From f4b96539c521d30c5fd23f325c1061fd66d7ebf0 Mon Sep 17 00:00:00 2001 From: Roman <1325980292@qq.com> Date: Tue, 30 Nov 2021 00:50:39 +0800 Subject: [PATCH] Squashed commit of the following: MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit commit 994279b09e8676155176aecbcd43f13ab90f2c92 Author: SAIPO 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 Date: Mon Nov 29 23:09:30 2021 +0800 11.29合并分支 commit dfa618fabaf36626e1b92e7ab34c87d497bcdeb3 Author: SAIPO Date: Sat Nov 27 13:42:16 2021 +0800 合并分支 commit de8d79b73e560814ff9fc8a0c3418009682c5ef8 Author: SAIPO 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 --- .../Demos/Editor Windows.unitypackage.meta | 7 - .../Sample - RPG Editor.unitypackage.meta | 7 - Assets/Shader/像素化/pixelStyle.mat | 29 +++++ .../像素化/pixelStyle.mat.meta} | 5 +- Assets/Shader/像素化/pixelStyle.shader | 75 +++++++++++ Assets/Shader/像素化/pixelStyle.shader.meta | 10 ++ .../闪光效果.meta} | 3 +- Assets/Shader/闪光效果/Custom_Flash.mat | 34 +++++ .../闪光效果/Custom_Flash.mat.meta} | 5 +- Assets/Shader/闪光效果/Flash.shader | 121 ++++++++++++++++++ Assets/Shader/闪光效果/Flash.shader.meta | 10 ++ .../高斯模糊.meta} | 3 +- Assets/Shader/高斯模糊/GaussianBlur.shader | 114 +++++++++++++++++ .../Shader/高斯模糊/GaussianBlur.shader.meta | 10 ++ Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat | 30 +++++ .../高斯模糊/Unlit_GaussianBlur.mat.meta | 8 ++ 16 files changed, 451 insertions(+), 20 deletions(-) delete mode 100644 Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta delete mode 100644 Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta create mode 100644 Assets/Shader/像素化/pixelStyle.mat rename Assets/{Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta => Shader/像素化/pixelStyle.mat.meta} (52%) create mode 100644 Assets/Shader/像素化/pixelStyle.shader create mode 100644 Assets/Shader/像素化/pixelStyle.shader.meta rename Assets/{Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta => Shader/闪光效果.meta} (67%) create mode 100644 Assets/Shader/闪光效果/Custom_Flash.mat rename Assets/{Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta => Shader/闪光效果/Custom_Flash.mat.meta} (52%) create mode 100644 Assets/Shader/闪光效果/Flash.shader create mode 100644 Assets/Shader/闪光效果/Flash.shader.meta rename Assets/{Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta => Shader/高斯模糊.meta} (67%) create mode 100644 Assets/Shader/高斯模糊/GaussianBlur.shader create mode 100644 Assets/Shader/高斯模糊/GaussianBlur.shader.meta create mode 100644 Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat create mode 100644 Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat.meta diff --git a/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta b/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta deleted file mode 100644 index 130722a..0000000 --- a/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: ed09910c0094cb27be8f3ca264680da3 -DefaultImporter: - 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_MainTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _PixelSize: 23 + m_Colors: [] + m_BuildTextureStacks: [] diff --git a/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta b/Assets/Shader/像素化/pixelStyle.mat.meta similarity index 52% rename from Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta rename to Assets/Shader/像素化/pixelStyle.mat.meta index 1eadf09..2cd7b4d 100644 --- a/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta +++ b/Assets/Shader/像素化/pixelStyle.mat.meta @@ -1,7 +1,8 @@ fileFormatVersion: 2 -guid: f597f19f656ba56eae4f6a3a7cc528f4 -DefaultImporter: +guid: f33e0f1f7dc1db64c87cfa0b1e4187e1 +NativeFormatImporter: externalObjects: {} + mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Shader/像素化/pixelStyle.shader b/Assets/Shader/像素化/pixelStyle.shader new file mode 100644 index 0000000..61afab2 --- /dev/null +++ b/Assets/Shader/像素化/pixelStyle.shader @@ -0,0 +1,75 @@ +Shader "Unlit/pixelStyle" +{ +//   ##  ##             #           ##  #       +//  #########     ############     #   #       +//   #####  ##          #          ##   #  ##   +//   # #########   ###########     ##   # ###   +//  ## #  ##   #  #############   ###   ####    +//  ## #########      ### ##      ##   ####     +// ###  ####  ##    ########     ###  ###       +//   ###########    ###### ##    # ######       +//   #########      #### #####     #    #   ##  +//   ##########    ############    #    #   ##  +//   # #########     ## # #####    #    #   ##  +//   ######## ###   ### #  ###     #    ##  ##  +//   #  #####      ## ###   ##     #    ######  +//                     ##                                                                    + Properties + { + _MainTex("Texture", 2D) = "white" {} + _PixelSize("Pixel Size", Range(1,256)) = 64 //转化后的像素大小 + } + SubShader + { + Tags { "RenderType"="Opaque" } + Blend SrcAlpha OneMinusSrcAlpha + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + float _PixelSize; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col; + float ratioX = (int)(i.uv.x * _PixelSize) / _PixelSize; + float ratioY = (int)(i.uv.y * _PixelSize) / _PixelSize; + col = tex2D(_MainTex, float2(ratioX, ratioY)); + if (col.a < 0.5) + { + col.a = 0; + } + return col; + } + ENDCG + } + } +} diff --git a/Assets/Shader/像素化/pixelStyle.shader.meta b/Assets/Shader/像素化/pixelStyle.shader.meta new file mode 100644 index 0000000..b9017d2 --- /dev/null +++ b/Assets/Shader/像素化/pixelStyle.