Merge pull request 'master' (#72) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #72
This commit is contained in:
commit
ab3b7e86f8
@ -1,4 +1,4 @@
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|||||||
#if UNITY_EDITOR
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#if UNITY_EDITOR
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor;
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|
@ -1,4 +1,4 @@
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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||||||
using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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@ -6,6 +6,7 @@ using System.Linq;
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using UnityEditor;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine;
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||||||
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using UnityEngine.SceneManagement;
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|
|
||||||
public class AxiProjectTools : EditorWindow
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public class AxiProjectTools : EditorWindow
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||||||
{
|
{
|
||||||
@ -28,7 +29,7 @@ public class AxiProjectTools : EditorWindow
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|||||||
}
|
}
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||||||
}
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}
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||||||
|
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||||||
[MenuItem("Axibug移植工具/[1]采集所有预制体和场景下的UGUI组件")]
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[MenuItem("Axibug移植工具/[1]采集所有预制体和场景下的UGUI组件")]
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||||||
public static void Part1()
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public static void Part1()
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{
|
{
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||||||
GoTAxiProjectToolsSence();
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GoTAxiProjectToolsSence();
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@ -42,17 +43,17 @@ public class AxiProjectTools : EditorWindow
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|
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EditorSceneManager.OpenScene(path);
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EditorSceneManager.OpenScene(path);
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||||||
|
|
||||||
// 创建一个列表来存储根节点
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// 创建一个列表来存储根节点
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||||||
List<GameObject> rootNodes = new List<GameObject>();
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List<GameObject> rootNodes = new List<GameObject>();
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||||||
|
|
||||||
// 遍历场景中的所有对象
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// 遍历场景中的所有对象
|
||||||
GameObject[] allObjects = FindObjectsOfType<GameObject>();
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GameObject[] allObjects = FindObjectsOfType<GameObject>();
|
||||||
foreach (GameObject obj in allObjects)
|
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)
|
if (obj.transform.parent == null)
|
||||||
{
|
{
|
||||||
// 如果没有父对象,则它是一个根节点
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// 如果没有父对象,则它是一个根节点
|
||||||
rootNodes.Add(obj);
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rootNodes.Add(obj);
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}
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}
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||||||
}
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}
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@ -76,7 +77,7 @@ public class AxiProjectTools : EditorWindow
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AssetDatabase.SaveAssets();
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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AssetDatabase.Refresh();
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||||||
GoTAxiProjectToolsSence();
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GoTAxiProjectToolsSence();
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||||||
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>");
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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>");
|
||||||
}
|
}
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|
|
||||||
static void GetPrefab(string path)
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static void GetPrefab(string path)
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@ -102,11 +103,11 @@ public class AxiProjectTools : EditorWindow
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Type monoType = monoCom.GetType();
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Type monoType = monoCom.GetType();
|
||||||
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
|
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
|
||||||
continue;
|
continue;
|
||||||
// 获取MonoScript资源
|
// 获取MonoScript资源
|
||||||
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
|
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
|
||||||
if (monoScript != null)
|
if (monoScript != null)
|
||||||
{
|
{
|
||||||
// 获取MonoScript资源的GUID
|
// 获取MonoScript资源的GUID
|
||||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
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string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||||
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
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Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
|
||||||
ComType2GUID[monoType.FullName] =
|
ComType2GUID[monoType.FullName] =
|
||||||
@ -119,19 +120,19 @@ public class AxiProjectTools : EditorWindow
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("!!!! 没得");
|
Debug.LogError("!!!! 没得");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//遍历
|
//遍历
|
