浏览代码

云 测试

LT 4 天之前
父节点
当前提交
f1c17e3e11

+ 101 - 0
Assets/Art/GenerateCloudPlane.cs

@@ -0,0 +1,101 @@
+using UnityEngine;
+
+[ExecuteInEditMode] // 编辑器下也能直接运行
+public class CloudPlaneGenerator : MonoBehaviour
+{
+    [Header("细分度(推荐 80~150,手机别超200)")]
+    public int subdivisions = 120;
+
+    [Header("平面大小(世界单位)")]
+    public float size = 200f; // 最终平面宽高 200×200 米
+
+    [Header("一键生成(Play模式或编辑器都行)")]
+    public bool generateNow = false;
+
+    private void Update()
+    {
+        if (generateNow)
+        {
+            generateNow = false; // 防止连续生成
+            Generate();
+        }
+    }
+
+    [ContextMenu("手动生成云海平面")] // 右键组件 → 手动生成云海平面
+    public void Generate()
+    {
+        // 确保有组件
+        var filter = GetComponent<MeshFilter>();
+        if (filter == null) filter = gameObject.AddComponent<MeshFilter>();
+        var renderer = GetComponent<MeshRenderer>();
+        if (renderer == null) renderer = gameObject.AddComponent<MeshRenderer>();
+
+        Mesh mesh = new Mesh();
+        mesh.name = "CloudSea_Plane";
+
+        int vertsX = subdivisions + 1;
+        int vertsZ = subdivisions + 1;
+
+        Vector3[] vertices = new Vector3[vertsX * vertsZ];
+        Vector2[] uv = new Vector2[vertsX * vertsZ];
+        int[] triangles = new int[subdivisions * subdivisions * 6];
+
+        float uvStep = 1f / subdivisions;
+        float posStep = size / subdivisions;
+
+        for (int z = 0; z < vertsZ; z++)
+        {
+            for (int x = 0; x < vertsX; x++)
+            {
+                int i = x + z * vertsX;
+
+                // 位置:从 -size/2 到 +size/2
+                vertices[i] = new Vector3(
+                    x * posStep - size * 0.5f,
+                    0,
+                    z * posStep - size * 0.5f
+                );
+
+                // UV 仍然是 0~1,方便后面 Tiling 参数控制
+                uv[i] = new Vector2(x * uvStep, z * uvStep);
+            }
+        }
+
+        // 生成三角形
+        int tri = 0;
+        for (int z = 0; z < subdivisions; z++)
+        {
+            for (int x = 0; x < subdivisions; x++)
+            {
+                int i = x + z * vertsX;
+
+                triangles[tri++] = i;
+                triangles[tri++] = i + vertsX;
+                triangles[tri++] = i + 1;
+
+                triangles[tri++] = i + 1;
+                triangles[tri++] = i + vertsX;
+                triangles[tri++] = i + vertsX + 1;
+            }
+        }
+
+        mesh.vertices = vertices;
+        mesh.uv = uv;
+        mesh.triangles = triangles;
+        mesh.RecalculateNormals();
+        mesh.RecalculateBounds();
+
+        filter.sharedMesh = mesh;
+
+        // 自动放大(很多人忘记这一步!)
+        transform.localScale = Vector3.one;
+
+        // 如果没有材质,给一个默认的防止粉红
+        if (renderer.sharedMaterial == null)
+        {
+            renderer.sharedMaterial = new Material(Shader.Find("Universal Render Pipeline/Unlit"));
+        }
+
+        Debug.Log($"云海平面生成完成!顶点数:{vertices.Length}  三角形:{triangles.Length / 3}");
+    }
+}

+ 11 - 0
Assets/Art/GenerateCloudPlane.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DSkdty6vVnkdVl8OT4HGo8MwtuB2eoWr84SjcVblz1mgO27skcjdDBwGn/Ux
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Assets/Art/ParallaxCloud/Material/ParallaxCloud.mat

@@ -65,5 +65,5 @@ Material:
     - _ViewOffset: 0
     - _ruiHua: 160
     m_Colors:
-    - _Color: {r: 0.7867074, g: 0.9277296, b: 0.9858489, a: 1}
+    - _Color: {r: 0.7867074, g: 0.9277296, b: 0.98584884, a: 1}
   m_BuildTextureStacks: []

