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DESKTOP-BGJIU14\ck 1 semana atrás
pai
commit
8074a835db
100 arquivos alterados com 544 adições e 133 exclusões
  1. 1 1
      Assets/Art/Character/Guaiwu/BeiHaiGui/BeiHaiGuicz.mat.meta
  2. 1 1
      Assets/Art/Character/Guaiwu/xiaozhizhu/zhizhucz.mat.meta
  3. 2 2
      Assets/Art/Character/Zuoqi_feijian1/Zq_feijian1.mat.meta
  4. 1 1
      Assets/Art/Character/zhiyangzhenren/ToonBoss01.mat.meta
  5. 1 1
      Assets/Art/Character/zhiyangzhenren/ToonBoss01xiaojian.mat.meta
  6. 1 1
      Assets/Art/Character/zhiyangzhenren/fx_ToonBoss01xiaojian.mat.meta
  7. 1 1
      Assets/Art/Character/zhiyangzhenren/fx_gf_1101_jian.mat.meta
  8. 57 1
      Assets/Art/Character/zhiyangzhenren/xiaojian.png.meta
  9. 1 1
      Assets/Art/Environment/Sky/Clouds/tiankong02.mat.meta
  10. 2 3
      Assets/Art/Environment/Sky/Shaders/Sky360.shader.meta
  11. 2 3
      Assets/Art/Environment/shader/HorizonShader.shader.meta
  12. 1 1
      Assets/Art/Environment/yuanjing/yuanjing_shan beihai.mat.meta
  13. 1 1
      Assets/Art/Environment/yuanjing/yuanjing_shan.mat.meta
  14. 2 2
      Assets/Art/FaBaoMesh/2wulonglun/fb_wulonghuan.mat.meta
  15. 2 2
      Assets/Art/FaBaoMesh/2wulonglun/fb_wulonghuan2.mat.meta
  16. 1 1
      Assets/Art/FaBaoMesh/6ding1/fb_ding1.mat.meta
  17. 41 20
      Assets/Art/ParallaxCloud/Shader/ParallaxCloud.shader
  18. 2 2
      Assets/Art/ParallaxCloud/Shader/ParallaxCloud.shader.meta
  19. 1 1
      Assets/Art/UIAssets/bg/bg_Archer.png.meta
  20. 44 2
      Assets/Art/UIAssets/bg/bg_Chest01.png.meta
  21. 44 2
      Assets/Art/UIAssets/bg/bg_Chest04.png.meta
  22. 1 1
      Assets/Art/UIAssets/bg/bg_Chest05.png.meta
  23. 1 1
      Assets/Art/UIAssets/bg/bg_Mage.png.meta
  24. 1 1
      Assets/Art/UIAssets/bg/bg_appIcon.png.meta
  25. 1 1
      Assets/Art/UIAssets/bg/bg_cangbaoge.png.meta
  26. 1 1
      Assets/Art/UIAssets/bg/bg_chouka.png.meta
  27. 1 1
      Assets/Art/UIAssets/bg/bg_daoyou.png.meta
  28. 1 1
      Assets/Art/UIAssets/bg/bg_daoyou_lihui1.png.meta
  29. 1 1
      Assets/Art/UIAssets/bg/bg_daoyou_lihui2.png.meta
  30. 1 1
      Assets/Art/UIAssets/bg/bg_daoyou_lihui3.png.meta
  31. 1 1
      Assets/Art/UIAssets/bg/bg_dongfu.png.meta
  32. 1 1
      Assets/Art/UIAssets/bg/bg_dongfu2.png.meta
  33. 57 1
      Assets/Art/UIAssets/bg/bg_dujie.png.meta
  34. 57 1
      Assets/Art/UIAssets/bg/bg_dz_jht1.png.meta
  35. 1 1
      Assets/Art/UIAssets/bg/bg_gf_xingchendao.png.meta
  36. 1 1
      Assets/Art/UIAssets/bg/bg_gongfa_xingchendao.png.meta
  37. 1 1
      Assets/Art/UIAssets/bg/bg_gushi_di.png.meta
  38. 1 1
      Assets/Art/UIAssets/bg/bg_herobagtop.png.meta
  39. 1 1
      Assets/Art/UIAssets/bg/bg_herozbtop.png.meta
  40. 1 1
      Assets/Art/UIAssets/bg/bg_icon_heianqianghualight2 .png.meta
  41. 1 1
      Assets/Art/UIAssets/bg/bg_lh_chidaoren.png.meta
  42. 1 1
      Assets/Art/UIAssets/bg/bg_lh_di1.png.meta
  43. 1 1
      Assets/Art/UIAssets/bg/bg_lh_emuzhiling.png.meta
  44. 1 1
      Assets/Art/UIAssets/bg/bg_lh_fengdaoren.png.meta
  45. 1 1
      Assets/Art/UIAssets/bg/bg_lh_fengyao.png.meta
  46. 1 1
      Assets/Art/UIAssets/bg/bg_lh_gushexianzi.png.meta
  47. 1 1
      Assets/Art/UIAssets/bg/bg_lh_huizi.png.meta
  48. 1 1
      Assets/Art/UIAssets/bg/bg_lh_quelinger.png.meta
  49. 1 1
      Assets/Art/UIAssets/bg/bg_lh_wanxi.png.meta
  50. 1 1