||||||
foreach (Transform child in trans.transform)
|
foreach (Transform child in trans.transform)
|
||||||
LoopPrefabNode(nodename, child.gameObject, depth + 1);
|
LoopPrefabNode(nodename, child.gameObject, depth + 1);
|
||||||
#else
|
#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
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[2]生成中间脚本代码")]
|
[MenuItem("Axibug移植工具/[2]生成中间脚本代码")]
|
||||||
public static void Part2()
|
public static void Part2()
|
||||||
{
|
{
|
||||||
if (UnityEngine.Windows.Directory.Exists(outCsDir))
|
if (UnityEngine.Windows.Directory.Exists(outCsDir))
|
||||||
@ -151,16 +152,16 @@ public class AxiProjectTools : EditorWindow
|
|||||||
}
|
}
|
||||||
catch (Exception ex)
|
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.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
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>");
|
||||||
}
|
}
|
||||||
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|
||||||
[MenuItem("Axibug移植工具/[3]收集生成的脚本")]
|
[MenuItem("Axibug移植工具/[3]收集生成的脚本")]
|
||||||
public static void Part3()
|
public static void Part3()
|
||||||
{
|
{
|
||||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||||
@ -170,17 +171,17 @@ public class AxiProjectTools : EditorWindow
|
|||||||
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
|
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
|
||||||
if (monoScript == null)
|
if (monoScript == null)
|
||||||
{
|
{
|
||||||
Debug.LogError("没找到" + data.ToName);
|
Debug.LogError("没找到" + data.ToName);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||||
data.ToGUID = guid;
|
data.ToGUID = guid;
|
||||||
data.monoScript = monoScript;
|
data.monoScript = monoScript;
|
||||||
}
|
}
|
||||||
Debug.Log("写入完毕");
|
Debug.Log("写入完毕");
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
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
|
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
|
||||||
@ -191,7 +192,7 @@ public class AxiProjectTools : EditorWindow
|
|||||||
foreach (string guid in allGuids)
|
foreach (string guid in allGuids)
|
||||||
{
|
{
|
||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
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);
|
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||||
if (asset != null)
|
if (asset != null)
|
||||||
@ -204,7 +205,7 @@ public class AxiProjectTools : EditorWindow
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[4]替换所有预制体和场景中的组件")]
|
[MenuItem("Axibug移植工具/[4]替换所有预制体和场景中的组件")]
|
||||||
public static void Part4()
|
public static void Part4()
|
||||||
{
|
{
|
||||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||||
@ -218,7 +219,7 @@ public class AxiProjectTools : EditorWindow
|
|||||||
ProcessAllPrefabs("*.anim", tempReplaceDict);
|
ProcessAllPrefabs("*.anim", tempReplaceDict);
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
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)
|
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;
|
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
|
||||||
ReplaceValue(absolutePaths[i], oldValue, newValue);
|
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();
|
EditorUtility.ClearProgressBar();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 替换值
|
/// 替换值
|
||||||
/// </summary>
|
/// </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)
|
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
|
||||||
{
|
{
|
||||||
if (File.Exists(strFilePath))
|
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()
|
public static void UnpackPrefabs()
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -276,7 +277,7 @@ public class AxiProjectTools : EditorWindow
|
|||||||
prefabCount++;
|
prefabCount++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Debug.Log($"{prefabCount}个预制体Unpack");
|
Debug.Log($"{prefabCount}个预制体Unpack");
|
||||||
|
|
||||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||||
foreach (string guid in sceneGuids)
|
foreach (string guid in sceneGuids)
|
||||||
@ -290,21 +291,21 @@ public class AxiProjectTools : EditorWindow
|
|||||||
GameObject[] rootObjects = currentScene.GetRootGameObjects();
|
GameObject[] rootObjects = currentScene.GetRootGameObjects();
|
||||||
foreach (GameObject rootObj in rootObjects)
|
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);
|
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();
|
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);
|
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();
|
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
|
#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
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -323,33 +324,33 @@ public class AxiProjectTools : EditorWindow
|
|||||||
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
||||||
GameObject.DestroyImmediate(obj);
|
GameObject.DestroyImmediate(obj);
|
||||||
#else
|
#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
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
static void TraverseHierarchy(GameObject obj)
|
static void TraverseHierarchy(GameObject obj)
|
||||||
{
|
{
|
||||||
#if UNITY_2018_4_OR_NEWER
|
#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))
|
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);
|
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
||||||
Debug.Log("Prefab instance converted to game object: " + obj.name);
|
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++)
|
for (int i = 0; i < obj.transform.childCount; i++)
|
||||||
{
|
{
|
||||||
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
||||||
}
|
}
|
||||||
#else
|
#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
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
||||||
public static void FixMultipleMaterialSprites()
|
public static void FixMultipleMaterialSprites()
|
||||||
{
|
{
|
||||||
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
||||||
@ -360,7 +361,7 @@ public class AxiProjectTools : EditorWindow
|
|||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
|
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))
|
if (IsUsingMultipleMaterials(sprite))
|