+ 1 - 1
Assets/Art/VFX/Textures/Noise/Noise195.png.meta

@@ -7,7 +7,7 @@ TextureImporter:
   mipmaps:
     mipMapMode: 0
     enableMipMap: 0
-    sRGBTexture: 1
+    sRGBTexture: 0
     linearTexture: 0
     fadeOut: 0
     borderMipMap: 0

+ 41 - 2
Assets/Art/VFX/Textures/Noise/Noise20.png.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 0a7ad815ff42b8f4f8a098944cb0e0a7
+guid: DysY5H6lUn4IcwEqvobTD01ft1TBg78MXWckQQmumymqhoQgpFZyxbO8xS6k
 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}
@@ -7,7 +7,7 @@ TextureImporter:
   mipmaps:
     mipMapMode: 0
     enableMipMap: 0
-    sRGBTexture: 1
+    sRGBTexture: 0
     linearTexture: 0
     fadeOut: 0
     borderMipMap: 0
@@ -22,6 +22,9 @@ TextureImporter:
     normalMapFilter: 0
     flipGreenChannel: 0
   isReadable: 0
+  webStreaming: 0
+  priorityLevel: 0
+  uploadedMode: 2
   streamingMipmaps: 0
   streamingMipmapsPriority: 0
   vTOnly: 0
@@ -70,6 +73,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: DefaultTexturePlatform
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1
@@ -83,6 +87,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: Standalone
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1
@@ -96,6 +101,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: iPhone
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: 48
     textureCompression: 1
@@ -109,6 +115,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: Android
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: 48
     textureCompression: 1
@@ -122,6 +129,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: Windows Store Apps
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1
@@ -135,6 +143,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: Server
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1
@@ -148,6 +157,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: iOS
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: 48
     textureCompression: 1
@@ -161,6 +171,7 @@ TextureImporter:
   - serializedVersion: 3
     buildTarget: WebGL
     maxTextureSize: 8192
+    maxPlaceholderSize: 32
     resizeAlgorithm: 0
     textureFormat: -1
     textureCompression: 1
@@ -171,6 +182,34 @@ TextureImporter:
     ignorePlatformSupport: 0
     androidETC2FallbackOverride: 0
     forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: HMIAndroid
+    maxTextureSize: 8192
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: 48
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 1
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: OpenHarmony
+    maxTextureSize: 8192
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: 48
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 1
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
   spriteSheet:
     serializedVersion: 2
     sprites: []

