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@ -125,6 +125,7 @@ MonoBehaviour:
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@ -9,33 +9,36 @@ public class RongMaoSkinMesh : MonoBehaviour
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{
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public int Count = 0;
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//public Shader shader;
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[Header("渲染目标")]
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[Header("渲染目标")]
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[SerializeField]
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private Renderer Target;
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public Shader BaseShader;
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[Header("皮毛物理")]
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[Header("皮毛物理")]
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public int LayerCount = 10;
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public float FurLength = 0.5f;
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public float FurLength = 0.5f;
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public Vector3 FurFore;
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public Texture2D Noise;
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public Texture2D Noise2;
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public Texture2D MainTex;//毛发颜色
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public Texture2D Mask;//不产生毛发区域的灰度遮罩
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[Header("皮毛渲染")]
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[Header("皮毛渲染")]
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//毛发染色
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public Color FurColor=Color.white;
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public Color ShadowColor=Color.white;
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[Range(0,1)]public float ShadowStrength = 0.3f;
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public Color FurColor = Color.white;
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public Color ShadowColor = Color.white;
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[Range(0, 1)] public float ShadowStrength = 0.3f;
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[Range(0.01f, 1)] public float R = 0.5f;
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[Range(0, 3)] public float _LengthMut = 1;
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public float Density = 1;
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[Header("是否使用GPU实例化")]
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public bool isInStance = false;
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public bool ZWrite = true;
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public int RenderSort = 0;
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private bool skinHasValue = false;
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private Renderer target;
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//创建毛发
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@ -43,10 +46,10 @@ public class RongMaoSkinMesh : MonoBehaviour
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private Material layerMat;
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private SkinnedMeshRenderer skinnedMeshRenderer;
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private MaterialPropertyBlock mpb;
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private ComputeBuffer instanceBuffer;
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private Matrix4x4[] instanceMatrices;
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private bool isInit;
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void OnEnable()
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{
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@ -56,13 +59,17 @@ public class RongMaoSkinMesh : MonoBehaviour
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void LateUpdate()
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{
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//目标为空就不渲染
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if(TargetChange()==false) return;
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if(isInStance) UpDateInstance();
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if (TargetChange() == false)
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{
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Debug.Log("返回");
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return;
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}
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isInStance = false;
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if (isInStance) UpDateInstance();
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else UpDateMesh();
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}
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bool TargetChange()
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{
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if (Target != target)
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@ -72,16 +79,16 @@ public class RongMaoSkinMesh : MonoBehaviour
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}
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return isInit;
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}
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//初始化毛发,返回是否初始化成功
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bool Init()
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{
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if(target.IsUnityNull()) return false;
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if (target.IsUnityNull()) return false;
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CreateFur();
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MeshInstancedData();
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if (target.GetType() == typeof(MeshRenderer))
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{
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mesh=target.GetComponent<MeshFilter>().sharedMesh;
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mesh = target.GetComponent<MeshFilter>().sharedMesh;
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skinHasValue = false;
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}
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else
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@ -92,28 +99,30 @@ public class RongMaoSkinMesh : MonoBehaviour
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return true;
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}
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//初始化网格、材质、SkinnedMeshRenderer
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void CreateFur()
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{
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mesh = new Mesh();
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layerMat =new Material(BaseShader);
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layerMat.SetTexture("_MainTex",MainTex);
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layerMat.SetColor("_Color",FurColor);
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layerMat.SetFloat("_FurLength",FurLength);
