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Squashed commit of the following: commit 994279b09e8676155176aecbcd43f13ab90f2c92 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:59:44 2021 +0800 任务:编写效果Shader 1.增加了通过高斯模糊公式实现的高斯模糊shader(建议用在背景层,让画面有一些景深感觉) 2.增加了像素化的shader,通过在片元着色器上的uv合并,可以使贴图变为像素风格 3.增加了闪光划过的shader commit 271e45aeb97212640573a9faf71483cece293043 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:09:30 2021 +0800 11.29合并分支 commit dfa618fabaf36626e1b92e7ab34c87d497bcdeb3 Author: SAIPO <grasste0403@hotmail.com> Date: Sat Nov 27 13:42:16 2021 +0800 合并分支 commit de8d79b73e560814ff9fc8a0c3418009682c5ef8 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Nov 23 21:25:44 2021 +0800 任务:搭建Mysql数据库相关框架 1.完成Mysql动态链接库的导入 2.实现基本的服务器连接数据框架 3.实现Sql语句查询框架 # Conflicts: # Assets/Behavior Designer/Resources/BehaviorDesignerGlobalVariables.asset.meta # Assets/Demigiant/DOTween/Editor.meta # Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta # Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta # Assets/Shader.meta # Assets/Shader/像素化.meta
2021-11-30 00:50:39 +08:00
Shader "Custom/Flash"
{
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Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
_Color("Color", Color) = (1,1,1,1)
_Angle("angle", Range(0, 360)) = 75
_Width("width", Range(0, 1)) = 0.2
_FlashTime("flash time", Range(0, 100)) = 1
_DelayTime("delay time", Range(0, 100)) = 0.2
_LoopInterval("interval time", Range(0, 100)) = 2
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _Color;
float _Angle;
float _Width;
float _FlashTime;
float _DelayTime;
float _LoopInterval;
float4 _MainTex_ST;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f o;
v2f vert (appdata_t v)
{
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
// 计算亮度
//角度 宽度(x方向) 运行时间 开始时间 循环间隔
float flash(float2 uv, float angle, float w, float runtime, float delay, float interval)
{
float brightness = 0;
float radian = 0.0174444 * angle;
float curtime = _Time.y; //当前时间
float starttime = floor(curtime/interval) * interval; //本次flash开始时间
float passtime = curtime - starttime;//本次flash流逝时间
if (passtime > delay)
{
float projx = uv.y / tan(radian); //y的x投影长度
float br = (passtime - delay) / runtime; //底部右边界
float bl = br - w; //底部左边界
float posr = br + projx; //此点所在行右边界
float posl = bl + projx; //此点所在行左边界
if (uv.x > posl && uv.x < posr)
{
float mid = (posl + posr) * 0.5; //flash中心点
brightness = 1 - abs(uv.x - mid)/(w*0.5);
}
}
return brightness;
}
float4 frag (v2f i) : COLOR
{
float4 col = tex2D(_MainTex, i.texcoord);
float bright = flash(i.texcoord, _Angle, _Width, _FlashTime, _DelayTime, _LoopInterval);
float4 outcol = col + _Color*bright * col.a;// * step(0.5, col.a);
return outcol;
}
ENDCG
}
}
}