基本完成第三个模块,摄影机步骤制作,缺少一个UI模糊特效
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{
|
||||
float2 uv=i.vertex.xy/_ScreenParams.xy;
|
||||
// sample the texture
|
||||
fixed4 col = tex2D(_BurTexture, uv);
|
||||
float d=(length(i.uv-float2(0.5,0.5))+0.5-_Distance)*20;
|
||||
d=1-saturate(1-d);
|
||||
|
||||
//float3 N=normalize(i.normal);
|
||||
//float3 L=normalize(_WorldSpaceLightPos0.xyz);
|
||||
//float3 V=normalize(_WorldSpaceCameraPos.xyz-i.wpos.xyz);
|
||||
|
||||
//float ndl=max(dot(N,L),0.00001);
|
||||
//float ndh=max(pow(dot(N,normalize(L+V)),8),0.00001);
|
||||
|
||||
//float3 diff=ndl*_LightColor0*0.01;
|
||||
//float3 sp=ndh*ndl*unity_LightColor0*0.01;
|
||||
|
||||
col.rgb= col.rgb+0.005;//+diff+sp;
|
||||
//_Value*=d;
|
||||
return float4(col.rgb,d);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
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}
|
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 1a37db79d371ad2418e9b15f5896adeb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
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externalObjects: {}
|
||||
@ -5,7 +5,7 @@ Shader "Unlit URP Shader/Bur"
|
||||
_BaseColor("Base Color",color) = (1,1,1,1)
|
||||
//_BaseMap("BaseMap", 2D) = "white" {}
|
||||
_MainTex("MainTex",2d)="white"{}
|
||||
//_Value("Value", Float) = 3
|
||||
//_Value("Value", Float) = 1
|
||||
}
|
||||
HLSLINCLUDE
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
@ -57,14 +57,12 @@ Shader "Unlit URP Shader/Bur"
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
|
||||
half4 fragHorV(Varyings i) : SV_Target
|
||||
{
|
||||
float2 offset=_MainTex_TexelSize.xy;
|
||||
half4 c;
|
||||
float2 uv=i.positionCS.xy/_ScreenParams.xy;
|
||||
|
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half4 baseMap = 0.4*SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex,uv);
|
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c = baseMap ;//* _BaseColor;
|
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{
|
||||
@ -38,21 +38,16 @@ public class BurRenderPassFeature : ScriptableRendererFeature
|
||||
CommandBuffer cmd = CommandBufferPool.Get("Bur");
|
||||
var dp = renderingData.cameraData.cameraTargetDescriptor;
|
||||
dp.msaaSamples = 1;
|
||||
//dp.width /= 2;
|
||||
//dp.height /= 2;
|
||||
|
||||
cmd.GetTemporaryRT(BurTemp, dp);
|
||||
cmd.GetTemporaryRT(BurTexture, dp);
|
||||
//cmd.DisableShaderKeyword("UNITY_SHADER_EDITOR");
|
||||
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTemp);
|
||||
mat.SetFloat("_Value",Value);
|
||||
|
||||
//mat.SetFloat("_Value",Value);
|
||||
cmd.SetGlobalVector("HorV",H);
|
||||
//cmd.SetRenderTarget(BurTexture);
|
||||
//cmd.ClearRenderTarget(false,true,Color.black);
|
||||
cmd.Blit(BurTemp,BurTexture,mat,0);
|
||||
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTexture,mat,0);
|
||||
cmd.SetGlobalVector("HorV",V);
|
||||
cmd.Blit(BurTexture,BurTemp,mat,0);
|
||||
cmd.Blit(BurTemp,BurTexture,mat,1);
|
||||
cmd.SetGlobalTexture("_BurTexture",BurTexture);
|
||||
cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget);
|
||||
cmd.ReleaseTemporaryRT(BurTemp);
|
||||
cmd.ReleaseTemporaryRT(BurTexture);
|
||||
@ -81,30 +76,15 @@ public class BurRenderPassFeature : ScriptableRendererFeature
|
||||
m_ScriptablePass = new BurRenderPass();
|
||||
|
||||
// Configures where the render pass should be injected.
|
||||
|
||||
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
||||
}
|
||||
|
||||
// Here you can inject one or multiple render passes in the renderer.
|
||||
// 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
|
||||
// {
|
||||
// m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
||||
// Shader.DisableKeyword("UNITY_SHADER_EDITOR");
|
||||
// }
|
||||
|
||||
m_ScriptablePass.Value = Value;
|
||||
if (renderingData.cameraData.camera.cameraType == CameraType.SceneView ||
|
||||
renderingData.cameraData.camera.tag == "MainCamera")
|
||||
{
|
||||
renderer.EnqueuePass(m_ScriptablePass);
|
||||
}
|
||||
renderer.EnqueuePass(m_ScriptablePass);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
20
Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs
Normal file
20
Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs
Normal file
@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class BurValue : MonoBehaviour
|
||||
{
|
||||
[Range(0,10)]public float Value;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Shader.SetGlobalFloat("_Value",Value);
|
||||
}
|
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}
|
||||
11
Assets/Render/SpecialMaterials/JingTi/Bur/BurValue.cs.meta
Normal file
11
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Normal file
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assetBundleVariant:
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@ -0,0 +1,34 @@
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m_PrefabAsset: {fileID: 0}
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- _BaseColor: {r: 0.09669447, g: 1, b: 0, a: 1}
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m_BuildTextureStacks: []
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95
Assets/Render/SpecialMaterials/JingTi/Bur/sampbur.shader
Normal file
95
Assets/Render/SpecialMaterials/JingTi/Bur/sampbur.shader
Normal file
@ -0,0 +1,95 @@
|
||||
Shader "Unlit URP Shader/sampbur"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseColor("Base Color",color) = (1,1,1,1)
|
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_BaseMap("BaseMap", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode" = "UniversalForward"}
|
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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;
|
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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
|
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// float aa=1;
|
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// BRDFData brdfData;
|
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// InitializeBRDFData(c,_Me,1,1,aa, brdfData);
|
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// half3 ambient_contrib = SampleSH(float4(N, 1));
|
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// float3 ambient = 0.3 * c;// 随便乘个暗的系数
|
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// float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
|
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// float3 inssp= GlobalIllumination(brdfData,iblDiffuse,1,i.Wpos,N,V);
|
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// c.rgb+=inssp*0.5;
|
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return c;
|
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}
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ENDHLSL