      Assets/Art/UIAssets/bg/bg_lh_xuyou.png.meta
  51. 1 1
      Assets/Art/UIAssets/bg/bg_lh_yao.png.meta
  52. 1 1
      Assets/Art/UIAssets/bg/bg_lh_yuxin.png.meta
  53. 1 1
      Assets/Art/UIAssets/bg/bg_lh_zhiyao.png.meta
  54. 15 1
      Assets/Art/UIAssets/bg/bg_logo.png.meta
  55. 1 1
      Assets/Art/UIAssets/bg/bg_map_di.png.meta
  56. 1 1
      Assets/Art/UIAssets/bg/bg_map_dikuai.png.meta
  57. 1 1
      Assets/Art/UIAssets/bg/bg_pata.png.meta
  58. 1 1
      Assets/Art/UIAssets/bg/bg_priest.png.meta
  59. 1 1
      Assets/Art/UIAssets/bg/bg_shan_di.png.meta
  60. 1 1
      Assets/Art/UIAssets/bg/bg_shengli.png.meta
  61. 1 1
      Assets/Art/UIAssets/bg/bg_shengli_di.png.meta
  62. 1 1
      Assets/Art/UIAssets/bg/bg_shenshishijian.png.meta
  63. 1 1
      Assets/Art/UIAssets/bg/bg_shenshishijian_ding.png.meta
  64. 1 1
      Assets/Art/UIAssets/bg/bg_shibai.png.meta
  65. 1 1
      Assets/Art/UIAssets/bg/bg_shibai_di.png.meta
  66. 1 1
      Assets/Art/UIAssets/bg/bg_tckzx.png.meta
  67. 1 1
      Assets/Art/UIAssets/bg/bg_tianfu.png.meta
  68. 1 1
      Assets/Art/UIAssets/bg/bg_warrior.png.meta
  69. 1 1
      Assets/Art/UIAssets/bg/bg_xianturiji.png.meta
  70. 1 1
      Assets/Art/UIAssets/bg/bg_xinjing.png.meta
  71. 1 1
      Assets/Art/UIAssets/bg/bg_xiulian.png.meta
  72. 1 1
      Assets/Art/UIAssets/bg/bg_zairu.png.meta
  73. 1 1
      Assets/Art/UIAssets/bg/bg_zhangjie.png.meta
  74. 57 1
      Assets/Art/UIAssets/bg/bg_zs_01.png.meta
  75. 57 1
      Assets/Art/UIAssets/bg/bg_zs_02.png.meta
  76. 1 1
      Assets/Art/UIAssets/bg/dec_topber_bg_top.png.meta
  77. 16 2
      Assets/Art/VFX/Epic Toon FX/Textures/glow1.png.meta
  78. 1 1
      Assets/Art/VFX/FXMeshs/ci/fx laoshu guci.mat.meta
  79. 1 1
      Assets/Art/VFX/FXMeshs/fxwuqi/fx_huodao.mat.meta
  80. 1 1
      Assets/Art/VFX/FXMeshs/jianshi/fx_dashi.mat.meta
  81. 1 1
      Assets/Art/VFX/FXMeshs/jianshi/fx_jianshi.mat.meta
  82. 2 2
      Assets/Art/VFX/FXMeshs/shan/New Material.mat.meta
  83. 2 2
      Assets/Art/VFX/FXPrefabs/TestZhiDan.prefab.meta
  84. 2 2
      Assets/Art/VFX/FXPrefabs/TestZhiDan2.prefab.meta
  85. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9051 hit.prefab.meta
  86. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9051 sf.prefab.meta
  87. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9051 zd.prefab.meta
  88. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9052 hit.prefab.meta
  89. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9052 sf.prefab.meta
  90. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9052 zd.prefab.meta
  91. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9053 hit.prefab.meta
  92. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9053 sf.prefab.meta
  93. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9061 loop.prefab.meta
  94. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9062 sf.prefab.meta
  95. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9062 tar.prefab.meta
  96. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9062 zd.prefab.meta
  97. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9063 hit.prefab.meta
  98. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9063 sf1.prefab.meta
  99. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9063 sf2.prefab.meta
  100. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9063 zd.prefab.meta

