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
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Assets/Shader/像素化/pixelStyle.mat
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Assets/Shader/像素化/pixelStyle.shader
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Shader "Unlit/pixelStyle"
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{
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// ## ## # ## #
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Assets/Shader/闪光效果/Flash.shader
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Shader "Custom/Flash"
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{
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// ## # # ##
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// # #### ### ######
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_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
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_Color("Color", Color) = (1,1,1,1)
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_Angle("angle", Range(0, 360)) = 75
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_Width("width", Range(0, 1)) = 0.2
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_FlashTime("flash time", Range(0, 100)) = 1
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_DelayTime("delay time", Range(0, 100)) = 0.2
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_LoopInterval("interval time", Range(0, 100)) = 2
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}
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SubShader
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{
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LOD 200
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Cull Off
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Lighting Off
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Offset -1, -1
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CGPROGRAM
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#pragma vertex vert
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sampler2D _MainTex;
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float4 _Color;
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float _Angle;
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float _Width;
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float _FlashTime;
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float _DelayTime;
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float _LoopInterval;
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float4 _MainTex_ST;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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o.texcoord = v.texcoord;
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o.color = v.color;
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// 计算亮度
|
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//角度 宽度(x方向) 运行时间 开始时间 循环间隔
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||||
float flash(float2 uv, float angle, float w, float runtime, float delay, float interval)
|
||||
{
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||||
float brightness = 0;
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||||
float radian = 0.0174444 * angle;
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||||
float curtime = _Time.y; //当前时间
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||||
float starttime = floor(curtime/interval) * interval; //本次flash开始时间
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||||
float passtime = curtime - starttime;//本次flash流逝时间
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||||
if (passtime > delay)
|
||||
{
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||||
float projx = uv.y / tan(radian); //y的x投影长度
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float br = (passtime - delay) / runtime; //底部右边界
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||||
float bl = br - w; //底部左边界
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||||
float posr = br + projx; //此点所在行右边界
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||||
float posl = bl + projx; //此点所在行左边界
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||||
if (uv.x > posl && uv.x < posr)
|
||||
{
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||||
float mid = (posl + posr) * 0.5; //flash中心点
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||||
brightness = 1 - abs(uv.x - mid)/(w*0.5);
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||||
}
|
||||
}
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||||
return brightness;
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||||
}
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||||
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||||
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||||
float4 frag (v2f i) : COLOR
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{
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float4 col = tex2D(_MainTex, i.texcoord);
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float bright = flash(i.texcoord, _Angle, _Width, _FlashTime, _DelayTime, _LoopInterval);
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||||
float4 outcol = col + _Color*bright * col.a;// * step(0.5, col.a);
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||||
return outcol;
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}
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ENDCG
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}
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}
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10
Assets/Shader/闪光效果/Flash.shader.meta
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114
Assets/Shader/高斯模糊/GaussianBlur.shader
Normal file
114
Assets/Shader/高斯模糊/GaussianBlur.shader
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Shader "Unlit/GaussianBlur"
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{
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//
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// ## # # # # # # #
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// ## # # ##### # # # ##### # ####
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// ############# ########### # ######### ######### #
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// ######## # ### ##### # # #### # # #
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// # ## ############ ## ####### ### # ####
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// ######## # ### # ### ####### ######### #
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// ####### # ##### # ######## #
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// ########### # ### # ############ #### ## #
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// # ####### # ######### # ### # ##### #####
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// # ## ## # #### ## # # ######### ##### ## #
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// # ## ## # ## #### # # ### # # ## ## #
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// # ####### # ## #### # # ### ### # ########
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||||
// # ### # ## # # ### ### # #####
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||||
// #
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||||
Properties
|
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{
|
||||
_MainTex ("Texture", 2D) = "white" {} //基础贴图
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||||
_BlurRadius ("BlurRadius", Range(2, 15)) = 5 //模糊半径
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_TextureSize ("TextureSize", Float) = 640
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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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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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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sampler2D _MainTex;
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int _BlurRadius;
|
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float _TextureSize;
|
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|
||||
float GetGaussWeight(float x, float y, float sigma)
|
||||
{
|
||||
float sigma2 = pow(sigma, 2.0f); //pow 次方公式 这里是平方
|
||||
float left = 1 / (2 * sigma2 * 3.1415926f);
|
||||
float right = exp(-(x*x+y*y)/(2*sigma2)); //e的指数幂
|
||||
return left * right;
|
||||
}
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||||
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||||
fixed4 GaussBlur(float2 uv) //高斯模糊 根据高斯公式计算出的颜色值
|
||||
{
|
||||
float sigma = (float)_BlurRadius / 3.0f;//权重
|
||||
float4 col = float4(0, 0, 0, 0);
|
||||
for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
|
||||
{
|
||||
for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
|
||||
{
|
||||
//获取周围像素的颜色
|
||||
//转为uv上的坐标值
|
||||
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
|
||||
//获取此像素的权重
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||||
float weight = GetGaussWeight(x, y, sigma);
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||||
//计算此点的最终颜色
|
||||
col += color * weight; //颜色乘以权重
|
||||
}
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
fixed4 SimpleBlur(float2 uv)
|
||||
{
|
||||
float4 col = float4(0, 0, 0, 0);
|
||||
for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
|
||||
{
|
||||
for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
|
||||
{
|
||||
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
|
||||
col += color;
|
||||
}
|
||||
}
|
||||
//取平均数,所取像素为边长为(半径*2+1)的矩阵
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col = col / pow(_BlurRadius * 2 + 1, 2.0f);
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = SimpleBlur(i.uv);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
10
Assets/Shader/高斯模糊/GaussianBlur.shader.meta
Normal file
10
Assets/Shader/高斯模糊/GaussianBlur.shader.meta
Normal file
@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 964cfd1fc6adf4c4b9805c17662d195c
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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30
Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat
Normal file
30
Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat
Normal file
@ -0,0 +1,30 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Unlit_GaussianBlur
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m_Shader: {fileID: 4800000, guid: 964cfd1fc6adf4c4b9805c17662d195c, type: 3}
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m_ShaderKeywords:
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m_LightmapFlags: 4
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||||
m_EnableInstancingVariants: 0
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||||
m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
|
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disabledShaderPasses: []
|
||||
m_SavedProperties:
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||||
serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BlurRadius: 15
|
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- _TextureSize: 640
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m_Colors: []
|
||||
m_BuildTextureStacks: []
|
8
Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat.meta
Normal file
8
Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 27f35ce513c18264f8a0613e66fbcf7c
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
Loading…
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Reference in New Issue
Block a user