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Assets/Render/SpecialMaterials/JingTi/YvShi/Dome.meta
Normal file
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Normal file
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Normal file
12368
Assets/Render/SpecialMaterials/JingTi/YvShi/Dome/dragon5.fbx
Normal file
File diff suppressed because it is too large
Load Diff
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CBUFFER_END
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|
||||
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|
||||
v 0.177743 0.125808 0.429109
|
||||
vn 0.196842 0.857566 0.475220
|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.000000 1.000000 0.000000
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.252462 0.836473 0.486391
|
||||
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|
||||
vn -0.252462 0.836473 0.486391
|
||||
v -0.341977 0.126922 0.341968
|
||||
vn -0.486393 0.836475 0.252450
|
||||
v -0.429126 0.125808 0.177750
|
||||
vn -0.486393 0.836475 0.252450
|
||||
v -0.246829 0.210963 0.246825
|
||||
vn -0.486393 0.836475 0.252450
|
||||
v -0.246829 0.210963 0.246825
|
||||
vn -0.478693 0.855301 0.198276
|
||||
v -0.429126 0.125808 0.177750
|
||||
vn -0.475179 0.857593 0.196821
|
||||
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|
||||
vn -0.478693 0.855301 0.198276
|
||||
v -0.233283 0.253789 0.096629
|
||||
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|
||||
v -0.177750 0.125808 0.429126
|
||||
vn -0.196829 0.857593 0.475176
|
||||
v -0.246829 0.210963 0.246825
|
||||
vn -0.198270 0.855324 0.478655
|
||||
v -0.000003 0.210963 0.349066
|
||||
vn -0.198270 0.855324 0.478655
|
||||
v -0.096624 0.253789 0.233270
|
||||
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|
||||
v -0.246829 0.210963 0.246825
|
||||
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|
||||
v -0.233283 0.253789 0.096629
|
||||
vn -0.245275 0.937904 0.245307
|
||||
v -0.096624 0.253789 0.233270
|
||||
vn -0.245275 0.937904 0.245307
|
||||
v -0.063442 -0.185491 0.063436
|
||||
vn -0.302985 -0.770337 0.561053
|
||||
v -0.341977 0.126922 0.341968
|
||||
vn -0.302985 -0.770337 0.561053
|
||||
v -0.177750 0.125808 0.429126
|
||||
vn -0.302985 -0.770337 0.561053
|
||||
v -0.063442 -0.185491 0.063436
|
||||
vn -0.561060 -0.770336 0.302975
|
||||
v -0.429126 0.125808 0.177750
|
||||
vn -0.561060 -0.770336 0.302975
|
||||
v -0.341977 0.126922 0.341968
|
||||
vn -0.561060 -0.770336 0.302975
|
||||
# Faces (1 to 174)
|
||||
g CushionCut_0
|
||||
f -172//-172 -173//-173 -174//-174
|
||||
f -173//-173 -171//-171 -174//-174
|
||||
f -168//-168 -169//-169 -170//-170
|
||||
f -165//-165 -166//-166 -167//-167
|
||||
f -162//-162 -163//-163 -164//-164
|
||||
f -159//-159 -160//-160 -161//-161
|
||||
f -160//-160 -158//-158 -161//-161
|
||||
f -155//-155 -156//-156 -157//-157
|
||||
f -156//-156 -154//-154 -157//-157
|
||||
f -151//-151 -152//-152 -153//-153
|
||||
f -148//-148 -149//-149 -150//-150
|
||||
f -149//-149 -147//-147 -150//-150
|
||||
f -144//-144 -145//-145 -146//-146
|
||||
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|
||||
f -138//-138 -139//-139 -140//-140
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f -62//-62 -63//-63 -64//-64
|
||||
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|
||||
f -58//-58 -60//-60 -59//-59
|
||||
f -55//-55 -56//-56 -57//-57
|
||||
f -52//-52 -53//-53 -54//-54
|
||||
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|
||||
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|
||||
f -45//-45 -46//-46 -47//-47
|
||||
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|
||||
f -41//-41 -42//-42 -43//-43
|
||||
f -40//-40 -42//-42 -41//-41
|
||||
f -37//-37 -38//-38 -39//-39
|
||||
f -36//-36 -38//-38 -37//-37
|
||||
f -33//-33 -34//-34 -35//-35
|
||||
f -32//-32 -34//-34 -33//-33
|
||||
f -29//-29 -30//-30 -31//-31
|
||||
f -29//-29 -31//-31 -28//-28
|
||||
f -31//-31 -27//-27 -28//-28
|
||||
f -28//-28 -27//-27 -26//-26
|
||||
f -25//-25 -27//-27 -31//-31
|
||||
f -24//-24 -29//-29 -28//-28
|
||||
f -21//-21 -22//-22 -23//-23
|
||||
f -18//-18 -19//-19 -20//-20
|
||||
f -15//-15 -16//-16 -17//-17
|
||||
f -15//-15 -17//-17 -14//-14
|
||||
f -11//-11 -12//-12 -13//-13
|
||||
f -12//-12 -11//-11 -10//-10
|
||||
f -7//-7 -8//-8 -9//-9
|
||||
f -4//-4 -5//-5 -6//-6
|
||||
f -1//-1 -2//-2 -3//-3
|
||||
|
||||
@ -0,0 +1,96 @@
|
||||
fileFormatVersion: 2
|
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guid: d1c1a9b9aebc51d4f95540616902957a
|
||||
ModelImporter:
|
||||
serializedVersion: 19300
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
materials:
|
||||
materialImportMode: 1
|
||||
materialName: 0
|
||||
materialSearch: 1
|
||||
materialLocation: 1
|
||||
animations:
|
||||
legacyGenerateAnimations: 4
|
||||
bakeSimulation: 0
|
||||
resampleCurves: 1
|
||||
optimizeGameObjects: 0
|
||||
motionNodeName:
|
||||
rigImportErrors:
|
||||
rigImportWarnings:
|
||||
animationImportErrors:
|
||||
animationImportWarnings:
|
||||
animationRetargetingWarnings:
|
||||
animationDoRetargetingWarnings: 0
|
||||
importAnimatedCustomProperties: 0
|
||||
importConstraints: 0
|
||||
animationCompression: 1
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
animationWrapMode: 0
|
||||
extraExposedTransformPaths: []
|
||||
extraUserProperties: []
|
||||
clipAnimations: []
|
||||
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|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 1
|
||||
meshCompression: 0
|
||||
addColliders: 0
|
||||
useSRGBMaterialColor: 1
|
||||
sortHierarchyByName: 1
|
||||
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|
||||
importBlendShapes: 1
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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skinWeightsMode: 0
|
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maxBonesPerVertex: 4
|
||||
minBoneWeight: 0.001
|
||||
meshOptimizationFlags: -1
|
||||
indexFormat: 0
|
||||
secondaryUVAngleDistortion: 8
|
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secondaryUVAreaDistortion: 15.000001
|
||||
secondaryUVHardAngle: 88
|
||||
secondaryUVPackMargin: 4
|
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useFileScale: 1
|
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tangentSpace:
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|
||||
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|
||||
tangentImportMode: 3
|
||||
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|
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
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|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
namespace DiamondRender
|
||||
{
|
||||