||||||
{
|
{
|
||||||
spritesToFix.Add(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)
|
foreach (var sprite in spritesToFix)
|
||||||
{
|
{
|
||||||
FixSprite(sprite);
|
FixSprite(sprite);
|
||||||
@ -376,14 +377,14 @@ public class AxiProjectTools : EditorWindow
|
|||||||
|
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
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)
|
private static bool IsUsingMultipleMaterials(Sprite sprite)
|
||||||
{
|
{
|
||||||
if (sprite == null) return false;
|
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;
|
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
|
||||||
|
|
||||||
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
||||||
@ -391,24 +392,24 @@ public class AxiProjectTools : EditorWindow
|
|||||||
|
|
||||||
private static void FixSprite(Sprite sprite)
|
private static void FixSprite(Sprite sprite)
|
||||||
{
|
{
|
||||||
// 获取Sprite的路径
|
// 获取Sprite的路径
|
||||||
string path = AssetDatabase.GetAssetPath(sprite);
|
string path = AssetDatabase.GetAssetPath(sprite);
|
||||||
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||||
|
|
||||||
if (textureImporter != null)
|
if (textureImporter != null)
|
||||||
{
|
{
|
||||||
// 保存当前切割信息
|
// 保存当前切割信息
|
||||||
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
||||||
|
|
||||||
// 临时禁用Sprite导入
|
// 临时禁用Sprite导入
|
||||||
textureImporter.spriteImportMode = SpriteImportMode.None;
|
textureImporter.spriteImportMode = SpriteImportMode.None;
|
||||||
textureImporter.SaveAndReimport();
|
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.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();
|
textureImporter.SaveAndReimport();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -451,7 +451,8 @@ Material:
|
|||||||
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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||||||
m_Parent: {fileID: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ModifiedSerializedProperties: 0
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||||||
m_ValidKeywords: []
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m_ValidKeywords:
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||||||
|
- DETAILBLUR
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
m_LightmapFlags: 5
|
m_LightmapFlags: 5
|
||||||
m_EnableInstancingVariants: 0
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m_EnableInstancingVariants: 0
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||||||
@ -2530,7 +2531,9 @@ Material:
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|||||||
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
|
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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||||||
m_Parent: {fileID: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ModifiedSerializedProperties: 0
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||||||
m_ValidKeywords: []
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m_ValidKeywords:
|
||||||
|
- EX
|
||||||
|
- MEDIUMBLUR
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
m_LightmapFlags: 5
|
m_LightmapFlags: 5
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
@ -2998,7 +3001,9 @@ Material:
|
|||||||
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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||||||
m_Parent: {fileID: 0}
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m_Parent: {fileID: 0}
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||||||
m_ModifiedSerializedProperties: 0
|
m_ModifiedSerializedProperties: 0
|
||||||
m_ValidKeywords: []
|
m_ValidKeywords:
|
||||||
|
- DETAILBLUR
|
||||||
|
- EX
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
m_LightmapFlags: 5
|
m_LightmapFlags: 5
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||||||
m_EnableInstancingVariants: 0
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m_EnableInstancingVariants: 0
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||||||
@ -3202,7 +3207,8 @@ Material:
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|||||||
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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||||||
m_Parent: {fileID: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ModifiedSerializedProperties: 0
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||||||
m_ValidKeywords: []
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m_ValidKeywords:
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||||||
|
- FASTBLUR
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
m_LightmapFlags: 5
|
m_LightmapFlags: 5
|
||||||
m_EnableInstancingVariants: 0
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m_EnableInstancingVariants: 0
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||||||
@ -3646,7 +3652,9 @@ Material:
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|||||||
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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m_Parent: {fileID: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ModifiedSerializedProperties: 0
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||||||
m_ValidKeywords: []
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m_ValidKeywords:
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||||||
|
- EX
|
||||||
|
- FASTBLUR
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
m_LightmapFlags: 5
|
m_LightmapFlags: 5
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||||||
m_EnableInstancingVariants: 0
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m_EnableInstancingVariants: 0
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||||||
@ -4922,7 +4930,10 @@ Material:
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|||||||
m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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m_Shader: {fileID: 4800000, guid: b868e81d0156245e08c8646b4fb68d7a, type: 3}
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||||||
m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ModifiedSerializedProperties: 0
|
||||||
m_ValidKeywords: []
|
