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修改bug

DESKTOP-FB72PO8\Administrator 5 天之前
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6f35aca629

+ 8 - 4
Assets/Art/ParallaxCloud/Material/ParallaxCloud.mat

@@ -17,13 +17,17 @@ Material:
   m_LightmapFlags: 4
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
-  m_CustomRenderQueue: 2950
+  m_CustomRenderQueue: 3000
   stringTagMap: {}
   disabledShaderPasses: []
   m_LockedProperties: 
   m_SavedProperties:
     serializedVersion: 3
     m_TexEnvs:
+    - _DepthTex:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
     - _MainTex:
         m_Texture: {fileID: 2800000, guid: 58718a051bb586b42a7dd166d366d188, type: 3}
         m_Scale: {x: 10, y: 10}
@@ -42,10 +46,10 @@ Material:
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
-    - _Alpha: 1
+    - _Alpha: 0.592
     - _AlphaContrast: 0.5
-    - _AlphaExtent: 5
-    - _MoveSpeed: 0.03
+    - _AlphaExtent: 2.92
+    - _MoveSpeed: 0.22
     - _ParallaxLayers: 50
     - _ParallaxSize: 0.1
     - _ParallaxType: 4

+ 90 - 41
Assets/Art/ParallaxCloud/Shader/ParallaxCloud.shader

@@ -2,19 +2,19 @@ Shader "Custom/ParallaxCloud"
 {
     Properties
     {
-        _MainTex        ("BaseMap:基础贴图", 2D) = "white" {}
-        _Color          ("Color:颜色", Color) = (0.0, 0.0, 0.0, 1.0)
-        _ParallaxSize   ("ParallaxSize:视差映射强度", Range(0.0, 0.1)) = 0.0
-        _ParallaxLayers ("ParallaxLayers:视差映射层数",  Range(1.0, 50.0)) = 20
-        _MoveSpeed      ("MoveSpeed:移动速度", Range(-0.5, 0.5)) = 0.1
-        _Alpha          ("Alpha:透明度", Range(0, 1)) = 0.5
-        _AlphaExtent    ("AlphaExtent:透明对比度", Range(0.0, 5.0)) = 5.0
+        _MainTex ("BaseMap:基础贴图", 2D) = "white" {}
+        _Color ("Color:颜色", Color) = (0.0, 0.0, 0.0, 1.0)
+        _ParallaxSize ("ParallaxSize:视差映射强度", Range(0.0, 0.1)) = 0.0
+        _ParallaxLayers ("ParallaxLayers:视差映射层数", Range(1.0, 50.0)) = 20
+        _MoveSpeed ("MoveSpeed:移动速度", Range(-0.5, 0.5)) = 0.1
+        _Alpha ("Alpha:透明度", Range(0, 1)) = 0.5
+        _AlphaExtent ("AlphaExtent:透明对比度", Range(0.0, 5.0)) = 5.0
     }
-    
+
     SubShader
     {
-        Tags       
-        { 
+        Tags
+        {
             "RenderPipeline"="UniversalPipeline"
             "Queue"="Transparent"
             "RenderType"="Transparent"
@@ -24,67 +24,115 @@ Shader "Custom/ParallaxCloud"
         {
             Blend SrcAlpha OneMinusSrcAlpha
             Cull off
-            
+            ZWrite off
+
             HLSLPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
-            
+
             struct Attributes
             {
                 float4 positionOS : POSITION;
-                float3 normalOS   : NORMAL;
-                float2 uv         : TEXCOORD0;
-                float4 tangent    : TANGENT;
+                float3 normalOS : NORMAL;
+                float2 uv : TEXCOORD0;
+                float4 tangent : TANGENT;
             };
 
             struct Varyings
             {
                 float4 positionCS : SV_POSITION;
                 float3 positionWS : TEXCOORD0;
-                float4 uv         : TEXCOORD1;
-                float3 nDirWS     : TEXCOORD2;
-                float3 tDirWS     : TEXCOORD3;
-                float3 bDirWS     : TEXCOORD4;
+                float4 uv : TEXCOORD1;
+                float3 nDirWS : TEXCOORD2;
+                float3 tDirWS : TEXCOORD3;
+                float3 bDirWS : TEXCOORD4;
+                float4 screenPos : TEXCOORD5;
             };
 