[CustomEditor(typeof(DiamondRenderer)), CanEditMultipleObjects]
|
||||
public class CustomInspector : Editor
|
||||
{
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
if (GUILayout.Button("CalculateMesh"))
|
||||
{
|
||||
foreach (var obj in targets)
|
||||
{
|
||||
DiamondRenderer ed = (DiamondRenderer)obj;
|
||||
ed.Setup();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
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@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
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guid: bdb877c81256e154182b7da1d5fc1b08
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
415
Assets/Render/SpecialMaterials/JingTi/Zuan/DiamondRenderer.cs
Normal file
415
Assets/Render/SpecialMaterials/JingTi/Zuan/DiamondRenderer.cs
Normal file
@ -0,0 +1,415 @@
|
||||
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
namespace DiamondRender
|
||||
{
|
||||
|
||||
[RequireComponent(typeof(MeshFilter))]
|
||||
[RequireComponent(typeof(MeshRenderer))]
|
||||
[ExecuteAlways]
|
||||
public class DiamondRenderer : MonoBehaviour
|
||||
{
|
||||
// public JewelModel model;
|
||||
public Color color = new Color(1,1,1,1);
|
||||
|
||||
[Range(0, 3)]
|
||||
public float ColorIntensity = 1.7f;
|
||||
|
||||
[Range(0, 1.5f)]
|
||||
public float LightTransmission = 0.5f;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float ColorByDepth = 0.1f;
|
||||
|
||||
[Range(0,10)]
|
||||
public int MaxReflection = 4;
|
||||
|
||||
[Range(1, 5)]
|
||||
public float RefractiveIndex = 1.6f;
|
||||
// public int maxReflectionCount;
|
||||
Cubemap environment;
|
||||
|
||||
|
||||
public bool autoCaptureEnvironment = false;
|
||||
public bool captureEnvironmentOnSetup = false;
|
||||
public int captureEnvironmentSize = 512;
|
||||
|
||||
|
||||
// public ReflectionProbe _reflectionProbe;
|
||||
|
||||
public MaterialPropertyBlock block;
|
||||
|
||||
|
||||
/* public Shader ShaderCubeMap;
|
||||
public Shader ShaderReflectionProbe; */
|
||||
|
||||
// calculated
|
||||
[SerializeField]
|
||||
// [HideInInspector]
|
||||
float scale;
|
||||
[SerializeField]
|
||||
// [HideInInspector]
|
||||
Texture2D shapeTexture;
|
||||
[SerializeField]
|
||||
[HideInInspector]
|
||||
int planeCount;
|
||||
|
||||
Cubemap capturedEnvironment = null;
|
||||
Material mat;
|
||||
|
||||
float Time_;
|
||||
|
||||
Vector3 MinPos;
|
||||
|
||||
Vector3 MaxPos;
|
||||
|
||||
[HideInInspector]
|
||||
public Vector4 CentreModel;
|
||||
|
||||
MeshRenderer MR;
|
||||
|
||||
[HideInInspector]
|
||||
public Matrix4x4 m;
|
||||
|
||||
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
MR = GetComponent<MeshRenderer>();
|
||||
|
||||
if (block == null)
|
||||
{
|
||||
block = new MaterialPropertyBlock();
|
||||
MR.GetPropertyBlock(block);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void Enable()
|
||||
{
|
||||
|
||||
MR = GetComponent<MeshRenderer>();
|
||||
mat = MR.sharedMaterial;
|
||||
|
||||
if (block == null)
|
||||
{
|
||||
block = new MaterialPropertyBlock();
|
||||
MR.GetPropertyBlock(block);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
if(block == null)
|
||||
{
|
||||
block = new MaterialPropertyBlock();
|
||||
|
||||
MR.GetPropertyBlock(block);
|
||||
|
||||
}
|
||||
|
||||
if (MR == null)
|
||||
{
|
||||
MR = GetComponent<MeshRenderer>();
|
||||
}
|
||||
|
||||
if (mat == null)
|
||||
mat = MR.sharedMaterial;
|
||||
|
||||
|
||||
m = MR.worldToLocalMatrix;
|
||||
|
||||
m.m03 -= CentreModel.x;
|
||||
m.m13 -= CentreModel.y;
|
||||
m.m23 -= CentreModel.z;
|
||||
|
||||
block.SetVector("CentreModel", CentreModel);
|
||||
block.SetFloat("ColorByDepth", ColorByDepth);
|
||||
block.SetColor("_Color", color);
|
||||
block.SetFloat("ColorIntensity", ColorIntensity);
|
||||
block.SetFloat("lighttransmission", LightTransmission);
|
||||
block.SetFloat("_RefractiveIndex", RefractiveIndex);
|
||||
block.SetInt("_MaxReflection", MaxReflection);
|
||||
block.SetMatrix("MatrixWorldToObject", m);
|
||||
|
||||
if (shapeTexture != null) {
|
||||
block.SetTexture("_ShapeTex", shapeTexture);
|
||||
block.SetInt("_SizeX", shapeTexture.width);
|
||||
block.SetInt("_SizeY", shapeTexture.height);
|
||||
block.SetFloat("_Scale", scale);
|
||||
block.SetInt("_PlaneCount", planeCount);
|
||||
}
|
||||
|
||||
MR.SetPropertyBlock(block);
|
||||
|
||||
if (mat == null)
|
||||
mat = MR.sharedMaterial;
|
||||
|
||||
|
||||
if (autoCaptureEnvironment)
|
||||
{
|
||||
CaptureEnvironment();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[ContextMenu("Setup")]
|
||||
public void Setup()
|
||||
{
|
||||
mat = MR.sharedMaterial;
|
||||
|
||||
|
||||
AnalyzeMesh();
|
||||
|
||||
MeshRenderer mr = GetComponent<MeshRenderer>();
|
||||
|
||||
if (mat == null)
|
||||
mat = mr.sharedMaterial;
|
||||
|
||||
block.SetTexture("_ShapeTex", shapeTexture);
|
||||
block.SetInt("_SizeX", shapeTexture.width);
|
||||
block.SetInt("_SizeY", shapeTexture.height);
|
||||
block.SetFloat("_Scale", scale);
|
||||
block.SetInt("_PlaneCount", planeCount);
|
||||
|
||||
mr.SetPropertyBlock(block);
|
||||
mr.material = mat;
|
||||
|
||||
if (captureEnvironmentOnSetup)
|
||||
{
|
||||
CaptureEnvironment();
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("CaptureEnvironment")]
|
||||
public void CaptureEnvironment()
|
||||
{
|
||||
Material m = GetComponent<MeshRenderer>().sharedMaterial;
|
||||
|
||||
if( m == null )
|
||||
{
|
||||
Debug.LogWarning("Material is not setup yet. please do Setup first.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (capturedEnvironment == null)
|
||||
{
|
||||
capturedEnvironment = new Cubemap(captureEnvironmentSize, TextureFormat.ARGB32, false);
|
||||
}
|
||||
|
||||
Camera cameraComponent = GetComponent<Camera>();
|
||||
|
||||
bool temporaryCameraComponent = false;
|
||||
if (cameraComponent == null)
|
||||
{
|
||||
cameraComponent = gameObject.AddComponent<Camera>();
|
||||
temporaryCameraComponent = true;
|
||||
}
|
||||
|
||||
cameraComponent.RenderToCubemap(capturedEnvironment);
|
||||
|
||||
environment = capturedEnvironment;
|
||||
|
||||
m.SetTexture("_Environment", capturedEnvironment);
|
||||
|
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#if UNITY_EDITOR
|
||||
if ( temporaryCameraComponent)
|
||||
{
|
||||
DestroyImmediate(cameraComponent);
|
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}
|
||||
#endif
|
||||
}
|
||||
|
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[ContextMenu("ApplyNumericParameters")]
|
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public void ApplyNumericParameters()
|
||||
{
|
||||
Material m = GetComponent<MeshRenderer>().sharedMaterial;
|
||||
m.SetInt("_SizeX", shapeTexture.width);
|
||||
m.SetInt("_SizeY", shapeTexture.height);
