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@@ -36160,7 +35799,7 @@ MonoBehaviour:
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m_CameraType: 0
m_Cameras: []
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@@ -37452,4 +37091,3 @@ SceneRoots:
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diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/NEW.mat.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/NEW.mat.meta
deleted file mode 100644
index e38836a1..00000000
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diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources.meta
similarity index 77%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/Shaders.meta
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources.meta
index 8e31f004..dd9d96a0 100644
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders.meta
+++ b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 672a6af357a2d4345a1912c1d48fd8fd
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folderAsset: yes
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diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader
similarity index 95%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader
index 943ad864..692da026 100644
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader
+++ b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader
@@ -51,7 +51,7 @@ Shader "Unlit URP Shader/Bur"
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
- o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
+ o.uv = v.uv;//TRANSFORM_TEX(v.uv, _BaseMap);
o.Wpos = TransformObjectToWorld(v.positionOS);
o.Wnormal=TransformObjectToWorldNormal(v.normal);
@@ -62,7 +62,7 @@ Shader "Unlit URP Shader/Bur"
{
float2 offset=_MainTex_TexelSize.xy;
half4 c;
- float2 uv=i.positionCS.xy/_ScreenParams.xy*2;
+ float2 uv=i.uv;//i.positionCS.xy/_ScreenParams.xy*2;
half4 baseMap = 0.4*SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex,uv);
c = baseMap ;//* _BaseColor;
{
@@ -83,7 +83,7 @@ Shader "Unlit URP Shader/Bur"
float2 offset=_MainTex_TexelSize.xy;
half4 c=half4(0,0,0,0);
- float2 uv=i.positionCS.xy/_ScreenParams.xy*2;
+ float2 uv=i.uv;//i.positionCS.xy/_ScreenParams.xy*2;
//c = baseMap ;//* _BaseColor;
{
float f=0.4;
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader.meta
similarity index 100%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader.meta
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader.meta
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs
similarity index 83%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs
index aacdccde..c8cb272f 100644
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs
+++ b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs
@@ -46,7 +46,7 @@ public class BurRenderPassFeature : ScriptableRendererFeature
cmd.GetTemporaryRT(BurTexture, dp);
//cmd.DisableShaderKeyword("UNITY_SHADER_EDITOR");
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTemp);
- //mat.SetFloat("_Value",Value);
+ // mat.SetFloat("_Value",3);
cmd.SetGlobalVector("HorV",H);
//cmd.SetRenderTarget(BurTexture);
//cmd.ClearRenderTarget(false,true,Color.black);
@@ -55,8 +55,8 @@ public class BurRenderPassFeature : ScriptableRendererFeature
cmd.Blit(BurTexture,BurTemp,mat,0);
cmd.Blit(BurTemp,BurTexture,mat,1);
cmd.Blit(BurTexture,BurTemp,mat,1);
- cmd.Blit(BurTemp,BurTexture,mat,1);
- cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget);
+ cmd.Blit(BurTemp,renderingData.cameraData.renderer.cameraColorTarget,mat,1);
+ //cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget);
cmd.ReleaseTemporaryRT(BurTemp);
cmd.ReleaseTemporaryRT(BurTexture);
@@ -91,20 +91,20 @@ public class BurRenderPassFeature : ScriptableRendererFeature
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
- if (renderingData.cameraData.camera.cameraType != CameraType.SceneView)
- {
- m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
- Shader.EnableKeyword("UNITY_SHADER_EDITOR");
- }
- else
- {
+ // if (renderingData.cameraData.camera.cameraType != CameraType.SceneView)
+ // {
+ // m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
+ // Shader.EnableKeyword("UNITY_SHADER_EDITOR");
+ // }
+ // else
+ // {
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
- Shader.DisableKeyword("UNITY_SHADER_EDITOR");
- }
+ // Shader.DisableKeyword("UNITY_SHADER_EDITOR");
+ // }
m_ScriptablePass.Value = Value;
- if (renderingData.cameraData.camera.cameraType != CameraType.SceneView &&(
- renderingData.cameraData.camera.name == "camera1" || renderingData.cameraData.camera.name == "camera2"))
+ //if (renderingData.cameraData.camera.cameraType != CameraType.SceneView &&(
+ // renderingData.cameraData.camera.name == "camera1" || renderingData.cameraData.camera.name == "camera2"))
{
renderer.EnqueuePass(m_ScriptablePass);
}
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs.meta
similarity index 100%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs.meta
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs.meta
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurValue.cs
similarity index 100%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurValue.cs
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurValue.cs.meta
similarity index 100%
rename from Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs.meta
rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurValue.cs.meta
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders/UIBlur.shader b/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders/UIBlur.shader
deleted file mode 100644
index a3f39ee4..00000000
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders/UIBlur.shader
+++ /dev/null
@@ -1,91 +0,0 @@
-Shader "UI/UIBlur"
-{
- Properties
- {
- [PerRendererData] _MainTex ("Texture", 2D) = "white" {}
- // 模板测试属性 和 ColorMask 一般不控制,所以在属性面板上隐藏