             CBUFFER_START(UnityPerMaterial)
-            half4 _MainTex_ST;
-            half4 _Color;
-            half _ParallaxSize;
-            half _ParallaxLayers;
-            half _MoveSpeed;
-            half _Alpha;
-            half _AlphaExtent;
+                half4 _MainTex_ST;
+                half4 _Color;
+                half _ParallaxSize;
+                half _ParallaxLayers;
+                half _MoveSpeed;
+                half _Alpha;
+                half _AlphaExtent;
             CBUFFER_END
-            TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
-            TEXTURE2D(_NormalTex); SAMPLER(sampler_NormalTex);
-            TEXTURE2D(_ParallaxTex); SAMPLER(sampler_ParallaxTex);
-            
-            Varyings vert (Attributes v)
+
+            TEXTURE2D(_MainTex);
+            SAMPLER(sampler_MainTex);
+            TEXTURE2D(_NormalTex);
+            SAMPLER(sampler_NormalTex);
+            TEXTURE2D(_ParallaxTex);
+            SAMPLER(sampler_ParallaxTex);
+            sampler2D _CameraDepthTexture;
+
+            Varyings vert(Attributes v)
             {
                 Varyings o;
                 o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
                 o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
-                o.nDirWS  = TransformObjectToWorldNormal(v.normalOS);
+                o.nDirWS = TransformObjectToWorldNormal(v.normalOS);
                 o.tDirWS = normalize(TransformObjectToWorld(v.tangent.xyz));
                 o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w);
                 o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex) + float2(frac(_Time.y * _MoveSpeed), 0.0);
                 o.uv.zw = v.uv;
+                o.screenPos = ComputeScreenPos(o.positionCS);
                 return o;
             }
 
-            half4 frag (Varyings i) : SV_Target
+            // 从深度值重建世界坐标
+            float3 ReconstructWorldPosition(float2 uv, float depth)
+            {
+                // 1. 将 UV 转换为 NDC 空间 (Normalized Device Coordinates)
+                float4 ndc = float4(uv * 2.0 - 1.0, depth, 1.0);
+
+                // 2. 从 NDC 转换到裁剪空间
+                float4 clipPos = ndc;
+                clipPos.z = depth * 2.0 - 1.0; // 将深度从 [0,1] 转换为 [-1,1]
+
+                // 3. 应用逆投影矩阵,转换到视图空间
+                float4 viewPos = mul(unity_CameraInvProjection, clipPos); // 使用 Unity 内置的逆投影矩阵
+                viewPos /= viewPos.w; // 透视除法
+
+                // 4. 应用逆视图矩阵,转换到世界空间
+                float4 worldPos = mul(UNITY_MATRIX_I_V, viewPos); // 使用 Unity 内置的逆视图矩阵
+
+                return worldPos.xyz;
+            }
+
+            half4 frag(Varyings i) : SV_Target
             {
+                float2 positionSS = i.positionCS.xy * (_ScreenParams.zw - 1);
+                float depth = tex2D(_CameraDepthTexture, positionSS).r;
+                float3 positionNDC = float3(positionSS * 2 - 1, depth);
+
+                #if UNITY_UV_STARTS_AT_TOP
+                positionNDC.y = -positionNDC.y;
+                #endif
+
+                #if REQUIRE_POSITION_VS
+        float4 positionVS = mul(UNITY_MATRIX_I_P, float4(positionNDC, 1));
+        positionVS /= positionVS.w;
+        float4 positionWS = mul(UNITY_MATRIX_I_V, positionVS);
+                #else
+                float4 positionWS = mul(UNITY_MATRIX_I_VP, float4(positionNDC, 1));
+                positionWS /= positionWS.w;
+                #endif
+                float dist = length(positionWS - i.positionWS);
+                // return half4(dist * 0.1, 0, 0, 1.0);
+                dist = dist * 0.2;
+                dist = clamp(dist, 0, 1);
                 //Light mylight = GetMainLight();
                 //half3 light = mylight.color;
                 float3x3 TBN = float3x3(i.tDirWS, i.bDirWS, i.nDirWS);
                 float3 vDir = normalize(i.positionWS - _WorldSpaceCameraPos.xyz);
                 float3 vDirTS = mul(TBN, vDir);
-                
-                float3 var_MainTex = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.uv.zw).rgb;
-                
+
+                float3 var_MainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.zw).rgb;
+
                 half2 offset = 0.0;
                 half currentDepth = 0.0;
                 half parallaxDepth = 0.0;
@@ -93,7 +141,8 @@ Shader "Custom/ParallaxCloud"
                 half2 offsetTemp = vDirTS.xy / -vDirTS.z * _ParallaxSize;
                 for (int j = 0; j < _ParallaxLayers; j++)
                 {
-                    parallaxDepth = 1.0 - SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, i.uv.xy + offset, 0).r * var_MainTex.r;
+                    parallaxDepth = 1.0 - SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, i.uv.xy + offset, 0).r *
+                        var_MainTex.r;
                     if (currentDepth > parallaxDepth) break;
                     preParallaxDepth = parallaxDepth;
                     currentDepth += heightStep;
@@ -106,13 +155,13 @@ Shader "Custom/ParallaxCloud"
                 half height = lerp(preDepth, currentDepth, t);
                 offset += offsetTemp * height;
                 i.uv.xy += offset;
-                
+
                 half3 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.xy).rgb * var_MainTex.rgb;
-                float alphaTex = max(var_MainTex.r * finalColor.r,0.0);
-                half alpha = max(pow(abs(lerp(alphaTex, 1.0, _Alpha)), _AlphaExtent), 0.0) * _Alpha;
+                float alphaTex = max(var_MainTex.r * finalColor.r, 0.0);
+                half alpha = max(pow(abs(lerp(alphaTex, 1.0, _Alpha)), _AlphaExtent), 0.0) * _Alpha * dist;
                 return half4(finalColor * _Color.rgb, alpha);
             }
             ENDHLSL
         }
     }
-}
+}