|
||||
m.SetFloat("_Scale", scale);
|
||||
m.SetInt("_PlaneCount", planeCount);
|
||||
m.SetColor("_Color", color);
|
||||
|
||||
}
|
||||
|
||||
bool AnalyzeMesh()
|
||||
{
|
||||
Mesh sourceMesh = GetComponent<MeshFilter>().sharedMesh;
|
||||
|
||||
if (sourceMesh == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3[] vertices = sourceMesh.vertices;
|
||||
Vector3[] normals = sourceMesh.normals;
|
||||
int[] indices = sourceMesh.GetIndices(0);
|
||||
|
||||
|
||||
|
||||
|
||||
|
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MeshTopology topology = sourceMesh.GetTopology(0);
|
||||
|
||||
|
||||
CentreModel = new Vector4(1, 1, 1, 1);
|
||||
|
||||
MaxPos = new Vector4(-9999999, -9999999, -9999999, 1);
|
||||
MinPos = new Vector4(9999999, 9999999, 9999999, 1);
|
||||
|
||||
for (int i = 0; i < vertices.Length; i++)
|
||||
{
|
||||
if (vertices[i].x < MinPos.x)
|
||||
{
|
||||
MinPos.x = vertices[i].x;
|
||||
}
|
||||
|
||||
if (vertices[i].y < MinPos.y)
|
||||
{
|
||||
MinPos.y = vertices[i].y;
|
||||
}
|
||||
|
||||
if (vertices[i].z < MinPos.z)
|
||||
{
|
||||
MinPos.z = vertices[i].z;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (vertices[i].x > MaxPos.x)
|
||||
{
|
||||
MaxPos.x = vertices[i].x;
|
||||
}
|
||||
|
||||
if (vertices[i].y > MaxPos.y)
|
||||
{
|
||||
MaxPos.y = vertices[i].y;
|
||||
}
|
||||
|
||||
if (vertices[i].z > MaxPos.z)
|
||||
{
|
||||
MaxPos.z = vertices[i].z;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
CentreModel.x = (MaxPos.x + MinPos.x) / 2;
|
||||
CentreModel.y = (MaxPos.y + MinPos.y) / 2;
|
||||
CentreModel.z = (MaxPos.z + MinPos.z) / 2;
|
||||
|
||||
for (int i = 0; i < vertices.Length; i++)
|
||||
{
|
||||
vertices[i].x = vertices[i].x - CentreModel.x;
|
||||
vertices[i].y = vertices[i].y - CentreModel.y;
|
||||
vertices[i].z = vertices[i].z - CentreModel.z;
|
||||
}
|
||||
|
||||
|
||||
scale = 0.0f;
|
||||
// calc scale
|
||||
for (int i = 0; i < vertices.Length; ++i)
|
||||
{
|
||||
// 5% margin
|
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scale = Mathf.Max(vertices[i].magnitude * 1.05f, scale);
|
||||
}
|
||||
|
||||
int texSize = 4;
|
||||
Color[] planes = null;
|
||||
|
||||
int stride = 3;
|
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if (topology == MeshTopology.Triangles)
|
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{
|
||||
stride = 3;
|
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}
|
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else if (topology == MeshTopology.Quads)
|
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{
|
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stride = 4;
|
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}
|
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else
|
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{
|
||||
// no support
|
||||
Debug.LogError("unsupported mesh topology detected : " + topology.ToString());
|
||||
}
|
||||
|
||||
List<Color> tmpPlanes = new List<Color>();
|
||||
|
||||
int faceCount = indices.Length / stride;
|
||||
|
||||
for (int i = 0; i < faceCount; i++)
|
||||
{
|
||||
int index = i * stride;
|
||||
|
||||
int vertIndex = indices[index];
|
||||
Vector3 primaryPosition = vertices[vertIndex];
|
||||
Vector3 primaryNormal = normals[vertIndex];
|
||||
|
||||
Color packedPlane = PackPlaneIntoColor(primaryPosition, primaryNormal, scale);
|
||||
|
||||
bool duplicated = false;
|
||||
foreach(Color c in tmpPlanes)
|
||||
{
|
||||
if( c == packedPlane )
|
||||
{
|
||||
duplicated = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( !duplicated )
|
||||
{
|
||||
tmpPlanes.Add(packedPlane);
|
||||
}
|
||||
}
|
||||
|
||||
planeCount = tmpPlanes.Count;
|
||||
while (texSize * texSize < planeCount)
|
||||
{
|
||||
texSize *= 2;
|
||||
}
|
||||
planes = new Color[texSize * texSize];
|
||||
for( int i=0; i<tmpPlanes.Count; ++i )
|
||||
{
|
||||
planes[i] = tmpPlanes[i];
|
||||
}
|
||||
|
||||
{
|
||||
shapeTexture = new Texture2D(texSize, texSize);
|
||||
shapeTexture.filterMode = FilterMode.Point;
|
||||
}
|
||||
shapeTexture.Reinitialize(texSize, texSize);
|
||||
shapeTexture.SetPixels(planes);
|
||||
shapeTexture.Apply();
|
||||
#if UNITY_EDITOR
|
||||
AssetDatabase.CreateAsset(shapeTexture, "Assets/SuperRealisticDiamondShaders/ShapeTextures/" + "_" + System.DateTime.Now.ToString("yyyy-MM-dd") + "_ " + System.DateTime.Now.Hour + "_ " + System.DateTime.Now.Minute + Random.Range(-99999,99999) + " shapeTexture_.asset"); // save the modified model
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
static Color PackPlaneIntoColor(Vector3 position, Vector3 normal, float in_scale)
|
||||
{
|
||||
Color retval;
|
||||
retval.r = (normal.x + 1.0f) * 0.5f;
|
||||
retval.g = (normal.y + 1.0f) * 0.5f;
|
||||
retval.b = (normal.z + 1.0f) * 0.5f;
|
||||
retval.a = Vector3.Dot(position, normal) / in_scale;
|
||||
return retval;
|
||||
}
|
||||
}
|
||||
}
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MonoImporter:
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
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assetBundleVariant:
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Normal file
130
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Normal file
@ -0,0 +1,130 @@
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Normal file
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Shader "Diamonds/DiamondShader" {
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Power("Power",Range(0,2)) = 1
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LOD 200
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Pass
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CGPROGRAM
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sampler2D _Specular;
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float4 _Specular_ST;
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float Spec;
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sampler2D _Pos;
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float Reflection;
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float Contrast;
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float PostExposure;
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float _Min;
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float _Max;
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float _Disaturate;
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float DispersionHueHandler;
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float ID_;
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float FresnelPower;
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float FresnelScale;
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float ior_r = 2.408;