m_ValidKeywords:
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||||||
|
- DETAILBLUR
|
||||||
|
- EX
|
||||||
|
- GRAYSCALE
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
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m_LightmapFlags: 5
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||||||
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||||||
@ -5607,6 +5618,53 @@ Material:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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||||||
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||||||
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--- !u!21 &823716364251377293
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||||||
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Material:
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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||||||
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||||||
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- DETAILBLUR
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||||||
|
- EX
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||||||
|
- SEPIA
|
||||||
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||||||
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--- !u!21 &3053942024298246613
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--- !u!21 &3053942024298246613
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Material:
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Material:
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@ -777,7 +777,7 @@ MonoBehaviour:
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||||||
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@ -1350,7 +1350,7 @@ MonoBehaviour:
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@ -1326,6 +1326,14 @@ PrefabInstance:
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@ -1374,6 +1382,10 @@ PrefabInstance:
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@ -1426,6 +1438,10 @@ PrefabInstance:
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@ -3021,6 +3037,10 @@ PrefabInstance:
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467
AxibugEmuOnline.Client/Assets/Scene/TestFilter.unity
Normal file
467
AxibugEmuOnline.Client/Assets/Scene/TestFilter.unity
Normal file
@ -0,0 +1,467 @@
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|
||||||
|
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|
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|
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|
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m_PrefabAsset: {fileID: 0}
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|
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m_Name:
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|
m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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|
m_Color: {r: 1, g: 1, b: 1, a: 1}
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|
m_RaycastTarget: 1
|
||||||
|
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
m_Maskable: 1
|
||||||
|
m_OnCullStateChanged:
|
||||||
|
m_PersistentCalls:
|
||||||
|
m_Calls: []
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
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m_UVRect:
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serializedVersion: 2
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|
y: 0
|
||||||
|
width: 1
|
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|
height: 1
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||||||
|
--- !u!1660057539 &9223372036854775807
|
||||||
|
SceneRoots:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
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m_Roots:
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|
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|
@ -0,0 +1,7 @@
|
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|
fileFormatVersion: 2
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|
guid: 7053096623e85d842aa0a92bcc9944ea
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -22,7 +22,11 @@ namespace AxibugEmuOnline.Client
|
|||||||
{
|
{
|
||||||
GetEditableFilterParamters();
|
GetEditableFilterParamters();
|
||||||
m_material = new Material(Shader.Find(ShaderName));
|
m_material = new Material(Shader.Find(ShaderName));
|
||||||
|
OnInit(m_material);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected virtual void OnInit(Material renderMat) { }
|
||||||
|
|
||||||
void GetEditableFilterParamters()
|
void GetEditableFilterParamters()
|
||||||
{
|
{
|
||||||
var parameters = (from t in GetType().GetFields(BindingFlags.Instance | BindingFlags.Public)
|
var parameters = (from t in GetType().GetFields(BindingFlags.Instance | BindingFlags.Public)
|
||||||
@ -90,5 +94,21 @@ namespace AxibugEmuOnline.Client
|
|||||||
Value = overrideValue;
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2,401 +2,405 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using System.Reflection;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static AxibugEmuOnline.Client.FilterEffect;
|
using static AxibugEmuOnline.Client.FilterEffect;
|
||||||
|
|
||||||
namespace AxibugEmuOnline.Client
|
namespace AxibugEmuOnline.Client
|
||||||
{
|
{
|
||||||
public class FilterManager
|
public class FilterManager
|
||||||
{
|
{
|
||||||
private List<Filter> m_filters;
|
private List<Filter> m_filters;
|
||||||
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
|
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
|
||||||
private AlphaWraper m_previewFilterWraper;
|
private AlphaWraper m_previewFilterWraper;
|
||||||
FilterRomSetting m_filterRomSetting;
|
FilterRomSetting m_filterRomSetting;
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 滤镜列表
|
/// 滤镜列表
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public IReadOnlyList<Filter> Filters => m_filters;
|
public IReadOnlyList<Filter> Filters => m_filters;
|
||||||
|
|
||||||
public FilterManager(CanvasGroup filterPreview, CanvasGroup mainBg)
|
public FilterManager(CanvasGroup filterPreview, CanvasGroup mainBg)