+ 288 - 191
Assets/Art/cs3.scene

@@ -20568,6 +20568,7 @@ Transform:
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   m_Father: {fileID: 0}
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@@ -40669,6 +40670,116 @@ Transform:
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   m_Father: {fileID: 29182814}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+  - component: {fileID: 202718717}
+  - component: {fileID: 202718716}
+  m_Layer: 0
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+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
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+  m_IsActive: 0
+--- !u!4 &202718715
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+  m_Children: []
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+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+--- !u!23 &202718717
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+  m_virtualGeometryShadow: 0
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+  m_StitchLightmapSeams: 1
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+  m_SortingLayerID: 0
+  m_SortingLayer: 0
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+--- !u!33 &202718718
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@@ -78902,7 +79013,7 @@ MonoBehaviour:
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   m_EditorClassIdentifier: 
   m_RenderShadows: 1
-  m_RequiresDepthTextureOption: 2
+  m_RequiresDepthTextureOption: 1
   m_RequiresOpaqueTextureOption: 2
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   m_Cameras: []
@@ -79843,11 +79954,11 @@ PrefabInstance:
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       propertyPath: m_LocalPosition.y
-      value: 4.5
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       objectReference: {fileID: 0}
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       propertyPath: m_LocalPosition.z
-      value: 55.2
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       propertyPath: m_LocalRotation.w
@@ -79883,7 +79994,7 @@ PrefabInstance:
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+      value: 1
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@@ -105287,6 +105398,63 @@ Transform:
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1001 &1148792325
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@@ -115988,188 +116156,6 @@ Transform:
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---- !u!43 &1313964624
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二進制
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+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -142,7 +142,7 @@ namespace GameLogic.Combat.Hero.Turntable
                             }
 
                             break;
-                        case WuXingType.Wood:
+                        case WuXingType.Water:
                             if (triggerType == 1)
                             {
                                 skillSlots.SetSkill(dengDaiSkill);
@@ -151,7 +151,7 @@ namespace GameLogic.Combat.Hero.Turntable
                             }
 
                             break;
-                        case WuXingType.Water:
+                        case WuXingType.Wood:
                             if (triggerType == 2)
                             {
                                 skillSlots.SetSkill(dengDaiSkill);

文件差異過大導致無法顯示
+ 398 - 378
Assets/SkyCloudsURP/Runtime/Shaders/SkyClouds.shader


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