文件差异内容过多而无法显示
+ 227 - 981
Assets/Art/cs3.scene


+ 106 - 0
Assets/Art/shader/CloudSea.shader

@@ -0,0 +1,106 @@
+Shader "Custom/URP_CloudSea_WaveSoft"
+{
+    Properties
+    {
+        _CloudColor("Cloud Color", Color) = (1,1,1,0.85)
+
+        _NoiseTex("Noise Texture(BlackWhite)", 2D) = "white" {}
+        _NoiseTiling("Noise Tiling", Float) = 6.0
+        _NoiseSpeed("Noise Scroll Speed", Vector) = (0.02, 0.01, 0, 0)
+
+        _WaveHeight("Wave Height", Float) = 1.2
+        _WaveFreq("Wave Frequency (Bulge Size)", Float) = 0.8
+
+        _DepthSoft("Depth Edge Softness (Mountain Contact)", Float) = 8.0
+        _DepthOffset("Depth Fade Offset", Float) = 0.0
+
+        _DistanceFar("Distance Soft Start", Float) = 25.0
+        _DistanceSoft("Distance Edge Softness", Float) = 20.0
+    }
+
+    SubShader
+    {
+        Tags { "RenderType"="Transparent" "Queue"="Transparent+100" }
+        LOD 100
+
+        Blend SrcAlpha OneMinusSrcAlpha
+        ZWrite Off
+        Cull Off
+
+        Pass
+        {
+            HLSLPROGRAM
+            #pragma target 3.0
+            #pragma vertex vert
+            #pragma fragment frag
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+            TEXTURE2D_X(_CameraDepthTexture);
+            SAMPLER(sampler_CameraDepthTexture);
+
+            TEXTURE2D(_NoiseTex);
+            SAMPLER(sampler_NoiseTex);
+
+            float4 _CloudColor;
+            float  _NoiseTiling;
+            float2 _NoiseSpeed;
+            float  _WaveHeight;
+            float  _WaveFreq;
+            float  _DepthSoft;
+            float  _DepthOffset;
+            float  _DistanceFar;
+            float  _DistanceSoft;
+
+            struct appdata
+            {
+                float4 positionOS : POSITION;
+                float2 uv : TEXCOORD0;
+            };
+
+            struct v2f
+            {
+                float4 pos : SV_POSITION;
+                float3 worldPos : TEXCOORD0;
+                float2 uv : TEXCOORD1;
+            };
+
+            v2f vert(appdata v)
+            {
+                v2f o;
+                float3 pos = v.positionOS.xyz;
+                float2 uv = v.uv;
+
+                float2 noiseUV = uv * _NoiseTiling + _NoiseSpeed * _Time.y;
+                float noise = SAMPLE_TEXTURE2D_LOD(_NoiseTex, sampler_NoiseTex, noiseUV, 0).r;
+
+                float wave = sin(noise * 6.2831 * _WaveFreq);
+                pos.y += wave * _WaveHeight;
+
+                o.pos = TransformObjectToHClip(float4(pos,1));
+                o.worldPos = TransformObjectToWorld(pos);
+                o.uv = uv;
+                return o;
+            }
+
+            half4 frag(v2f i) : SV_Target
+            {
+                // 1. 采样场景深度
+                float2 screenUV = i.pos.xy / _ScreenParams.xy;
+                float sceneRawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV).r;
+                float sceneDepth = LinearEyeDepth(sceneRawDepth, _ZBufferParams);
+
+                float cloudDepth = i.pos.w + _DepthOffset;
+                float softDepth = smoothstep(-_DepthSoft, _DepthSoft, sceneDepth - cloudDepth);
+
+                // ✅ 2. 计算云到相机距离并做远处柔化
+                float camDist = distance(i.worldPos, _WorldSpaceCameraPos);
+                float softDist = 1.0 - smoothstep(_DistanceFar, _DistanceFar + _DistanceSoft, camDist);
+
+                half4 col = _CloudColor;
+                col.a *= softDepth * softDist; // 同时受山体接触软化 + 远处距离柔化影响
+                return col;
+            }
+            ENDHLSL
+        }
+    }
+}

+ 9 - 0
Assets/Art/shader/CloudSea.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: CXkbvS2pVnMhiML4VYDJjCi+sUToFyQZU+U3FUneRGr4NcykcDfww3i2uIcE
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 124 - 0
Assets/Art/shader/CloudSea2.shader