|
||||||
{
|
{
|
||||||
#if UNITY_PSP2
|
loadFilters();
|
||||||
m_filters = new List<Filter>();
|
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
|
||||||
m_filterRomSetting = new FilterRomSetting();
|
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
|
||||||
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
|
|
||||||
return;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
m_filters = new List<Filter>
|
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
|
||||||
{
|
ShutDownFilterPreview();
|
||||||
new Filter(new FixingPixelArtGrille()),
|
ShutDownFilter();
|
||||||
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);
|
private void loadFilters()
|
||||||
ShutDownFilterPreview();
|
{
|
||||||
ShutDownFilter();
|
m_filters = new List<Filter>();
|
||||||
}
|
|
||||||
|
|
||||||
private RenderTexture result = null;
|
var effectBaseType = typeof(FilterEffect);
|
||||||
public Texture ExecuteFilterRender(Texture src)
|
foreach (var type in effectBaseType.Assembly.GetTypes())
|
||||||
{
|
{
|
||||||
if (result == null)
|
if (type.IsAbstract) continue;
|
||||||
{
|
if (type.IsInterface) continue;
|
||||||
//result = RenderTexture.GetTemporary(Screen.width, Screen.height);
|
if (!effectBaseType.IsAssignableFrom(type)) continue;
|
||||||
result = Initer.instance.renderTest;
|
var stripAtt = type.GetCustomAttribute<StripAttribute>();
|
||||||
}
|
if (stripAtt != null && stripAtt.NeedStrip) continue;
|
||||||
else if (result.width != Screen.width || result.height != Screen.height)
|
var effect = Activator.CreateInstance(type) as FilterEffect;
|
||||||
{
|
m_filters.Add(new Filter(effect));
|
||||||
//RenderTexture.ReleaseTemporary(result);
|
}
|
||||||
//result = RenderTexture.GetTemporary(Screen.width, Screen.height);
|
}
|
||||||
result = Initer.instance.renderTest;
|
|
||||||
}
|
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;
|
bool anyFilterEnable = false;
|
||||||
foreach (var filter in Filters)
|
foreach (var filter in Filters)
|
||||||
{
|
{
|
||||||
if (!filter.m_setting.Enable.GetValue()) continue;
|
if (!filter.m_setting.Enable.GetValue()) continue;
|
||||||
filter.m_setting.Render(src, result);
|
filter.m_setting.Render(src, result);
|
||||||
anyFilterEnable = true;
|
anyFilterEnable = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (anyFilterEnable)
|
if (anyFilterEnable)
|
||||||
return result;
|
return result;
|
||||||
else
|
else
|
||||||
return src;
|
return src;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary> 关闭滤镜预览 </summary>
|
/// <summary> 关闭滤镜预览 </summary>
|
||||||
public void ShutDownFilterPreview()
|
public void ShutDownFilterPreview()
|
||||||
{
|
{
|
||||||
m_previewFilterWraper.On = false;
|
m_previewFilterWraper.On = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary> 开启滤镜预览 </summary>
|
/// <summary> 开启滤镜预览 </summary>
|
||||||
public void EnableFilterPreview()
|
public void EnableFilterPreview()
|
||||||
{
|
{
|
||||||
m_previewFilterWraper.On = true;
|
m_previewFilterWraper.On = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 打开滤镜
|
/// 打开滤镜
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="filter"></param>
|
/// <param name="filter"></param>
|
||||||
public void EnableFilter(Filter filter)
|
public void EnableFilter(Filter filter)
|
||||||
{
|
{
|
||||||
foreach (var selfFiler in Filters)
|
foreach (var selfFiler in Filters)
|
||||||
{
|
{
|
||||||
if (selfFiler != filter) selfFiler.m_setting.Enable.Override(false);
|
if (selfFiler != filter) selfFiler.m_setting.Enable.Override(false);
|
||||||
else selfFiler.m_setting.Enable.Override(true);
|
else selfFiler.m_setting.Enable.Override(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 关闭滤镜效果
|
/// 关闭滤镜效果
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void ShutDownFilter()
|
public void ShutDownFilter()
|
||||||
{
|
{
|
||||||
//关闭所有后处理效果
|
//关闭所有后处理效果
|
||||||
foreach (var filter in Filters)
|
foreach (var filter in Filters)
|
||||||
filter.m_setting.Enable.Override(false);
|
filter.m_setting.Enable.Override(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 为指定rom设置滤镜以及滤镜的预设
|
/// 为指定rom设置滤镜以及滤镜的预设
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="rom">rom对象</param>
|
/// <param name="rom">rom对象</param>
|
||||||
/// <param name="filter">滤镜</param>
|
/// <param name="filter">滤镜</param>
|
||||||
/// <param name="preset">滤镜预设</param>
|
/// <param name="preset">滤镜预设</param>
|
||||||
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
|
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
|
||||||
{
|
{
|
||||||
m_filterRomSetting.Setup(rom, filter, preset);
|
m_filterRomSetting.Setup(rom, filter, preset);
|
||||||
|
|
||||||
string json = m_filterRomSetting.ToJson();
|
string json = m_filterRomSetting.ToJson();
|
||||||
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
|
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 获得指定rom配置的滤镜设置
|
/// 获得指定rom配置的滤镜设置
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="rom">rom对象</param>
|
/// <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>
|
/// <returns>此元组任意内任意成员都有可能为空</returns>
|
||||||
public GetFilterSetting_result GetFilterSetting(RomFile rom)
|
public GetFilterSetting_result GetFilterSetting(RomFile rom)
|
||||||
{
|
{
|
||||||
var value = m_filterRomSetting.Get(rom);
|
var value = m_filterRomSetting.Get(rom);
|
||||||
Filter filter = null;
|
Filter filter = null;
|
||||||
FilterPreset preset = null;
|
FilterPreset preset = null;
|
||||||
|
|
||||||
//filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
|
//filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
|
||||||
//if (filter != null)
|
//if (filter != null)
|
||||||
//{
|
//{
|
||||||
// string presetName = value.presetName;
|
// string presetName = value.presetName;
|
||||||
// preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
// preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
||||||
//}
|
//}
|
||||||
|
|
||||||
filter = Filters.FirstOrDefault(f => f.Name == value.Item1);
|
filter = Filters.FirstOrDefault(f => f.Name == value.Item1);
|
||||||
if (filter != null)
|
if (filter != null)