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float ior_g = 2.424;
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float ior_b = 2.432;
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float4 _Color;
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float lighttransmission;
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fixed4 frag(v2f i) : SV_Target
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{
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float3 cameraLocalPos;
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cameraLocalPos = i.Pos2;
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float3 pos = i.Pos;
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float3 localRay = normalize(pos - cameraLocalPos) ;
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float3 normal = i.Normal;
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float4 plane = float4(normal, dot(pos, normal));
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float reflectionRate = 0;
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float reflectionRate2 = 0;
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float3 reflectionRay;
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float3 refractionRay;
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||||
|
||||
float tmpR = _RefractiveIndex;
|
||||
|
||||
//tmpR = tmpR * 2;
|
||||
float PlaneNull;
|
||||
//折射的颜色
|
||||
//reflectionRate = 1.0;
|
||||
CollideRayWithPlane(pos,0,localRay, plane, 1.0/tmpR, reflectionRate, reflectionRate2, reflectionRay, refractionRay, PlaneNull);
|
||||
float4 refractionColor = GetColorByRay(pos, refractionRay, tmpR, 0, _Color, lighttransmission);
|
||||
refractionColor.w = 1.0;
|
||||
//return float4(refractionColor);
|
||||
|
||||
|
||||
float3 _worldViewDir = UnityWorldSpaceViewDir(i.worldPos);
|
||||
_worldViewDir = normalize(_worldViewDir);
|
||||
|
||||
float fresnelNdotV5 = dot(normal, _worldViewDir);
|
||||
float fresnelNode5 = (1 * pow(1.0 - fresnelNdotV5,1));
|
||||
|
||||
//float3 _worldReflection = reflect(-_worldViewDir, normal);
|
||||
|
||||
//float3 _worldTangent = i.tangent.xyz;
|
||||
float3 _worldNormal = i.WorldNormal.xyz;
|
||||
//float3 _worldBitangent = i.WorldBitangent.xyz;
|
||||
//float3 tanToWorld0 = float3(_worldTangent.x, _worldBitangent.x, _worldNormal.x);
|
||||
//float3 tanToWorld1 = float3(_worldTangent.y, _worldBitangent.y, _worldNormal.y);
|
||||
//float3 tanToWorld2 = float3(_worldTangent.z, _worldBitangent.z, _worldNormal.z);
|
||||
|
||||
//float2 uvNormal = i.uv * NormalMap_ST.xy + NormalMap_ST.zw;
|
||||
|
||||
float3 worldRefl3 = reflect(-_worldViewDir,_worldNormal);// float3(dot(tanToWorld0, UnpackNormal(tex2D(NormalMap, uvNormal))), dot(tanToWorld1, UnpackNormal(tex2D(NormalMap, uvNormal))), dot(tanToWorld2, UnpackNormal(tex2D(NormalMap, uvNormal)))));
|
||||
|
||||
|
||||
float spec_ = tex2D(_Specular, i.uv * _Specular_ST.xy + _Specular_ST.zw) * Spec;
|
||||
//反射的颜色
|
||||
float4 reflectionColor = texCUBE(ReflectionCube, worldRefl3) * spec_ * fresnelNode5;
|
||||
//return float4(reflectionColor);
|
||||
//float Hue = rgb2hsv(refractionColor.rgb).r;
|
||||
|
||||
//float Dis = dot(refractionColor.rgb, float3(0.299, 0.587, 0.114));
|
||||
|
||||
refractionColor = lerp(refractionColor, reflectionColor, tex2D(DifuseMask, i.uv * DifuseMask_ST.xy + DifuseMask_ST.zw));
|
||||
|
||||
float4 Fin = lerp(reflectionColor, refractionColor * (1.0 - reflectionRate), 1 - reflectionColor);
|
||||
|
||||
Fin = refractionColor + reflectionColor;
|
||||
//曝光、饱和度、最大值、最小值、对比度
|
||||
Fin = ToneMap(Fin, PostExposure, _Disaturate, _Max, _Min, Contrast, 1);
|
||||
|
||||
// if (Fin.r > 1) {
|
||||
// Fin.rgb = Fin.rgb * 8;
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
return Fin;
|
||||
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On ZTest LEqual Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_shadowcaster
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
|
||||
float4 CentrePivotDiamond;
|
||||
float4 CentrePivotDiamond2;
|
||||
float CentreIntensity;
|
||||
float4x4 MatrixWorldToObject;
|
||||
float4x4 MatrixWorldToObject2;
|
||||
float4 CentreModel;
|
||||
|
||||
struct v2f {
|
||||
V2F_SHADOW_CASTER;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
|
||||
float4 pos = v.vertex;
|
||||
|
||||
pos.xyz = lerp(pos.xyz, (pos.xyz - CentreModel.xyz), CentreIntensity);
|
||||
|
||||
o.pos = UnityObjectToClipPos(pos);
|
||||
|
||||
|
||||
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||||
o.pos = UnityObjectToClipPos(pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6aa8c547a830c6944a78a6934111b781
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _ShapeTex: {instanceID: 0}
|
||||
- _Environment: {fileID: 8900000, guid: 43857f64b9cb80249bfee47fc411e27d, type: 3}
|
||||
- ReflectionCube: {fileID: 8900000, guid: 5fb5922f716d8d545b0c1dea1fecc2a5, type: 3}
|
||||
- NormalMap: {instanceID: 0}
|
||||
- _Specular: {instanceID: 0}
|
||||
- DifuseMask: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
436
Assets/Render/SpecialMaterials/JingTi/Zuan/JewelShaderInc.cginc
Normal file
436
Assets/Render/SpecialMaterials/JingTi/Zuan/JewelShaderInc.cginc
Normal file
@ -0,0 +1,436 @@
|
||||
// Upgrade NOTE: replaced 'UNITY_PASS_TEXCUBE(unity_SpecCube1)' with 'UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0)'
|
||||
|
||||
|
||||
float Test_;
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL0;
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv2 : TEXCOORD1;
|
||||
float2 uv3 : TEXCOORD2;
|
||||
float2 uv4 : TEXCOORD3;
|
||||
float2 uv5 : TEXCOORD4;
|
||||
float4 Color : COLOR;
|
||||
uint id : SV_VertexID;
|
||||
float4 tangent : TANGENT;
|
||||
};
|
||||
|
||||
|
||||
|
||||
float FresnelDispersionPower;
|
||||
float FresnelDispersionScale;
|
||||
float ColorByDepth;
|
||||
|
||||
float CentreIntensity;
|
||||
float4x4 MatrixWorldToObject;
|
||||
float4x4 MatrixWorldToObject2;
|
||||
float4 CentreModel;
|
||||
float lightEstimation2;
|
||||
float MipLevel;
|
||||
|
||||
samplerCUBE _Environment;
|
||||
half4 _Environment_HDR;
|
||||
float FixedlightEstimation;
|
||||
float ColorIntensity;
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv2 : TEXCOORD1;
|
||||
float2 uv3 : TEXCOORD2;
|
||||
float3 WorldBitangent : TEXCOORD3;
|
||||
float3 WorldNormal : TEXCOORD4;
|
||||
float4 vertex : SV_POSITION0;
|
||||
float3 Pos : TEXCOORD5;
|
||||
float3 Pos2 : TEXCOORD6;
|
||||
float3 Normal : NORMAL0;
|
||||
float4 Color : COLOR;
|
||||
uint id : TEXCOORD7;
|
||||
float3 worldPos : TEXCOORD8;
|
||||
float4 tangent : TEXCOORD9;
|
||||
};
|
||||
|
||||
// vertex shader
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
