最新修改后提交

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高铎 2025-09-09 17:30:50 +08:00
parent 67c967b285
commit 8add91b158
38 changed files with 5118 additions and 230 deletions

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@ -11,7 +11,7 @@ public class RongMaoSkinMesh : MonoBehaviour
//public Shader shader;
[Header("渲染目标")]
[SerializeField]
private Renderer Target;
private Renderer Target;
public Shader BaseShader;
[Header("皮毛物理")]
@ -32,9 +32,12 @@ public class RongMaoSkinMesh : MonoBehaviour
[Range(0,1)]public float ShadowStrength = 0.3f;
[Range(0.01f, 1)] public float R = 0.5f;
[Range(0, 3)] public float _LengthMut = 1;
public float Density = 1;
[Header("是否使用GPU实例化")]
public bool isInStance = false;
public bool ZWrite = true;
public int RenderSort = 0;
private bool skinHasValue = false;
private Renderer target;
@ -56,9 +59,13 @@ public class RongMaoSkinMesh : MonoBehaviour
void LateUpdate()
{
//目标为空就不渲染
if(TargetChange()==false) return;
if(isInStance) UpDateInstance();
if (TargetChange() == false)
{
Debug.Log("返回");
return;
}
isInStance = false;
if (isInStance) UpDateInstance();
else UpDateMesh();
}
@ -107,7 +114,9 @@ public class RongMaoSkinMesh : MonoBehaviour
layerMat.SetColor("_ShadowColor",ShadowColor);
layerMat.SetFloat("_R",R);
layerMat.SetFloat("_LayerCount",LayerCount);
layerMat.renderQueue = 3000;
layerMat.SetInt("_ZWrite",ZWrite? 1:0);
layerMat.SetFloat("_Density",Density);
layerMat.renderQueue = 3000+RenderSort;
mpb = new MaterialPropertyBlock();
@ -121,11 +130,11 @@ public class RongMaoSkinMesh : MonoBehaviour
// 随机生成实例的位置和旋转
for (int i = 0; i < LayerCount; i++)
{
Vector3 position = target.transform.position;
Quaternion rotation = target.transform.rotation;
Vector3 scale = Vector3.one;
//Vector3 position = target.transform.position;
//Quaternion rotation = target.transform.rotation;
//Vector3 scale = Vector3.one;
instanceMatrices[i] = Matrix4x4.TRS(position, rotation, scale);
instanceMatrices[i] = target.transform.localToWorldMatrix;// //Matrix4x4.TRS(position, rotation, scale);
}
}
@ -138,7 +147,10 @@ public class RongMaoSkinMesh : MonoBehaviour
{
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);
}

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@ -15,6 +15,7 @@ Shader "Unlit/MaoFaF"
_ShadowColor("ShadowColor",color)=(1,1,1,1)//由根部到顶部阴影的颜色
_R("R",Range(0,1))=0.5
_Density("Density",Float)=1
//_LengthMut("LengthMut",Range(0,5))=1
//[Enum(Off,0,On,1)]_ZWriteMode("ZWrite Mode", Int) = 1
//_FurOffset("FurOffset",vector)=(0,1,0,0)//毛发偏移方向
@ -29,7 +30,7 @@ Shader "Unlit/MaoFaF"
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
ZWrite On //[_ZWriteMode]
ZWrite [_ZWrite]//On //[_ZWriteMode]
HLSLPROGRAM
#pragma multi_compile_instancing
@ -77,6 +78,8 @@ Shader "Unlit/MaoFaF"
float _R;
float _LengthMut;
float _LayerCount;
int _ZWrite;
float _Density;
CBUFFER_END
//UNITY_INSTANCING_BUFFER_START(Props)
// UNITY_DEFINE_INSTANCED_PROP(float4,_Color)
@ -112,7 +115,7 @@ Shader "Unlit/MaoFaF"
//float d=sign(v.normal.z)
float3 dir=normalize(v.normal+float3(0,-0.8,-abs(v.normal.y)*0.4));
v.vertex.xyz=v.vertex.xyz+dir*(_LayerOffset*_LayerOffset*0.8)*_FurLength*1;
v.vertex.xyz=v.vertex.xyz+dir*(_LayerOffset*_LayerOffset*0.8)*_FurLength*1+0.0001;
//v.vertex.xyz+=mul(unity_WorldToObject,_FurOffset);//不需要位移
o.vertex = TransformObjectToHClip(v.vertex);
o.wpos=mul(UNITY_MATRIX_M,v.vertex);
@ -140,8 +143,8 @@ Shader "Unlit/MaoFaF"
mask=Remap(mask,0,1,0.8,1);
//修改毛发的密度与重复度
float3 noise2 = SAMPLE_TEXTURE2D(_Noise2, sampler_Noise2,i.uv*10+i.uv*(1-mask)*5);
float3 noise = SAMPLE_TEXTURE2D(_Noise,sampler_Noise, i.uv*10+noise2*50+i.uv*(1-mask)*50);
float3 noise2 = SAMPLE_TEXTURE2D(_Noise2, sampler_Noise2,i.uv*10*_Density+i.uv*(1-mask)*5*_Density);
float3 noise = SAMPLE_TEXTURE2D(_Noise,sampler_Noise, i.uv*10*_Density+noise2*50*_Density+i.uv*(1-mask)*50*_Density);
noise=lerp(noise2,noise,0.6);
@ -159,7 +162,7 @@ Shader "Unlit/MaoFaF"
float RdV=(dot(r,V));
//绒毛材质
float _R=0.6;
//float _R=0.6;
float3 f0=0.15;
float3 f=F_Schlick(f0,VdH);
float3 c1=D_Charlie(RdV,_R)*V_Charlie(NdL,NdV,_R)*PI*f*_MainLightColor*NdL;

