
commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 3.22 完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈 击碎石头那边还有bug,明天再改 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 3.21(未合并) 完成火焰,碎石交互,武器升级替换。 设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 3.20 整理了树木交互,写了个具体互动物品的基类。 创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding
99 lines
2.6 KiB
Plaintext
99 lines
2.6 KiB
Plaintext
Shader "pp/ScreenEffectShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("color",Color) = (1,1,1,1)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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sampler2D _GulussTex;
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float4 _MainTex_TexelSize;
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float4 _GulussTex_TexelSize;
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float3 _Color;
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float _BlurRadius;
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float _Radius;
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static float r = 1;
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fixed luminance(fixed3 col)
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{
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return col.x * 0.299 + col.y * 0.587 + col.z * 0.114;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed3 col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * -2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * 1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
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fixed gray = abs(luminance(col));
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col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * 1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * -2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
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gray += abs(luminance(col));
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fixed3 enhance = fixed3(gray, gray, gray)*_Color;
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//fixed3 ori = tex2D(_MainTex, i.uv).rgb + enhance * 0.5;
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return fixed4(enhance,1);
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}
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ENDCG
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}
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}
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FallBack Off
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} |