2 pos = _iResolution.xy*i.uv;
fixed4 col = mainImage(pos);
return col;
}
ENDCG
}
Pass
{
Name "gauss_horiz"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
#define INV_SQRT_2_PI 0.38
sampler2D _MainTex;
float2 _iResolution;
float _horiz_gauss_width;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 gauss_horiz(v2f IN){
float one = 1.0/_iResolution.x;
float pix_no = _iResolution.x*IN.uv.x;
float texel = floor(pix_no);
float phase = pix_no-texel;
float base_phase = phase - 0.5;
float2 tex = float2((texel+0.5)/_iResolution.x,IN.uv.y);
#define TEX(off_x) tex2D(_MainTex, IN.uv + float2(float(off_x) * one, 0.0)).rgb
float3 col = float3(0,0,0);
for(int i=-2;i<=2;i++){
float phase = base_phase - float(i);
float g = INV_SQRT_2_PI * exp(-0.5 * phase * phase / (_horiz_gauss_width * _horiz_gauss_width)) / _horiz_gauss_width;
col+=TEX(i)*g;
}
return fixed4(col,1);
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 color=gauss_horiz(i);
return color;
}
ENDCG
}
Pass
{
Name "gauss_vert"
CGPROGRAM
#pragma shader_feature_local _CRT_GEOM_ON _CRT_GEOM_OFF
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float2 _iResolution;
float _BOOST;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
float3 beam(float3 color,float dist){
#if CRT_GEOM_BEAM
float3 wid = 2.0 + 2.0 * pow(color, 4.0);
float3 weights = float3(abs(dist) / 0.3);
return 2.0 * color * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#else
const float width = 0.25;
float3 x = dist / width;
return 2.0 * color * exp(-0.5 * x * x) / width;
#endif
}
fixed4 frag(v2f IN) : SV_Target
{
float2 pix_no = IN.uv*_iResolution - float2(0,0.5);
float one = 1.0/ _iResolution.y;
#define TEX(off_y) tex2D(_MainTex, IN.uv + float2(0.0, off_y * one)).rgb
float2 texel = floor(pix_no);
float phase = pix_no.y - texel.y;
float2 tex = float2(texel + 0.5) / _iResolution;
float3 top = TEX(0);
float3 bottom = TEX(1);
float dist0 = phase;
float dist1 = 1.0 - phase;
float3 scanline = float3(0,0,0);
scanline += beam(top, dist0);
scanline += beam(bottom, dist1);
return float4(_BOOST * scanline / 1.15, 1.0);
}
ENDCG
}
Pass
{
Name "threshold"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float2 _iResolution;
float _GLOW_WHITEPOINT;
float _GLOW_ROLLOFF;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
float4 frag(v2f IN) : SV_Target
{
float3 color = 1.15*tex2D(_MainTex,IN.uv).rgb;
float3 factor = saturate(color / _GLOW_WHITEPOINT);
return float4(pow(factor,_GLOW_ROLLOFF),1.0);
}
ENDCG
}
Pass
{
Name "blur_horiz"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float2 _iResolution;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
#include "blur_params.cginc"
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
float4 frag(v2f IN) : SV_Target
{
float3 col = float3(0,0,0);
float dx = 4.0 / _iResolution.x; // Mipmapped
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * tex2D(_MainTex, IN.uv + float2(float(i) * dx, 0.0)).rgb;
}
return float4(col / k_total, 1.0);
}
ENDCG
}
Pass
{
Name "blur_vert"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float2 _iResolution;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
#include "blur_params.cginc"
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
float4 frag(v2f IN) : SV_Target
{
float3 col = float3(0,0,0);
float dy = 1.0 / _iResolution.y;
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * tex2D(_MainTex, IN.uv + float2(0.0, float(i) * dy)).rgb;
}
return float4(col / k_total, 1.0);
}
ENDCG
}
Pass
{
Name "resolve"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
sampler2D _Source;
float2 _iResolution;
float _BLOOM_STRENGTH;
float _OUTPUT_GAMMA;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
float4 frag(v2f IN) : SV_Target
{
#if 1
float3 source = _BLOOM_STRENGTH * tex2D(_MainTex,IN.uv).rgb;
#else
float3 source = 1.15 * tex2D(_Source,IN.uv).rgb;
float3 bloom = tex2D(_MainTex,IN.uv).rgb;
source += _BLOOM_STRENGTH * bloom;
#endif
return float4(pow(saturate(source), 1.0 / _OUTPUT_GAMMA), 1.0);
}
ENDCG
}
}
}

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@ -0,0 +1,9 @@
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@ -0,0 +1,4 @@
// Higher value, more centered glow.
// Lower values might need more taps.
#define GLOW_FALLOFF 0.35
#define TAPS 4

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@ -0,0 +1,7 @@
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View File

@ -22,16 +22,20 @@ namespace AxibugEmuOnline.Client
private void OnSliderValueChanged(float value)
{
txt_value.text = $"{value:.00}";
m_valueMenu.OnValueChanged(value);
if (!m_dataSetting) m_valueMenu.OnValueChanged(value);
}
bool m_dataSetting;
public void SetData(ValueSetMenu valueMenu)
{
m_dataSetting = true;
m_valueMenu = valueMenu;
slider.minValue = (float)valueMenu.Min;
slider.maxValue = (float)valueMenu.Max;
slider.value = (float)valueMenu.ValueRaw;
m_step = (slider.maxValue - slider.minValue) * 0.05f;
m_dataSetting = false;
}
public void OnLeft()

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@ -0,0 +1,50 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
[ExecuteInEditMode]
public class TestFilter : MonoBehaviour
{
public Material filterMat;
public RawImage img;
public Texture2D source;
private RenderTexture rt;
private RenderTexture rtWrap;
private void Update()
{
if (rt == null)
{
rt = RenderTexture.GetTemporary(Screen.width, Screen.height);
rtWrap = RenderTexture.GetTemporary(Screen.width, Screen.height);
}
else if (rt.width != Screen.width || rt.height != Screen.height)
{
RenderTexture.ReleaseTemporary(rt);
RenderTexture.ReleaseTemporary(rtWrap);
rt = RenderTexture.GetTemporary(Screen.width, Screen.height);
rtWrap = RenderTexture.GetTemporary(Screen.width, Screen.height);
}
filterMat.SetVector("_iResolution", new Vector2(rt.width, rt.height));
filterMat.SetTexture("_Source", source);
CommandBuffer cmd = new CommandBuffer();
{
cmd.Blit(source, rt);
for (int i = 0; i < filterMat.shader.passCount; i++)
{
cmd.Blit(rt, rtWrap, filterMat, i);
cmd.Blit(rtWrap, rt);
}
}
Graphics.ExecuteCommandBuffer(cmd);
//cmd.Release();
img.texture = rt;
}
}
#endif

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@ -0,0 +1,2 @@
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