|
||||||
{
|
{
|
||||||
string presetName = value.Item2;
|
string presetName = value.Item2;
|
||||||
preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
||||||
}
|
}
|
||||||
|
|
||||||
return new GetFilterSetting_result()
|
return new GetFilterSetting_result()
|
||||||
{
|
{
|
||||||
filter = filter,
|
filter = filter,
|
||||||
preset = preset
|
preset = preset
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
public struct GetFilterSetting_result
|
public struct GetFilterSetting_result
|
||||||
{
|
{
|
||||||
public Filter filter;
|
public Filter filter;
|
||||||
public FilterPreset preset;
|
public FilterPreset preset;
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Filter
|
public class Filter
|
||||||
{
|
{
|
||||||
public string Name => m_setting.Name;
|
public string Name => m_setting.Name;
|
||||||
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
|
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
|
||||||
/// <summary> 滤镜预设 </summary>
|
/// <summary> 滤镜预设 </summary>
|
||||||
public List<FilterPreset> Presets = new List<FilterPreset>();
|
public List<FilterPreset> Presets = new List<FilterPreset>();
|
||||||
/// <summary> 滤镜默认预设 </summary>
|
/// <summary> 滤镜默认预设 </summary>
|
||||||
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
|
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
|
||||||
|
|
||||||
internal FilterEffect m_setting;
|
internal FilterEffect m_setting;
|
||||||
|
|
||||||
public Filter(FilterEffect setting)
|
public Filter(FilterEffect setting)
|
||||||
{
|
{
|
||||||
m_setting = setting;
|
m_setting = setting;
|
||||||
|
|
||||||
loadPresets();
|
loadPresets();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void loadPresets()
|
private void loadPresets()
|
||||||
{
|
{
|
||||||
var json = PlayerPrefs.GetString($"Filter_{Name}_PresetList", string.Empty);
|
var json = PlayerPrefs.GetString($"Filter_{Name}_PresetList", string.Empty);
|
||||||
var loadedPresets = JsonUtility.FromJson<FilterPresetList>(json);
|
var loadedPresets = JsonUtility.FromJson<FilterPresetList>(json);
|
||||||
if (loadedPresets == null) return;
|
if (loadedPresets == null) return;
|
||||||
else Presets = loadedPresets.presets;
|
else Presets = loadedPresets.presets;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SavePresets()
|
public void SavePresets()
|
||||||
{
|
{
|
||||||
var json = JsonUtility.ToJson(new FilterPresetList(Presets));
|
var json = JsonUtility.ToJson(new FilterPresetList(Presets));
|
||||||
PlayerPrefs.SetString($"Filter_{Name}_PresetList", json);
|
PlayerPrefs.SetString($"Filter_{Name}_PresetList", json);
|
||||||
}
|
}
|
||||||
|
|
||||||
public MsgBool CreatePreset(string presetName, out FilterPreset newPreset)
|
public MsgBool CreatePreset(string presetName, out FilterPreset newPreset)
|
||||||
{
|
{
|
||||||
newPreset = null;
|
newPreset = null;
|
||||||
if (string.IsNullOrWhiteSpace(presetName)) return "名称不能为空";
|
if (string.IsNullOrWhiteSpace(presetName)) return "名称不能为空";
|
||||||
if (Presets.Count(p => p.Name == presetName) != 0) return "名称重复";
|
if (Presets.Count(p => p.Name == presetName) != 0) return "名称重复";
|
||||||
|
|
||||||
newPreset = new FilterPreset(presetName);
|
newPreset = new FilterPreset(presetName);
|
||||||
Presets.Add(newPreset);
|
Presets.Add(newPreset);
|
||||||
|
|
||||||
SavePresets();
|
SavePresets();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RemovePreset(FilterPreset preset)
|
public void RemovePreset(FilterPreset preset)
|
||||||
{
|
{
|
||||||
if (!Presets.Remove(preset)) return;
|
if (!Presets.Remove(preset)) return;
|
||||||
SavePresets();
|
SavePresets();
|
||||||
|
|
||||||
EventInvoker.RaiseFilterPresetRemoved(this, preset);
|
EventInvoker.RaiseFilterPresetRemoved(this, preset);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResetPreset()
|
public void ResetPreset()
|
||||||
{
|
{
|
||||||
foreach (var param in Paramerters)
|
foreach (var param in Paramerters)
|
||||||
{
|
{
|
||||||
param.ResetToDefault();
|
param.ResetToDefault();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ApplyPreset(FilterPreset preset)
|
public void ApplyPreset(FilterPreset preset)
|
||||||
{
|
{
|
||||||
foreach (var param in Paramerters)
|
foreach (var param in Paramerters)
|
||||||
{
|
{
|
||||||
var value = preset.GetParamValue(param.Name, param.ValueType);
|
var value = preset.GetParamValue(param.Name, param.ValueType);
|
||||||
if (value == null)
|
if (value == null)
|
||||||
param.ResetToDefault();
|
param.ResetToDefault();
|
||||||
else
|
else
|
||||||
param.Apply(value);
|
param.Apply(value);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
private class FilterPresetList
|
private class FilterPresetList
|
||||||
{
|
{
|
||||||
public List<FilterPreset> presets;
|
public List<FilterPreset> presets;
|
||||||
|
|
||||||
public FilterPresetList(List<FilterPreset> presets)
|
public FilterPresetList(List<FilterPreset> presets)
|
||||||
{
|
{
|
||||||
this.presets = presets;
|
this.presets = presets;
|
||||||
foreach (var preset in presets)
|
foreach (var preset in presets)
|
||||||
{
|
{
|
||||||
preset.ReadyForJson();
|
preset.ReadyForJson();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
public class FilterPreset
|
public class FilterPreset
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
public string Name;
|
public string Name;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private List<string> m_paramName = new List<string>();
|
private List<string> m_paramName = new List<string>();
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private List<string> m_valueJson = new List<string>();
|
private List<string> m_valueJson = new List<string>();
|
||||||
|
|
||||||
private bool m_cacheReady = false;
|
private bool m_cacheReady = false;
|
||||||
private Dictionary<string, string> m_paramName2ValueJson;
|
private Dictionary<string, string> m_paramName2ValueJson;
|
||||||
public FilterPreset(string presetName)
|
public FilterPreset(string presetName)
|
||||||
{
|
{
|
||||||
Name = presetName;
|
Name = presetName;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReadyForJson()