|
||||
float3 _worldTangent = UnityObjectToWorldDir(v.tangent);
|
||||
o.tangent.xyz = _worldTangent;
|
||||
float3 _worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
o.WorldNormal.xyz = _worldNormal;
|
||||
float _vertexTangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
float3 _worldBitangent = cross(_worldNormal, _worldTangent) * _vertexTangentSign;
|
||||
o.WorldBitangent.xyz = _worldBitangent;
|
||||
|
||||
float4 pos = v.vertex;
|
||||
|
||||
pos.xyz = (pos.xyz - CentreModel.xyz);
|
||||
|
||||
float3 cameraLocalPos;
|
||||
|
||||
cameraLocalPos = mul(MatrixWorldToObject, float4(_WorldSpaceCameraPos, 1));
|
||||
|
||||
o.Pos2 = cameraLocalPos;
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
o.uv2 = v.uv2;
|
||||
o.uv3 = v.uv3;
|
||||
o.Pos = float4(pos.xyz, 1);
|
||||
o.Normal = v.normal;
|
||||
o.Color = v.Color;
|
||||
o.id = v.id;
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
float Dispersion;
|
||||
|
||||
float DispersionLimitedAngle;
|
||||
|
||||
float DispersionR;
|
||||
float DispersionG;
|
||||
float DispersionB;
|
||||
float Brightness;
|
||||
float Power;
|
||||
|
||||
|
||||
|
||||
float DispersionIntensity;
|
||||
sampler2D _ShapeTex;
|
||||
float _Scale;
|
||||
float TotalInternalReflection;
|
||||
int _SizeX;
|
||||
int _SizeY;
|
||||
int _PlaneCount;
|
||||
int _MaxReflection;
|
||||
|
||||
samplerCUBE ReflectionCube;
|
||||
// samplerCUBE _Environment;
|
||||
// half4 _Environment_HDR;
|
||||
float _RefractiveIndex;
|
||||
float _RefractiveIndex_;
|
||||
float _BaseReflection;
|
||||
#define MAX_REFLECTION (10)
|
||||
|
||||
float random(float2 st)
|
||||
{
|
||||
float r = frac(sin(dot(st.xy,float2(12.9898, 78.233)))* 43758.5453123);
|
||||
return r * clamp(pow(distance(r, 0.6), 2.5) * 100, 0, 1);
|
||||
}
|
||||
|
||||
float CalcReflectionRate(float3 normal, float3 ray, float baseReflection, float borderDot)
|
||||
{
|
||||
|
||||
float normalizedDot = clamp((abs(dot(normal, ray)) - borderDot) / (1.0 - borderDot), 0.0, 1.0);
|
||||
return baseReflection + (1.0-baseReflection)*pow(1.0-normalizedDot, 5);
|
||||
}
|
||||
|
||||
|
||||
half rgb2hsv(half3 c)
|
||||
{
|
||||
half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g));
|
||||
half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
float e = 1.0e-10;
|
||||
return abs(q.z + (q.w - q.y) / (6.0 * d + e));
|
||||
}
|
||||
|
||||
float Remap(float value, float min1, float max1, float min2, float max2)
|
||||
{
|
||||
return (min2 + (value - min1) * (max2 - min2) / (max1 - min1));
|
||||
}
|
||||
|
||||
float4 GetUnpackedPlaneByIndex(uint index)
|
||||
{
|
||||
int x_index = index % _SizeX;
|
||||
int y_index = index / _SizeX;
|
||||
|
||||
float ustride = 1.0 / _SizeX;
|
||||
float vstride = 1.0 / _SizeY;
|
||||
|
||||
float2 uv = float2((0.5+x_index)*ustride, (0.5+y_index)*vstride);
|
||||
|
||||
float4 packedPlane = tex2D(_ShapeTex, uv);
|
||||
|
||||
#if !defined(UNITY_COLORSPACE_GAMMA)
|
||||
packedPlane.xyz = LinearToGammaSpace(packedPlane.xyz);
|
||||
#endif
|
||||
|
||||
float3 normal = packedPlane.xyz*2 - float3(1,1,1); // смена диапозона
|
||||
|
||||
return float4(normal, packedPlane.w*_Scale);
|
||||
}
|
||||
|
||||
|
||||
float CheckCollideRayWithPlane(float3 rayStart, float3 rayNormalized, float4 normalTriangle) // plane - normal.xyz и normal.w - distance
|
||||
{
|
||||
float dp = dot(rayNormalized, normalTriangle.xyz);
|
||||
if( dp < 0 )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
float distanceNormalized = normalTriangle.w - dot(rayStart.xyz, normalTriangle.xyz);
|
||||
if( distanceNormalized < 0 )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
return distanceNormalized / dp;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
void CollideRayWithPlane(float3 Pos, float PassCount, float3 rayNormalized, float4 TriangleNormal, float startSideRelativeRefraction, out float reflectionRate, out float reflectionRate2, out float3 reflection, out float3 refraction, out float HorizontalElementSquared)
|
||||
{
|
||||
float3 rayVertical = dot(TriangleNormal.xyz, rayNormalized) * TriangleNormal.xyz;
|
||||
reflection = rayNormalized - rayVertical*2.0;
|
||||
|
||||
|
||||
float3 rayHorizontal = rayNormalized - rayVertical;
|
||||
|
||||
float3 refractHorizontal = rayHorizontal * startSideRelativeRefraction ;
|
||||
|
||||
float horizontalElementSquared = dot(refractHorizontal, refractHorizontal);
|
||||
|
||||
float borderDot = 0;
|
||||
|
||||
|
||||
if( startSideRelativeRefraction > 1.0 )
|
||||
{
|
||||
borderDot = sqrt(1.0-1.0f/(startSideRelativeRefraction*startSideRelativeRefraction));
|
||||
}
|
||||
else
|
||||
{
|
||||
borderDot = 0.0;
|
||||
}
|
||||
|
||||
HorizontalElementSquared = 0;
|
||||
|
||||
|
||||
|
||||
HorizontalElementSquared = horizontalElementSquared /3;
|
||||
if (horizontalElementSquared >= TotalInternalReflection)
|
||||
{
|
||||
HorizontalElementSquared = 0;
|
||||
reflectionRate = 1.0;
|
||||
reflectionRate2 = 1.0;
|
||||
refraction = TriangleNormal.xyz;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float verticalSizeSquared = 1-horizontalElementSquared;
|
||||
float3 refractVertical = rayVertical * sqrt( verticalSizeSquared / dot(rayVertical, rayVertical));
|
||||
|
||||
|
||||
refraction = refractHorizontal + refractVertical;
|
||||
reflectionRate = CalcReflectionRate(rayNormalized, TriangleNormal.xyz, _BaseReflection * PassCount, borderDot);
|
||||
reflectionRate2 =0;// CalcReflectionRate(rayNormalized, TriangleNormal.xyz, _BaseReflection * PassCount, borderDot);
|
||||
return;
|
||||
}
|
||||
|
||||
float3 CalcColorCoefByDistance(float distance,float4 Color)
|
||||
{
|
||||
return lerp(pow(max(Color.xyz, 0.01), distance * Color.w), Color.rgb, ColorByDepth);
|
||||
|
||||
}
|
||||
|
||||
float4 SampleEnvironment(float3 rayLocal)
|
||||
{
|
||||
float3 rayWorld = mul(unity_ObjectToWorld, float4(rayLocal, 0));
|
||||
|
||||
rayWorld = normalize(rayWorld);
|
||||
|
||||
|
||||
#if _CUBEMAPMODE_CUBEMAP
|
||||
float4 tex = texCUBElod(_Environment, float4(rayWorld,MipLevel));
|
||||
return float4(DecodeHDR(tex, _Environment_HDR), 1);
|
||||
|
||||
#endif
|
||||
|
||||
#if _CUBEMAPMODE_REFLECTIONPROBE
|
||||
float4 tex = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0,rayWorld, MipLevel);
|
||||
return float4(DecodeHDR(tex, unity_SpecCube0_HDR), 1);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void CheckCollideRayWithAllPlanes(float3 rayStart, float3 rayDirection, out float4 hitPlane, out float hitTime)
|
||||
{
|
||||
hitTime=1000000.0;
|
||||
hitPlane=float4(1,0,0,1);
|
||||
//[unroll(20)]
|
||||
for(int i=0; i<_PlaneCount; ++i)
|
||||
{
|
||||
float4 plane = GetUnpackedPlaneByIndex(i);
|
||||
