|  | @@ -15,9 +15,9 @@ namespace GameLogic.Combat.CombatTool
 | 
	
		
			
				|  |  |  {
 | 
	
		
			
				|  |  |      public class CombatSenceController : IDisposable
 | 
	
		
			
				|  |  |      {
 | 
	
		
			
				|  |  | -        private static readonly int Ran = Shader.PropertyToID("_ran");
 | 
	
		
			
				|  |  | +        private static readonly int Ran = Shader.PropertyToID("_shengshiRan");
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -        private static readonly int Pos = Shader.PropertyToID("_pos");
 | 
	
		
			
				|  |  | +        private static readonly int Pos = Shader.PropertyToID("_shengShiPos");
 | 
	
		
			
				|  |  |          // public CombatSencePath currBesselPath;
 | 
	
		
			
				|  |  |          //
 | 
	
		
			
				|  |  |          // public CombatSencePath NextBesselPath;
 | 
	
	
		
			
				|  | @@ -106,7 +106,8 @@ namespace GameLogic.Combat.CombatTool
 | 
	
		
			
				|  |  |                  {
 | 
	
		
			
				|  |  |                      GameObject gameObject = assetHandle.AssetObject<GameObject>();
 | 
	
		
			
				|  |  |                      SceneMonoConfig = gameObject.GetComponent<SceneMonoConfigBasic>();
 | 
	
		
			
				|  |  | -                    SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);
 | 
	
		
			
				|  |  | +                    Shader.SetGlobalFloat(Ran, 0.1f);
 | 
	
		
			
				|  |  | +                    // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);
 | 
	
		
			
				|  |  |                  });
 | 
	
		
			
				|  |  |              cTaskAwaitBuffer.AddTask(task_a);
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -176,11 +177,13 @@ namespace GameLogic.Combat.CombatTool
 | 
	
		
			
				|  |  |          public void StartPayShengShi(Transform root)
 | 
	
		
			
				|  |  |          {
 | 
	
		
			
				|  |  |              shengShiRan = 1;
 | 
	
		
			
				|  |  | -            SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);
 | 
	
		
			
				|  |  | +            Shader.SetGlobalFloat(Ran, shengShiRan);
 | 
	
		
			
				|  |  | +            // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);
 | 
	
		
			
				|  |  |              Vector3 pos = CombatController.currActiveCombat.playerHeroEntity.dotPos - CombatController.currActiveCombat
 | 
	
		
			
				|  |  |                  .CombatCameraControllder.Camera.transform.position;
 | 
	
		
			
				|  |  |              pos.z = -30;
 | 
	
		
			
				|  |  | -            SceneMonoConfig.shengShiMaterial.SetVector(Pos, pos);
 | 
	
		
			
				|  |  | +            Shader.SetGlobalVector(Pos, pos);
 | 
	
		
			
				|  |  | +            // SceneMonoConfig.shengShiMaterial.SetVector(Pos, pos);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |              _isUpdateShengShi = true;
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -198,12 +201,14 @@ namespace GameLogic.Combat.CombatTool
 | 
	
		
			
				|  |  |              {
 | 
	
		
			
				|  |  |                  // _shengShiAddTime += t * 1f;
 | 
	
		
			
				|  |  |                  shengShiRan += t * 150;
 | 
	
		
			
				|  |  | -                SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);
 | 
	
		
			
				|  |  | +                Shader.SetGlobalFloat(Ran, shengShiRan);
 | 
	
		
			
				|  |  | +                // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);
 | 
	
		
			
				|  |  |                  // float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
 | 
	
		
			
				|  |  |                  // ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
 | 
	
		
			
				|  |  |                  if (shengShiRan >= 200)
 | 
	
		
			
				|  |  |                  {
 | 
	
		
			
				|  |  | -                    SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);
 | 
	
		
			
				|  |  | +                    Shader.SetGlobalFloat(Ran, 0.1f);
 | 
	
		
			
				|  |  | +                    // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |                      _isUpdateShengShi = false;
 | 
	
		
			
				|  |  |                  }
 |