@@ -0,0 +1,124 @@
+Shader "Custom/URP_CloudSea_WaveSoft"
+{
+    Properties
+    {
+        _BottomColor("Bottom Fog Color", Color) = (0.55,0.62,0.7,0.9)
+        _TopColor("Top Fog Color", Color) = (1,1,1,0.4)
+
+        _NoiseTex("Noise Texture (BlackWhite)", 2D) = "white" {}
+        _NoiseTiling("Noise Tiling (Cloud Size)", Float) = 5.0
+        _NoiseSpeed("Noise Scroll Speed", Vector) = (0.015, 0.008, 0, 0)
+        _NoiseContrast("Noise Contrast (bright/dark strength)", Float) = 1.8
+        _NoiseBrightness("Noise Brightness Offset", Float) = 0.0
+
+        _WaveHeight("Wave Height", Float) = 1.2
+        _WaveFreq("Wave Frequency", Float) = 0.6
+
+        _DepthSoft("Scene Depth Softness", Float) = 8.0
+        _DepthOffset("Depth Offset", Float) = 0.0
+
+        _GradientHeight("Fog Vertical Gradient Range", Float) = 20.0
+    }
+
+    SubShader
+    {
+        Tags { "RenderType"="Transparent" "Queue"="Transparent+100" }
+        LOD 100
+
+        Blend SrcAlpha OneMinusSrcAlpha
+        ZWrite Off
+        Cull Off
+
+        Pass
+        {
+            HLSLPROGRAM
+            #pragma target 3.0
+            #pragma vertex vert
+            #pragma fragment frag
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+            // 深度
+            TEXTURE2D_X(_CameraDepthTexture);
+            SAMPLER(sampler_CameraDepthTexture);
+
+            // 噪声
+            TEXTURE2D(_NoiseTex);
+            SAMPLER(sampler_NoiseTex);
+
+            float4 _BottomColor;
+            float4 _TopColor;
+            float  _NoiseTiling;
+            float2 _NoiseSpeed;
+            float  _NoiseContrast;
+            float  _NoiseBrightness;
+            float  _WaveHeight;
+            float  _WaveFreq;
+            float  _DepthSoft;
+            float  _DepthOffset;
+            float  _GradientHeight;
+
+            struct appdata
+            {
+                float4 positionOS : POSITION;
+                float2 uv : TEXCOORD0;
+            };
+
+            struct v2f
+            {
+                float4 pos : SV_POSITION;
+                float3 worldPos : TEXCOORD0;
+                float2 uv : TEXCOORD1;
+            };
+
+            v2f vert(appdata v)
+            {
+                v2f o;
+                float3 pos = v.positionOS.xyz;
+                float2 uv = v.uv;
+
+                // 噪声uv滚动
+                float2 noiseUV = uv * _NoiseTiling + _NoiseSpeed * _Time.y;
+                float noise = SAMPLE_TEXTURE2D_LOD(_NoiseTex, sampler_NoiseTex, noiseUV, 0).r;
+
+                // 顶点Y轴起伏(保留你要的波浪)
+                float wave = sin(noise * 6.2831 * _WaveFreq);
+                pos.y += wave * _WaveHeight;
+
+                o.pos = TransformObjectToHClip(float4(pos,1));
+                o.worldPos = TransformObjectToWorld(pos);
+                o.uv = uv;
+                return o;
+            }
+
+            half4 frag(v2f i) : SV_Target
+            {
+                // 云自身世界Y高度
+                float h = i.worldPos.y / _GradientHeight;
+
+                // 上下雾色渐变
+                half4 fogCol = lerp(_BottomColor, _TopColor, saturate(h));
+
+                // 噪声明暗控制(只用R通道 -> cheap)
+                float2 noiseUV = i.uv * _NoiseTiling * 1.2 + _NoiseSpeed * 1.5 * _Time.y;
+                float n = SAMPLE_TEXTURE2D_LOD(_NoiseTex, sampler_NoiseTex, noiseUV, 0).r;
+                n = pow(n, _NoiseContrast) + _NoiseBrightness;
+
+                // 用噪声影响颜色亮暗
+                fogCol.rgb *= (0.6 + n * 0.5); // 生成暗亮斑块
+                fogCol.a *= (0.5 + n * 0.5);  // 亮的地方更不透明一点
+
+                // 采样场景深度
+                float2 screenUV = i.pos.xy / _ScreenParams.xy;
+                float sceneRawDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV).r;
+                float sceneDepth = LinearEyeDepth(sceneRawDepth, _ZBufferParams);
+
+                float cloudDepth = i.pos.w + _DepthOffset;
+                float depthFade = saturate((sceneDepth - cloudDepth) / _DepthSoft);
+
+                fogCol.a *= depthFade;
+                return fogCol;
+            }
+            ENDHLSL
+        }
+    }
+}

+ 9 - 0
Assets/Art/shader/CloudSea2.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: Cn1MtCL4V3oeGJODHXT5R83ZdM/85ZkgkF7VkNMQ/TOxy+7sVG2A+SEgn4jX
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 47 - 0
Assets/Art/shader/Custom_URP_CloudSea_Simple.mat