+ 1 - 1
Assets/Art/Character/Guaiwu/BeiHaiGui/BeiHaiGuicz.mat.meta

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+ 1 - 1
Assets/Art/Character/Guaiwu/xiaozhizhu/zhizhucz.mat.meta

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+ 2 - 2
Assets/Art/Character/Zuoqi_feijian1/Zq_feijian1.mat.meta

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+ 1 - 1
Assets/Art/Character/zhiyangzhenren/ToonBoss01.mat.meta

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Assets/Art/Character/zhiyangzhenren/ToonBoss01xiaojian.mat.meta

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Assets/Art/Character/zhiyangzhenren/fx_ToonBoss01xiaojian.mat.meta

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+ 1 - 1
Assets/Art/Character/zhiyangzhenren/fx_gf_1101_jian.mat.meta

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+ 57 - 1
Assets/Art/Character/zhiyangzhenren/xiaojian.png.meta

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     sprites: []
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+ 2 - 3
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Assets/Art/Environment/shader/HorizonShader.shader.meta

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Assets/Art/Environment/yuanjing/yuanjing_shan beihai.mat.meta

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Assets/Art/FaBaoMesh/2wulonglun/fb_wulonghuan.mat.meta

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+ 41 - 20
Assets/Art/ParallaxCloud/Shader/ParallaxCloud.shader

@@ -34,6 +34,7 @@ Shader "Custom/ParallaxCloud"
             #pragma fragment frag
             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
 
             struct Attributes
             {
@@ -73,7 +74,7 @@ Shader "Custom/ParallaxCloud"
             TEXTURE2D(_ParallaxTex);
             SAMPLER(sampler_ParallaxTex);
 
-            sampler2D _CameraDepthTexture;
+            // TEXTURE2D (_CameraDepthTexture);
             // TEXTURE2D(_TurbulenceTex);
             // SAMPLER(sampler_TurbulenceTex);
 
@@ -116,26 +117,46 @@ Shader "Custom/ParallaxCloud"
 
             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);
+        //         float2 screenUV = i.screenPos.xy / i.screenPos.w;
+        //         float depth = SampleSceneDepth(screenUV);
+        //         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);
+
+
+   float2 screenUV = i.screenPos.xy / i.screenPos.w;
+    
+    #if UNITY_REVERSED_Z
+        float depth = SampleSceneDepth(screenUV);
+    #else
+        // OpenGL 兼容:调整 Z 到 NDC
+        float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(screenUV));
+    #endif
+    
+    // 重建世界位置(使用 URP 内置函数,更可靠)
+    float3 depthWS = ComputeWorldSpacePosition(screenUV, depth, UNITY_MATRIX_I_VP);
+    
+    float dist = length(depthWS - i.positionWS);
+    dist = dist * 0.1;
+    dist = clamp(dist, 0, 1);
+                
+                // dist = dist * 0.6;
+                // dist = clamp(dist, 0, 1);
 
                 float ptcpos = length(i.positionWS - _WorldSpaceCameraPos);
                 ptcpos = 1 - (ptcpos - 0) / _ruiHua;

+ 2 - 2
Assets/Art/ParallaxCloud/Shader/ParallaxCloud.shader.meta

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+ 1 - 1
Assets/Art/UIAssets/bg/bg_Archer.png.meta

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+ 44 - 2
Assets/Art/UIAssets/bg/bg_Chest01.png.meta

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