|
public void ReadyForJson()
|
||||||
{
|
{
|
||||||
prepareCache();
|
prepareCache();
|
||||||
|
|
||||||
m_paramName = m_paramName2ValueJson.Keys.ToList();
|
m_paramName = m_paramName2ValueJson.Keys.ToList();
|
||||||
m_valueJson = m_paramName2ValueJson.Values.ToList();
|
m_valueJson = m_paramName2ValueJson.Values.ToList();
|
||||||
}
|
}
|
||||||
|
|
||||||
public string GetParamValueJson(string paramName)
|
public string GetParamValueJson(string paramName)
|
||||||
{
|
{
|
||||||
prepareCache();
|
prepareCache();
|
||||||
string value;
|
string value;
|
||||||
m_paramName2ValueJson.TryGetValue(paramName, out value);
|
m_paramName2ValueJson.TryGetValue(paramName, out value);
|
||||||
return value;
|
return value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public object GetParamValue(string paramName, Type valueType)
|
public object GetParamValue(string paramName, Type valueType)
|
||||||
{
|
{
|
||||||
var rawStr = GetParamValueJson(paramName);
|
var rawStr = GetParamValueJson(paramName);
|
||||||
if (rawStr == null) return null;
|
if (rawStr == null) return null;
|
||||||
|
|
||||||
if (valueType == typeof(float))
|
if (valueType == typeof(float))
|
||||||
{
|
{
|
||||||
float floatVal;
|
float floatVal;
|
||||||
float.TryParse(rawStr, out floatVal);
|
float.TryParse(rawStr, out floatVal);
|
||||||
return floatVal;
|
return floatVal;
|
||||||
}
|
}
|
||||||
else if (valueType.IsEnum)
|
else if (valueType.IsEnum)
|
||||||
{
|
{
|
||||||
var names = Enum.GetNames(valueType);
|
var names = Enum.GetNames(valueType);
|
||||||
var values = Enum.GetValues(valueType);
|
var values = Enum.GetValues(valueType);
|
||||||
|
|
||||||
for (int i = 0; i < names.Length; i++)
|
for (int i = 0; i < names.Length; i++)
|
||||||
{
|
{
|
||||||
if (names[i].Equals(rawStr))
|
if (names[i].Equals(rawStr))
|
||||||
{
|
{
|
||||||
return values.GetValue(i);
|
return values.GetValue(i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
App.log.Error($"尚未支持的滤镜参数类型{valueType}");
|
App.log.Error($"尚未支持的滤镜参数类型{valueType}");
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetParamValue(string paramName, Type valueType, object value)
|
public void SetParamValue(string paramName, Type valueType, object value)
|
||||||
{
|
{
|
||||||
prepareCache();
|
prepareCache();
|
||||||
m_paramName2ValueJson[paramName] = value.ToString();
|
m_paramName2ValueJson[paramName] = value.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void prepareCache()
|
private void prepareCache()
|
||||||
{
|
{
|
||||||
if (m_cacheReady) return;
|
if (m_cacheReady) return;
|
||||||
|
|
||||||
m_paramName2ValueJson = new Dictionary<string, string>();
|
m_paramName2ValueJson = new Dictionary<string, string>();
|
||||||
for (int i = 0; i < m_paramName.Count; i++)
|
for (int i = 0; i < m_paramName.Count; i++)
|
||||||
{
|
{
|
||||||
m_paramName2ValueJson[m_paramName[i]] = m_valueJson[i];
|
m_paramName2ValueJson[m_paramName[i]] = m_valueJson[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
m_cacheReady = true;
|
m_cacheReady = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
public class FilterRomSetting
|
public class FilterRomSetting
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private List<int> m_romID;
|
private List<int> m_romID;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private List<Item> m_items;
|
private List<Item> m_items;
|
||||||
|
|
||||||
bool m_cacheReady = false;
|
bool m_cacheReady = false;
|
||||||
Dictionary<int, Item> m_cache;
|
Dictionary<int, Item> m_cache;
|
||||||
|
|
||||||
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
|
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
|
||||||
{
|
{
|
||||||
prepareCache();
|
prepareCache();
|
||||||
|
|
||||||
if (filter == null)
|
if (filter == null)
|
||||||
m_cache.Remove(rom.ID);
|
m_cache.Remove(rom.ID);
|
||||||
else
|
else
|
||||||
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
|
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
|
||||||
}
|
}
|
||||||
|
|
||||||
public string ToJson()
|
public string ToJson()
|
||||||
{
|
{
|
||||||
prepareCache();
|
prepareCache();
|
||||||
m_romID = m_cache.Keys.ToList();
|
m_romID = m_cache.Keys.ToList();
|
||||||
m_items = m_cache.Values.ToList();
|
m_items = m_cache.Values.ToList();
|
||||||
|
|
||||||
return JsonUtility.ToJson(this);
|
return JsonUtility.ToJson(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ValueTuple<string, string> Get(RomFile rom)
|
public ValueTuple<string, string> Get(RomFile rom)
|
||||||
{
|
{
|
||||||
prepareCache();
|
prepareCache();
|
||||||
|
|
||||||
Item item;
|
Item item;
|
||||||
m_cache.TryGetValue(rom.ID, out item);
|
m_cache.TryGetValue(rom.ID, out item);
|
||||||
return new ValueTuple<string, string>(item.FilterName, item.PresetName);
|
return new ValueTuple<string, string>(item.FilterName, item.PresetName);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void prepareCache()
|
private void prepareCache()
|
||||||
{
|
{
|
||||||
if (m_cacheReady) return;
|
if (m_cacheReady) return;
|
||||||
|
|
||||||
if (m_items == null) m_items = new List<Item>();
|
if (m_items == null) m_items = new List<Item>();
|
||||||
if (m_romID == null) m_romID = new List<int>();
|
if (m_romID == null) m_romID = new List<int>();
|
||||||
m_cache = new Dictionary<int, Item>();
|
m_cache = new Dictionary<int, Item>();
|
||||||
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
|
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
|
||||||
{
|
{
|
||||||
m_cache[m_romID[i]] = m_items[i];
|
m_cache[m_romID[i]] = m_items[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
m_cacheReady = true;
|
m_cacheReady = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
struct Item
|
struct Item
|
||||||
{
|
{
|
||||||
public string FilterName;
|
public string FilterName;
|
||||||
public string PresetName;
|
public string PresetName;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 28e36f59e5007bc45bf2ab9d1ad62a02
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -2,6 +2,7 @@
|
|||||||
using AxibugEmuOnline.Client;
|
using AxibugEmuOnline.Client;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