@@ -0,0 +1,47 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
+--- !u!21 &2100000
+Material:
+  serializedVersion: 8
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: Custom_URP_CloudSea_Simple
+  m_Shader: {fileID: 4800000, guid: 63487458b2b930d43bc2897d6f3a992a, type: 3}
+  m_Parent: {fileID: 0}
+  m_ModifiedSerializedProperties: 0
+  m_ValidKeywords: []
+  m_InvalidKeywords: []
+  m_LightmapFlags: 4
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: -1
+  stringTagMap: {}
+  disabledShaderPasses: []
+  m_LockedProperties: 
+  m_SavedProperties:
+    serializedVersion: 3
+    m_TexEnvs:
+    - _NoiseTex:
+        m_Texture: {fileID: 2800000, guid: 4e141063c0ea8f241afbefd6ac96939b, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Ints: []
+    m_Floats:
+    - _DepthOffset: 7.38
+    - _DepthSoft: 6.69
+    - _DisplaceStrength: 3
+    - _DistanceFar: 120.4
+    - _DistanceSoft: 49
+    - _EdgeSoftness: 2
+    - _NoiseTiling: 0.2
+    - _TerrainHeight: -3.96
+    - _WaveFreq: 6
+    - _WaveHeight: 1
+    m_Colors:
+    - _CloudColor: {r: 0.7398094, g: 0.888926, b: 0.8962263, a: 1}
+    - _NoiseSpeed: {r: 0.01, g: 0.01, b: 0, a: 0}
+    - _NoiseTiling: {r: 4, g: 4, b: 0, a: 0}
+    - _Speed: {r: 1, g: 1, b: 0, a: 0}
+  m_BuildTextureStacks: []

+ 8 - 0
Assets/Art/shader/Custom_URP_CloudSea_Simple.mat.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: B3sYt3iqVSn2bB/wMrY+qKsTA+VWu/cevs/nkcjsczrvRtTyp/c/k6uEGDqY
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 2100000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 0
Assets/Art/shader/Custom_URP_CloudSea_WaveSoft.mat

@@ -0,0 +1,44 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
+--- !u!21 &2100000
+Material:
+  serializedVersion: 8
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: Custom_URP_CloudSea_WaveSoft
+  m_Shader: {fileID: 4800000, guid: 57c18e413688184439fc1c70b9ea8e83, type: 3}
+  m_Parent: {fileID: 0}
+  m_ModifiedSerializedProperties: 0
+  m_ValidKeywords: []
+  m_InvalidKeywords: []
+  m_LightmapFlags: 4
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: 3100
+  stringTagMap: {}
+  disabledShaderPasses: []
+  m_LockedProperties: 
+  m_SavedProperties:
+    serializedVersion: 3
+    m_TexEnvs:
+    - _NoiseTex:
+        m_Texture: {fileID: 2800000, guid: 4e141063c0ea8f241afbefd6ac96939b, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Ints: []
+    m_Floats:
+    - _DepthOffset: 2.5
+    - _DepthSoft: 8
+    - _GradientHeight: 20
+    - _NoiseBrightness: 0.48
+    - _NoiseContrast: 0.42
+    - _NoiseTiling: 2.68
+    - _WaveFreq: 0.48
+    - _WaveHeight: 2.8
+    m_Colors:
+    - _BottomColor: {r: 0.8044899, g: 0.81196195, b: 0.8160376, a: 1}
+    - _NoiseSpeed: {r: 0.015, g: 0.008, b: 0, a: 0}
+    - _TopColor: {r: 0.6734379, g: 0.80907065, b: 0.8349055, a: 1}
+  m_BuildTextureStacks: []

+ 8 - 0
Assets/Art/shader/Custom_URP_CloudSea_WaveSoft.mat.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: WXNOtn7+UX9Ur7H5KCvLMbHKJAxXai5aKgXKUy874a7JZtJHzWg/t8b+1MUO
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 2100000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 7
Assets/StreamingAssets/assetBundle.zip.meta

@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: DSxJ43uoUH8kT0YwMiNbOE+4J0BQp6l+fEMrKmhKdWq4r0S/FEZZQeH4/d3n
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 7 - 7
UserSettings/EditorUserSettings.asset