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cc03c594f26dca54a865a79095019c2a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta b/Assets/Shader/闪光效果.meta similarity index 67% rename from Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta rename to Assets/Shader/闪光效果.meta index e474937..c52504b 100644 --- a/Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta +++ b/Assets/Shader/闪光效果.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: 81dbcde0f90df4e9ba9ca2794490e57a +guid: 96bbccba323c8ef45b7e0316c6125152 +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Assets/Shader/闪光效果/Custom_Flash.mat b/Assets/Shader/闪光效果/Custom_Flash.mat new file mode 100644 index 0000000..913b2a3 --- /dev/null +++ b/Assets/Shader/闪光效果/Custom_Flash.mat @@ -0,0 +1,34 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Custom_Flash + m_Shader: {fileID: 4800000, guid: 0b518c54844bba34f8dbececf7a524d1, type: 3} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _MainTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _Angle: 80 + - _DelayTime: 0.2 + - _FlashTime: 1 + - _LoopInterval: 2 + - _Width: 0.2 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta b/Assets/Shader/闪光效果/Custom_Flash.mat.meta similarity index 52% rename from Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta rename to Assets/Shader/闪光效果/Custom_Flash.mat.meta index f073d2a..61ee838 100644 --- a/Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta +++ b/Assets/Shader/闪光效果/Custom_Flash.mat.meta @@ -1,7 +1,8 @@ fileFormatVersion: 2 -guid: 48e08dc33330d11e9d4a1b246c52e4f6 -DefaultImporter: +guid: dd84cc2fc2c79654d964910278d4d10a +NativeFormatImporter: externalObjects: {} + mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Shader/闪光效果/Flash.shader b/Assets/Shader/闪光效果/Flash.shader new file mode 100644 index 0000000..e9e6ed3 --- /dev/null +++ b/Assets/Shader/闪光效果/Flash.shader @@ -0,0 +1,121 @@ +Shader "Custom/Flash" +{ +//  ##              #   #   ##   +//  ###########     #   #   ##   +//  ###       #     ##  #  ##    +//  #    #    #      #  # ###    +//  #    #    #      ## # ##     +//  #    ##   #   #############  +//  #   ###   #       #  #       +//  #   ####  #       #  #       +//  #  ##  ## #      ##  #       +//  ####   ####      ##  #    #  +//  ###     ###     ##   #   ##  +//  #         #    ###   ##  ##  +//  #      ####   ###    ######  + 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 + } + } +} \ No newline at end of file diff --git a/Assets/Shader/闪光效果/Flash.shader.meta b/Assets/Shader/闪光效果/Flash.shader.meta new file mode 100644 index 0000000..796588f --- /dev/null +++ b/Assets/Shader/闪光效果/Flash.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 0b518c54844bba34f8dbececf7a524d1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta b/Assets/Shader/高斯模糊.meta similarity index 67% rename from Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta rename to Assets/Shader/高斯模糊.meta index eebd079..1ea1382 100644 --- a/Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta +++ b/Assets/Shader/高斯模糊.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: fd02c799f3f5c4c83b2fc26c105a3821 +guid: 35a3095c7f6403b4d9b8bb90d77e374c +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Assets/Shader/高斯模糊/GaussianBlur.shader b/Assets/Shader/高斯模糊/GaussianBlur.shader new file mode 100644 index 0000000..6cb49ad --- /dev/null +++ b/Assets/Shader/高斯模糊/GaussianBlur.shader @@ -0,0 +1,114 @@ +Shader "Unlit/GaussianBlur" +{ +// +//      ##          #   #          #   #  #       #   #        +//      ##          #   # #####    #   #  #     ##### # ####   +// #############  ###########      # #########  #########  #   +//    ########      #   ###      ##### #  #     ####  # #  #   +//    #     ##      ############  ##  #######    ###  # ####   +//    ########      #   ###  #    ### #######   #########  #   +//                  #######  #    #####     #    ########  #   +//  ###########     #   ###  #   ############    ####  ##  #   +//  # ####### #   #########  #   ###     #      #####  #####   +//  # ##   ## #     #### ##  #     # #########  #####  ##  #   +//  # ##   ## #     ## ####  #     #    ###     # # ## ##  #   +//  # ####### #    ##  ####  #     #  ### ###     # ########   +//  #       ###    #    ##   #     # ###   ###    #    #####   +//  #                                                                                                                     + Properties + { + _MainTex ("Texture", 2D) = "white" {} //基础贴图 + _BlurRadius ("BlurRadius", Range(2, 15)) = 5 //模糊半径 + _TextureSize ("TextureSize", Float) = 640 + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + int _BlurRadius; + float _TextureSize; + + 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; + } + + 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 + float weight = GetGaussWeight(x, y, sigma); + //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 + 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 + } + } +} diff --git a/Assets/Shader/高斯模糊/GaussianBlur.shader.meta b/Assets/Shader/高斯模糊/GaussianBlur.shader.meta new file mode 100644 index 0000000..9d5ee6f --- /dev/null +++ b/Assets/Shader/高斯模糊/GaussianBlur.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 964cfd1fc6adf4c4b9805c17662d195c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat b/Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat new file mode 100644 index 0000000..c6700b2 --- /dev/null +++ b/Assets/Shader/高斯模糊/Unlit_GaussianBlur.mat @@ -0,0 +1,30 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Unlit_GaussianBlur + m_Shader: {fileID: 4800000, guid: 964cfd1fc6adf4c4b9805c17662d195c, type: 3} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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