优化背景shader表现
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@ -108,6 +108,8 @@ GameObject:
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@ -13998,16 +13998,8 @@ PrefabInstance:
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@ -36,7 +36,7 @@ namespace AxibugEmuOnline.Client
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{
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DEFAULT,
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new XMBColor("白","#8a9fb2","#4e9eb6"),
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new XMBColor("黄","#d5a916","#d1a813"),
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new XMBColor("黄","#987500","#d1a813"),
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new XMBColor("绿","#3e962b","#7ac25e"),
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new XMBColor("粉","#e65a8b","#c7acc6"),
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new XMBColor("墨绿","#00421a","#1c951f"),
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@ -137,7 +137,7 @@ namespace AxibugEmuOnline.Client
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Canvas.ForceUpdateCanvases();
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m_selectIndex = 0;
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m_selectIndex = defaultIndex;
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OptionUI_MenuItem optionUI_MenuItem = m_runtimeMenuItems[defaultIndex];
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optionUI_MenuItem.OnFocus();
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var itemUIRect = optionUI_MenuItem.transform as RectTransform;
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@ -164,9 +164,13 @@
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float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2);
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float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2);
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float3 col = bg;
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col = lerp(col, waveCol1 * col, step(uv.y, waveHeight1));
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col = lerp(col, waveCol2 * col, step(uv.y, waveHeight2));
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float3 col = bg;
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float3 waveCol1_temp=col/waveCol1;
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col = lerp(col,waveCol1_temp, step(uv.y, waveHeight1));
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float3 waveCol2_temp=col/waveCol2;
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col = lerp(col,waveCol2_temp, step(uv.y, waveHeight2));
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// Output to screen
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fixed4 fragColor = float4(col,1.0);
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@ -0,0 +1,32 @@
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using AxibugEmuOnline.Client.ClientCore;
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using Coffee.UIExtensions;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AxibugEmuOnline.Client
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{
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public class XMBOptionBgChanger : MonoBehaviour
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{
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public UIGradient gradient;
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private void OnEnable()
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{
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App.settings.BgColor.OnColorChanged += BgColor_OnColorChanged;
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var color = App.settings.BgColor.CurrentColor;
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gradient.color1 = color.color1;
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gradient.color2 = color.color2;
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}
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private void OnDisable()
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{
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App.settings.BgColor.OnColorChanged -= BgColor_OnColorChanged;
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}
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private void BgColor_OnColorChanged(XMBColor color)
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{
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gradient.color1 = color.color1;
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gradient.color2 = color.color2;
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}
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}
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}
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@ -0,0 +1,11 @@
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