@@ -42,28 +42,28 @@ EditorUserSettings:
       value: 5a52520506055c0b5c5e082740725b4413161b7d7f7c7761297b1c67bbb26168
       flags: 0
     RecentlyUsedSceneGuid-7:
-      value: 52570c02000d5e025a58597212725c4440161c2e797a75607f2c4467b7b3323e
+      value: 515550500753580a085d5e7314735a44144e49797e2b27637b711e6ab6e3363e
       flags: 0
     RecentlyUsedSceneGuid-8:
-      value: 515550500753580a085d5e7314735a44144e49797e2b27637b711e6ab6e3363e
+      value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68
       flags: 0
     RecentlyUsedSceneGuid-9:
-      value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68
+      value: 52570c02000d5e025a58597212725c4440161c2e797a75607f2c4467b7b3323e
       flags: 0
     Systems Window:
       value: 183b144645154b7802000a2b17364d11021e17246e72662b47695d73a2a07478a2a505e1e82d6f2f100cca3210371526d1051c05e22a040f2507f00b32f01c061ccb5a9f5ace1e10d81c50a48d5d91a3959694aa9ad8efd7c9f2afe0f1c0fcfdf6f8b6f2a5a6dacfb89debbfa1cbc9c3f5c3bac18e9c89c1bbdec2d6f2b992939996c59699c79ae8d182b7baad82aba0b0aea88398abdbf1dd8a8ea765ffc520262728fafcf8f6c28eb162945c71898d6167877a72a980809c9f71cecece859d579fd5f106dbdadb21de0dde237c686c76706641634c764f547c624a7e622d6628286620686f653d2b635a0204003e0805017509093043470e3643041c5d5b415c54450e1c424b420f6e4b634e636263696655641a1f273c0f083c1102ec362de62318e9ea25ab61ade8ed0ee30655b0b6b7b8176615
       flags: 0
     UnityEditor.ShaderGraph.Blackboard:
-      value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a560393d3511ea7046333e09f7181d02f50a06241708ee0b05bd4a435f95548717f73713d91006c1c309d0effad0d2f9ddffa5828e91f0beb6fdd1cbfceba0b9f0b3bed8e8f5ace1ff8c978883d3f59e98969d89eacfcc
+      value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a560393d3511ea7046333e09f7181d02f50a06241708ee0b05bd4a435f95548717f73713d91006c1c309d0effad0d2f9ddffa5828e91f0beb6fdd1cbfceba0b9f0b3bed8e8f5ace1ff8c9794919ae49499979e92ed8a8080f291cb918385dc8297d2888b89def0d8f3c7f2f3cbf0b98b
       flags: 0
     UnityEditor.ShaderGraph.FloatingWindowsLayout2:
-      value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b9859884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0f7b0e1e380cafbf2c3adc18e9cd285a2908b82ec879c8395949c9483d68a8d97ddbd90bf
+      value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b987839aba88bbb78a8c87f8aaa5a8bdadaca4e9b9a797d4cfb8a6e4bea1d6c6c8eeccb1d7c9d28b9dea9c819ffcdeede0d0cc8094839c9ac39bd7f1dff6def7e8d1b8e6ccc4f7cfe5cdcecce230e4f9323f3431eee9ebab9da0
       flags: 0
     UnityEditor.ShaderGraph.InspectorWindow:
-      value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4baf5e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1b7968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af9f8aaffff8e85dd8390e392998899daa7
+      value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a560393d3511ea7046333e09f7181d02f50a06241708ee0b05bd4a435f95548717f73713d91006c1c309d0effad0d2f9ddffa5828e91f0beb6fdd1cbfceba0b9f0b3bed8e8f5aae1fb8c978883d3f59e98909c89ea828183e88282808c87d0808bd0c5c6
       flags: 0
     UnityEditor.ShaderGraph.ToggleSettings:
-      value: 18135d1527590858060c032302276919051e1a26296a7c243f3c187fa0e92708f0e220e0e22d09352a0bed30017c5b2be01f0c47b40219221f1ded0b12eb1f0127cc0bcc18c41a5e910d0edbc85193e0dadadbf8e8f9e8ced7dba5e0b6aaaca4dbfeabfef4eae1
+      value: 18135d153641084f041d182b13306919051e1a26296a7c362c250e36aea23d2bc0eb37eaec38303d2b06d93517370333f748531fe41e0f475307ee3e03fa061a14d22ecc09c11d10ce5b46dadf08d4af97dfc7c3d6f8f7ddddcbafe0c2f9fdf1f7fda0b9f0bceed5afe3bcb2a0cec8d6f1d8b8d2c5c2ccd5f888938f90dcdcd6879498
       flags: 0
     vcSharedLogLevel:
       value: 0d5e400f0650

文件差异内容过多而无法显示
+ 912 - 37
UserSettings/Layouts/CurrentMaximizeLayout.dwlt


部分文件因为文件数量过多而无法显示