float tmpTime = CheckCollideRayWithPlane(rayStart, rayDirection, plane);
|
||||
|
||||
if(tmpTime >= -0.001 && tmpTime<hitTime)
|
||||
{
|
||||
hitTime = tmpTime;
|
||||
hitPlane = plane;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float4 GetColorByRay(float3 rayStart, float3 rayDirection, float refractiveIndex, int MaxReflection, float4 Color, float lighttransmission)
|
||||
{
|
||||
float3 tmpRayStart = rayStart;
|
||||
float3 tmpRayDirection = rayDirection;
|
||||
float reflectionRates[MAX_REFLECTION];
|
||||
float reflectionRates2[MAX_REFLECTION];
|
||||
float4 refractionColors[MAX_REFLECTION];
|
||||
float4 refractionColors2[MAX_REFLECTION];
|
||||
float4 refractionColors3[MAX_REFLECTION];
|
||||
float4 depthColors[MAX_REFLECTION];
|
||||
|
||||
int loopCount = min(MAX_REFLECTION, _MaxReflection);
|
||||
|
||||
int badRay = 0;
|
||||
|
||||
// [unroll(10)]
|
||||
for( int i = 0; i<loopCount; ++i )
|
||||
{
|
||||
float hitTime=1000000.0;
|
||||
float4 hitPlane=float4(1,0,0,1);
|
||||
CheckCollideRayWithAllPlanes(tmpRayStart, tmpRayDirection, hitPlane, hitTime);
|
||||
|
||||
if (hitTime < 0.0)
|
||||
{
|
||||
badRay = 1;
|
||||
}
|
||||
|
||||
float3 rayEnd = tmpRayStart + tmpRayDirection*hitTime;
|
||||
|
||||
float reflectionRate;
|
||||
float reflectionRate2;
|
||||
float3 reflectionRay;
|
||||
float3 refractionRay;
|
||||
float PlaneNull;
|
||||
|
||||
float i_Pass = i;
|
||||
|
||||
if (i_Pass >= 2)
|
||||
{
|
||||
i_Pass = 0;
|
||||
|
||||
}
|
||||
|
||||
if (i_Pass < 2)
|
||||
{
|
||||
i_Pass = 1;
|
||||
|
||||
}
|
||||
|
||||
|
||||
CollideRayWithPlane(rayStart, i_Pass, tmpRayDirection, hitPlane, refractiveIndex, reflectionRate,reflectionRate2, reflectionRay, refractionRay, PlaneNull);
|
||||
|
||||
reflectionRates[i] = reflectionRate;
|
||||
|
||||
reflectionRates2[i] = reflectionRate2;
|
||||
|
||||
float3 _worldViewDir = UnityWorldSpaceViewDir(rayStart.xyz);
|
||||
_worldViewDir = normalize(_worldViewDir);
|
||||
|
||||
float fresnelNdotV5 = dot(tmpRayStart, _worldViewDir);
|
||||
float fresnelNode5 = (FresnelDispersionScale * pow(1.0 - fresnelNdotV5, FresnelDispersionPower));
|
||||
|
||||
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refractionColors3[i] = SampleEnvironment(refractionRay);
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refractionColors2[i] = 1;
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if (i == loopCount - 1)
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tmpRayStart = tmpRayStart + tmpRayDirection * hitTime;
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tmpRayDirection = reflectionRay;
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for (int j = loopCount - 1; j >= 0; --j)
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{
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//曝光、饱和、对比调整颜色
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{
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output = lerp(smoothstep(output, -0.1, 0.25), output, (1 - distance(1, _max) * 2));
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m_BuildTextureStacks: []
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8
Assets/Render/SpecialMaterials/JingTi/Zuan/Zuan.mat.meta
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near clip plane: 0.01
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debugShaders:
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@ -278,20 +278,6 @@
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<Item step="摄影器材认知" name="1.摄影器材认知" sum="10" bind=""/>
|
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|
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</Score>
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<Operation moduleType="Study" freeStep="true">
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<Step name="工具列表">
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<Step name="台塞">
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<Action type="Sequence">
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<Action type="Log" value="11111"></Action>
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</Action>
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</Module>
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@ -113,7 +113,11 @@
|
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<Action type="Hint" value="请到达拍摄场地,若需稳定拍摄,请先安装三角架到指定位置" time="-1" icon="false"></Action>
|
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|
||||
|
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|
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<Action type="Move" value="FlyCamera" to="2.685,1.094,-1.496" time="0"></Action>
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<Action type="Rotate" value="FlyCamera" to="27.40498,270,9.616999E-07" time="0"></Action>
|
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<Action type="UITools" devices="照相机,三脚架,摄影机,绿幕,补光灯" answers="三脚架"
|
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setActive="true"
|
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rightLabel="提示:物品选择正确。"
|
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@ -187,7 +191,7 @@
|
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</Start>
|
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</Step>
|
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|
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<Step name="3.安装摄像机">
|
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<Step name="3.安装摄影机">
|
||||
|
||||
<Start>
|
||||
<Action type="Sequence">
|
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@ -195,6 +199,34 @@
|
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<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
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|
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|
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<Action type="Move" value="FlyCamera" to="2.685,1.094,-1.496" time="0"></Action>
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<Action type="Rotate" value="FlyCamera" to="27.40498,270,9.616999E-07" time="0"></Action>
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|
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|
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<Action type="UITools" devices="照相机,三脚架,摄影机,绿幕,补光灯" answers="摄影机"
|
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setActive="true"
|
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rightLabel="提示:物品选择正确。"
|
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wrongLabel="提示:物品选择错误,当前模块中,不需要该物品。"
|
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rightEvent="物品准备通过"
|
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wrongEvent=""
|