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@ -1,4 +1,5 @@
using FSM;
using ZXKFramework;
namespace DongWuYiXue.DaoNiaoShu
{
public class DaiWuJunShouTaoState : FsmState<FSMManager>
@ -6,6 +7,14 @@ namespace DongWuYiXue.DaoNiaoShu
public override void OnStateEnter()
{
base.OnStateEnter();
this.Log("进入戴无菌手套状态");
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.ShowDragQuestion(0, 3, 0, () =>
{
fsm.nextState = true;
});
}
}
public override void OnStateStay()
{
@ -14,6 +23,7 @@ namespace DongWuYiXue.DaoNiaoShu
public override void OnStateExit()
{
base.OnStateExit();
fsm.nextState = false;
}
}
}

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@ -7,7 +7,13 @@ namespace DongWuYiXue.DaoNiaoShu
{
base.OnStateEnter();
this.Log("进入患犬准备状态");
fsm.ShowCamera("患犬准备_Camera");
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.PlayClip("患犬准备_TimeLine", () =>
{
fsm.nextState = true;
});
}
public override void OnStateStay()
{

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@ -1,4 +1,7 @@
using FSM;
using System.Buffers;
using UnityEngine;
using ZXKFramework;
namespace DongWuYiXue.DaoNiaoShu
{
public class TiWeiState : FsmState<FSMManager>
@ -6,7 +9,45 @@ namespace DongWuYiXue.DaoNiaoShu
public override void OnStateEnter()
{
base.OnStateEnter();
this.Log("进入体位状态");
fsm.Show("女助手文字位置");
fsm.ShowCamera("体位_Camera");
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.ShowSpeakPanel(new Vector3(-25f, 85f),
"请助手将宠物犬体位摆放为右侧卧位",
"右侧卧位", 2, 1, SpeakAction);
}
private void SpeakAction(int arg1, string arg2)
{
switch (arg1)
{
case 0:
fsm.AddScore(0, 0);
break;
case 1:
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.AddScore(5, 0);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(1, 0);
}
break;
case 2:
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
break;
default:
break;
}
fsm.PlayClip("体位_TimeLine", () =>
{
fsm.nextState = true;
});
}
public override void OnStateStay()
{
base.OnStateStay();
@ -14,6 +55,8 @@ namespace DongWuYiXue.DaoNiaoShu
public override void OnStateExit()
{
base.OnStateExit();
fsm.Hide("女助手文字位置");
fsm.nextState = false;
}
}
}

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@ -11,10 +11,10 @@ namespace DongWuYiXue.DaoNiaoShu
fsm.ShowCamera("WuPinZhunBei_Camera");
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
//fsm.ShowImgQuestion(0, 3, 0, () =>
//{
fsm.nextState = true;
//});
fsm.ShowImgQuestion(0, 3, 0, () =>
{
fsm.nextState = true;
});
}
}
public override void OnStateStay()

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