[Strip(RuntimePlatform.PSP2)]
|
||||||
public sealed class FixingPixelArtGrille : FilterEffect
|
public sealed class FixingPixelArtGrille : FilterEffect
|
||||||
{
|
{
|
||||||
public override string Name => nameof(FixingPixelArtGrille);
|
public override string Name => nameof(FixingPixelArtGrille);
|
||||||
|
@ -9,7 +9,7 @@ public sealed class LCDPostEffect : FilterEffect
|
|||||||
|
|
||||||
protected override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
|
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);
|
Graphics.Blit(src, result, renderMat);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,15 +1,48 @@
|
|||||||
using AxibugEmuOnline.Client;
|
using Assets.Script.AppMain.Filter;
|
||||||
|
using AxibugEmuOnline.Client;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
|
||||||
public sealed class MattiasCRT : FilterEffect
|
public sealed class MattiasCRT : FilterEffect
|
||||||
{
|
{
|
||||||
public override string Name => nameof(MattiasCRT);
|
public override string Name => nameof(MattiasCRT);
|
||||||
|
|
||||||
protected override string ShaderName => "Filter/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)
|
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);
|
Graphics.Blit(src, result, renderMat);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public enum EnumQuality
|
||||||
|
{
|
||||||
|
Low,
|
||||||
|
Mid,
|
||||||
|
High
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,4 +1,4 @@
|
|||||||
|
|
||||||
Shader "Filter/MattiasCRT"
|
Shader "Filter/MattiasCRT"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
@ -11,12 +11,12 @@ Shader "Filter/MattiasCRT"
|
|||||||
{
|
{
|
||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
|
|
||||||
|
#pragma shader_feature_local _QUALITY_LOW _QUALITY_MID _QUALITY_HIGH
|
||||||
#pragma vertex vert_img
|
#pragma vertex vert_img
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
sampler2D _MainTex;
|
sampler2D _MainTex;
|
||||||
float4 _MainTex_TexelSize;
|
|
||||||
float2 _iResolution;
|
float2 _iResolution;
|
||||||
|
|
||||||
float2 curve(float2 uv)
|
float2 curve(float2 uv)
|
||||||
@ -32,21 +32,32 @@ Shader "Filter/MattiasCRT"
|
|||||||
|
|
||||||
float4 mainImage( float2 fragCoord )
|
float4 mainImage( float2 fragCoord )
|
||||||
{
|
{
|
||||||
|
|
||||||
float4 fragColor = float4(0,0,0,1);
|
float4 fragColor = float4(0,0,0,1);
|
||||||
|
|
||||||
float2 q = fragCoord.xy / _iResolution.xy;
|
float2 q = fragCoord.xy / _iResolution.xy;
|
||||||
float2 uv = q;
|
float2 uv = q;
|
||||||
uv = curve( uv );
|
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;
|
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.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.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.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.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.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);
|
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);
|
||||||
|
|
||||||
|
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
|
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|
guid: 59751f7f4dc560f47b438056fbc26701
|
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|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fb6622dcbc754b744bb70f1655c3e526
|
@ -0,0 +1,41 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: RetroArch_Glow
|
||||||
|
m_Shader: {fileID: 4800000, guid: d9ec870308fa2594badb4f3036d36fd5, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
||||||
|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_LockedProperties:
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _BLOOM_STRENGTH: 0.45
|
||||||
|
- _BOOST: 0.4
|
||||||
|
- _GLOW_ROLLOFF: 2.2
|
||||||
|
- _GLOW_WHITEPOINT: 0.4
|
||||||
|
- _OUTPUT_GAMMA: 2.2
|
||||||
|
- _gamma: 11
|
||||||
|
- _horiz_gauss_width: 0.4
|
||||||
|
m_Colors: []
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
m_AllowLocking: 1
|
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5965751351debd6499aa27660a1bc92e
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d9ec870308fa2594badb4f3036d36fd5
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,4 @@
|
|||||||
|
// Higher value, more centered glow.
|
||||||
|
// Lower values might need more taps.
|
||||||
|
#define GLOW_FALLOFF 0.35
|
||||||
|
#define TAPS 4
|
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e15245c3d9a7ba4ab348d97af4d5cea
|
||||||
|
ShaderIncludeImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -22,16 +22,20 @@ namespace AxibugEmuOnline.Client
|
|||||||
private void OnSliderValueChanged(float value)
|
private void OnSliderValueChanged(float value)
|
||||||
{
|
{
|
||||||
txt_value.text = $"{value:.00}";
|
txt_value.text = $"{value:.00}";
|
||||||
m_valueMenu.OnValueChanged(value);
|
|
||||||
|
if (!m_dataSetting) m_valueMenu.OnValueChanged(value);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool m_dataSetting;
|
||||||
public void SetData(ValueSetMenu valueMenu)
|
public void SetData(ValueSetMenu valueMenu)
|
||||||
{
|
{
|
||||||
|
m_dataSetting = true;
|
||||||
m_valueMenu = valueMenu;
|
m_valueMenu = valueMenu;
|
||||||
slider.minValue = (float)valueMenu.Min;
|
slider.minValue = (float)valueMenu.Min;
|
||||||
slider.maxValue = (float)valueMenu.Max;
|
slider.maxValue = (float)valueMenu.Max;
|
||||||
slider.value = (float)valueMenu.ValueRaw;
|
slider.value = (float)valueMenu.ValueRaw;
|
||||||
m_step = (slider.maxValue - slider.minValue) * 0.05f;
|
m_step = (slider.maxValue - slider.minValue) * 0.05f;
|
||||||
|
m_dataSetting = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnLeft()
|
public void OnLeft()
|
||||||
|
50
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs
Normal file
50
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs
Normal file
@ -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
|
2
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta
Normal file
2
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 40d1396d19f4da44f98dd2fcf6f0bc56
|
Loading…
Reference in New Issue
Block a user