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layerMat.SetTexture("_Noise",Noise);
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layerMat.SetTexture("_Noise2",Noise2);
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layerMat.SetTexture("_Mask",Mask);
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layerMat.SetColor("_ShadowColor",ShadowColor);
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layerMat.SetFloat("_R",R);
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layerMat.SetFloat("_LayerCount",LayerCount);
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layerMat.renderQueue = 3000;
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layerMat = new Material(BaseShader);
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layerMat.SetTexture("_MainTex", MainTex);
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layerMat.SetColor("_Color", FurColor);
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layerMat.SetFloat("_FurLength", FurLength);
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layerMat.SetTexture("_Noise", Noise);
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layerMat.SetTexture("_Noise2", Noise2);
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layerMat.SetTexture("_Mask", Mask);
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layerMat.SetColor("_ShadowColor", ShadowColor);
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layerMat.SetFloat("_R", R);
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layerMat.SetFloat("_LayerCount", LayerCount);
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layerMat.SetInt("_ZWrite", ZWrite ? 1 : 0);
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layerMat.SetFloat("_Density", Density);
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layerMat.renderQueue = 3000 + RenderSort;
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mpb = new MaterialPropertyBlock();
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}
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void MeshInstancedData()
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{
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instanceMatrices = new Matrix4x4[LayerCount];
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@ -121,26 +130,29 @@ public class RongMaoSkinMesh : MonoBehaviour
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// 随机生成实例的位置和旋转
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for (int i = 0; i < LayerCount; i++)
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{
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Vector3 position = target.transform.position;
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Quaternion rotation = target.transform.rotation;
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Vector3 scale = Vector3.one;
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//Vector3 position = target.transform.position;
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//Quaternion rotation = target.transform.rotation;
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//Vector3 scale = Vector3.one;
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instanceMatrices[i] = Matrix4x4.TRS(position, rotation, scale);
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instanceMatrices[i] = target.transform.localToWorldMatrix;// //Matrix4x4.TRS(position, rotation, scale);
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}
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||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
//使用GPU实例化
|
||||
void UpDateInstance()
|
||||
{
|
||||
|
||||
|
||||
if (skinHasValue)
|
||||
{
|
||||
skinnedMeshRenderer.BakeMesh(mesh);
|
||||
}
|
||||
|
||||
for (int i = 0; i < LayerCount; i++)
|
||||
{
|
||||
instanceMatrices[i] = target.transform.localToWorldMatrix;
|
||||
}
|
||||
layerMat.EnableKeyword("INSTANCE");
|
||||
Graphics.DrawMeshInstanced(mesh,0,layerMat,instanceMatrices,LayerCount);
|
||||
Graphics.DrawMeshInstanced(mesh, 0, layerMat, instanceMatrices, LayerCount);
|
||||
}
|
||||
//未使用GPU实例化
|
||||
void UpDateMesh()
|
||||
@ -149,17 +161,17 @@ public class RongMaoSkinMesh : MonoBehaviour
|
||||
{
|
||||
skinnedMeshRenderer.BakeMesh(mesh);
|
||||
}
|
||||
|
||||
|
||||
layerMat.DisableKeyword("INSTANCE");
|
||||
float furOffset = 1.0f / LayerCount;
|
||||
for (int i = 0; i < LayerCount; i++)
|
||||
{
|
||||
mpb.SetFloat("_LayerOffset",i*furOffset);
|
||||
Graphics.DrawMesh(mesh,target.transform.localToWorldMatrix,layerMat,0,Camera.main,0,mpb);
|
||||
mpb.SetFloat("_LayerOffset", i * furOffset);
|
||||
Graphics.DrawMesh(mesh, target.transform.localToWorldMatrix, layerMat, 0, Camera.main, 0, mpb);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
@ -1,4 +1,5 @@
|
||||
using FSM;
|
||||
using ZXKFramework;
|
||||
namespace DongWuYiXue.QiGuanChaGuan
|
||||
{
|
||||
public class BingLiXinXiState : FsmState<FSMManager>
|
||||
@ -7,12 +8,28 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
{
|
||||
base.OnStateEnter();
|
||||
this.Log("进入病例信息状态");
|
||||
fsm.ShowTip(0, true);
|
||||
fsm.ShowCamera("病例信息1_Camera");
|
||||
fsm.PlayClip("病例信息_TimeLine", () =>
|
||||
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
|
||||
{
|
||||
fsm.nextState = true;
|
||||
});
|
||||
GameManager.Instance.uiManager.ShowUI<StartKaoHePanel>();
|
||||
GameManager.Instance.uiManager.GetUI<StartKaoHePanel>().callback = () =>
|
||||
{
|
||||
fsm.ShowTip(0, true);
|
||||
fsm.ShowCamera("病例信息1_Camera");
|
||||
fsm.PlayClip("病例信息_TimeLine", () =>
|
||||
{
|
||||
fsm.nextState = true;
|
||||
});
|
||||
};
|
||||
}
|
||||
else if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
||||
{
|
||||
fsm.ShowTip(0, true);
|
||||
fsm.ShowCamera("病例信息1_Camera");
|
||||
fsm.PlayClip("病例信息_TimeLine", () =>
|
||||
{
|
||||
fsm.nextState = true;
|
||||
});
|
||||
}
|
||||
}
|
||||
public override void OnStateStay()
|
||||
{
|
||||
|
||||
@ -43,6 +43,10 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
fsm.nextState = true;
|
||||
});
|
||||
}
|
||||
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
||||
{
|
||||
fsm.nextState = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@ -11,7 +11,7 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
bool isTui;
|
||||
float tuiValue;
|
||||
Coroutine cor;
|
||||
Coroutine cor2;
|
||||
Coroutine cor2;
|
||||
public override void OnStateEnter()
|
||||
{
|
||||
base.OnStateEnter();
|
||||
@ -42,6 +42,7 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
if (Input.GetKeyDown(KeyCode.L))
|
||||
{
|
||||
laValue = 1.0f;
|
||||
fsm.PlayClip("³äӯθÄÒÀ_TimeLine", null, laValue);
|
||||
}
|
||||
if (laValue >= 1.0f)
|
||||
{
|
||||
@ -55,7 +56,7 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
}
|
||||
isLa = false;
|
||||
laValue = 0;
|
||||
cor2=Game.Instance.IEnumeratorManager.Run(1.0f, () =>
|
||||
cor2 = Game.Instance.IEnumeratorManager.Run(1.0f, () =>
|
||||
{
|
||||
isTui = true;
|
||||
});
|
||||
|
||||
@ -40,6 +40,10 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
fsm.nextState = true;
|
||||
});
|
||||
}
|
||||
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
||||
{
|
||||
fsm.nextState = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
@ -11,6 +11,7 @@ namespace DongWuYiXue.QiGuanChaGuan
|
||||
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
||||
{
|
||||
fsm.AddScore(5, 0);
|
||||
fsm.nextState = true;
|
||||
}
|
||||
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
|
||||
{
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user