- [HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
- [HideInInspector]_Stencil ("Stencil ID", Float) = 0
- [HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
- [HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
- [HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Stencil
- {
- Ref [_Stencil]
- Comp [_StencilComp]
- Pass [_StencilOp]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Blend SrcAlpha OneMinusSrcAlpha
- //ColorMask [_ColorMask]
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ UNITY_UI_ALPHACLIP
- #pragma multi_compile _ UNITY_SHADER_EDITOR
- #include "UnityUI.cginc"
- #include "UnityCG.cginc"
-
- fixed4 _TextureSampleAdd; // Unity管理:图片格式用Alpha8
- float4 _ClipRect;// Unity管理:2D剪裁使用
- sampler2D _MainTex;
- sampler2D _BurTexture;
- struct a2v{
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f{
- float4 vertex : SV_POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert(a2v IN){
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);// 实例化处理
- OUT.vertex = UnityObjectToClipPos(IN.vertex);// 模型空间到裁剪空间
- OUT.color = IN.color;
- OUT.texcoord = IN.texcoord;
- return OUT;
- }
- fixed4 frag(v2f IN):SV_Target{
- // 直接读取纹理颜色 并且乘上 ImageColor
- //half4 color = tex2D(_MainTex,IN.texcoord) ;//* IN.color;
- float2 uv=IN.vertex.xy/_ScreenParams.xy;
-
- //#ifndef UNITY_SHADER_EDITOR
- //uv=float2(uv.x,1-uv.y);
- //#endif
- IN.texcoord=float2(IN.texcoord.x,1-IN.texcoord.y);
- half4 brackground = tex2D(_BurTexture,IN.texcoord);//* IN.color;
- //float alpha= color.a*IN.color.a;
- //color.rgb=color.rgb*alpha+brackground.rgb*(1-alpha);
- //alpha=smoothstep(0,0.2,color.a);
- return float4(brackground.rgb,1);
- }
- ENDCG
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders/UIBlur.shader.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders/UIBlur.shader.meta
deleted file mode 100644
index 0f1765df..00000000
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/Shaders/UIBlur.shader.meta
+++ /dev/null
@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: 95fc8338e64f9f5489987d155c13f9c9
-ShaderImporter:
- externalObjects: {}
- defaultTextures: []
- nonModifiableTextures: []
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/UI_UIBlur.mat b/Assets/Render/SpecialMaterials/JingTi/Bur/UI_UIBlur.mat
deleted file mode 100644
index 812806d7..00000000
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/UI_UIBlur.mat
+++ /dev/null
@@ -1,35 +0,0 @@
-%YAML 1.1
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/sampbur.shader b/Assets/Render/SpecialMaterials/JingTi/Bur/sampbur.shader
deleted file mode 100644
index 22c496af..00000000
--- a/Assets/Render/SpecialMaterials/JingTi/Bur/sampbur.shader
+++ /dev/null
@@ -1,95 +0,0 @@
-Shader "Unlit URP Shader/sampbur"
-{
- Properties
- {
- _BaseColor("Base Color",color) = (1,1,1,1)
- _BaseMap("BaseMap", 2D) = "white" {}
- }
-
- SubShader
- {
- Tags { "Queue"="Geometry" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- Pass
- {
- Tags {"LightMode" = "UniversalForward"}
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
-
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影
- #pragma multi_compile _ _SHADOWS_SOFT //软阴影
- #pragma multi_compile _ _ADDITIONAL_LIGHTS //附加光源
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
-
-
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- float3 normal:NORMAL;
- };
-
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 Wnormal : TEXCOORD1;
- float3 Wpos:TEXCOORD2;
- };
-
- CBUFFER_START(UnityPerMaterial)
- half4 _BaseColor;
- float4 _BaseMap_ST;
- CBUFFER_END
- TEXTURE2D (_BurTexture);SAMPLER(sampler_BurTexture);
-
-
- Varyings vert(Attributes v)
- {
- Varyings o = (Varyings)0;
-
- o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
- o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
- o.Wpos = TransformObjectToWorld(v.positionOS);
- o.Wnormal=TransformObjectToWorldNormal(v.normal);
-
- return o;
- }
-
- half4 frag(Varyings i) : SV_Target
- {
- float3 N=normalize(i.Wnormal);
- float3 V=normalize(_WorldSpaceCameraPos.xyz-i.Wpos.xyz);
- float2 uv=i.positionCS.xy/_ScreenParams.xy;
- half4 c;
- half4 baseMap = SAMPLE_TEXTURE2D(_BurTexture, sampler_BurTexture, uv);
- c = baseMap * _BaseColor;
- //c.rgb = MixFog(c.rgb, i.fogCoord);
- //float _Me=0.6;//干净的透明玻璃漫反射少,所以金属度直接拉满
-
- //间接高光和漫反射
- // float aa=1;
- // BRDFData brdfData;
- // InitializeBRDFData(c,_Me,1,1,aa, brdfData);
- // half3 ambient_contrib = SampleSH(float4(N, 1));
- // float3 ambient = 0.3 * c;// 随便乘个暗的系数
- // float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
- // float3 inssp= GlobalIllumination(brdfData,iblDiffuse,1,i.Wpos,N,V);
- // c.rgb+=inssp*0.5;
- return c;
- }
- ENDHLSL
- }
- }
-}
\ No newline at end of file
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deleted file mode 100644
index 9bb1a817..00000000
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index 708146af..560d9c51 100644
--- a/Assets/Settings/UniversalRP-HighQuality.asset
+++ b/Assets/Settings/UniversalRP-HighQuality.asset
@@ -19,6 +19,7 @@ MonoBehaviour:
m_RendererDataList:
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- {fileID: 11400000, guid: 4a8e21d5c33334b11b34a596161b9360, type: 2}
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index d918c3ef..c948df54 100644
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+++ b/Data/Xml/03_ChangJingXuNiPaiShe.xml
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diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 3b9fda21..463f24c8 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -159,7 +159,7 @@ PlayerSettings:
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
- Standalone: com.DefaultCompany.VirtualFramwork
+ Standalone: com.DefaultCompany.---------------------------------------------------
buildNumber:
Standalone: 0
VisionOS: 0