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rightScore="1"
|
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wrongScore=""
|
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scoreStepName=""
|
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autoHide="1">
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</Action>
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<Condition type="StrEvent" value="物品准备通过"></Condition>
|
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<Action type="UIShow" value="UITools" isShow="false"></Action>
|
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|
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<Action type="Show" value="Main/SheXiangJi" isShow="true" ></Action>
|
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|
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<Action type="HighLightFlash" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia22/polySurface8" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
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<Condition type="ObjClick" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia22/polySurface8" ></Condition>
|
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<Action type="HighLightFlash" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia12/polySurface8" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
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|
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<Action type="TimeLine" value="TimeLines/AnZhuangSheXiangJi" isShow="true" finishedEvent="播放完毕" isWait="true" frame="0" endFrame="20"></Action>
|
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|
||||
|
||||
|
||||
|
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|
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<Action type="NextOperation"></Action>
|
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@ -209,10 +241,26 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
<Action type="Hint" value="请打开电源开机键,观察取景器拍摄画面" time="-1" icon="false"></Action>
|
||||
|
||||
<Action type="Move" value="FlyCamera" to="1.914637,0.8545135,-1.348654" time="0"></Action>
|
||||
<Action type="Rotate" value="FlyCamera" to="22.00154,172.0238,-0.0003757005" time="0"></Action>
|
||||
|
||||
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" ></Condition>
|
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<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
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<Action type="Move" value="FlyCamera" to="1.921192,1.341881,-1.91985" time="0"></Action>
|
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<Action type="Rotate" value="FlyCamera" to="1.338014,327.1598,2.66877E-08" time="0"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas" isShow="true" ></Action>
|
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<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/RawImage" isShow="true" ></Action>
|
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<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="true" ></Action>
|
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<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action>
|
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|
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|
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|
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|
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<Action type="NextOperation"></Action>
|
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|
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@ -226,10 +274,23 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
<Action type="Hint" value="请点击开始/停止按钮,录制当前镜头拍摄画面影像" time="-1" icon="false"></Action>
|
||||
|
||||
<Action type="Move" value="FlyCamera" to="1.914637,0.8545135,-1.348654" time="0"></Action>
|
||||
<Action type="Rotate" value="FlyCamera" to="22.00154,172.0238,-0.0003757005" time="0"></Action>
|
||||
|
||||
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
<Action type="Move" value="FlyCamera" to="2.001672,0.9576063,-1.520281" time="0"></Action>
|
||||
<Action type="Rotate" value="FlyCamera" to="51.42868,292.7578,0.0002930409" time="0"></Action>
|
||||
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/RawImage" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="true" ></Action>
|
||||
|
||||
<Action type="NextOperation"></Action>
|
||||
|
||||
@ -243,11 +304,41 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
|
||||
|
||||
<Action type="Hint" value="请调整焦距调整旋钮,通过推镜头、拉镜头的方式拍摄影视频" time="-1" icon="false"></Action>
|
||||
|
||||
<!--焦距调整旋钮,顺时针-->
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
|
||||
<Action type="Rotate" value="Main/SheXiangJi/SM_Shexiangji/polySurface46" to="0,0,0" time="3"></Action>
|
||||
|
||||
<Action type="Parallel">
|
||||
|
||||
<Action type="Rotate" value="Main/SheXiangJi/SM_Shexiangji/polySurface46" to="0,0,480" time="3"></Action>
|
||||
<Action type="TimeLine" value="TimeLines/TuiJingTou" isShow="true" finishedEvent="播放完毕" isWait="true" frame="0" endFrame="30"></Action>
|
||||
|
||||
</Action>
|
||||
|
||||
<!--焦距调整旋钮,逆时针-->
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
<Action type="Rotate" value="Main/SheXiangJi/SM_Shexiangji/polySurface46" to="0,0,480" time="0"></Action>
|
||||
|
||||
<Action type="Parallel">
|
||||
|
||||
<Action type="Rotate" value="Main/SheXiangJi/SM_Shexiangji/polySurface46" to="0,0,0" time="3"></Action>
|
||||
<Action type="TimeLine" value="TimeLines/LaJingTou" isShow="true" finishedEvent="播放完毕" isWait="true" frame="0" endFrame="30"></Action>
|
||||
|
||||
|
||||
</Action>
|
||||
|
||||
|
||||
|
||||
|
||||
<Action type="NextOperation"></Action>
|
||||
|
||||
|
||||
@ -262,11 +353,14 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
|
||||
|
||||
|
||||
<Action type="Hint" value="请调整调焦旋钮,控制拍摄主体背景的清晰度" time="-1" icon="false"></Action>
|
||||
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/polySurface49" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/polySurface49" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/polySurface49" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
<Action type="Rotate" value="Main/SheXiangJi/SM_Shexiangji/polySurface46" to="0,0,0" time="0"></Action>
|
||||
|
||||
<Action type="NextOperation"></Action>
|
||||
|
||||
|
||||
@ -278,9 +372,29 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
<Action type="Hint" value="请依次沿垂直、水平方向旋转云台,达到旋转镜头的拍摄效果" time="-1" icon="false"></Action>
|
||||
|
||||
|
||||
<!--垂直-->
|
||||
<Action type="HighLightFlash" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
|
||||
<Action type="TimeLine" value="TimeLines/ShangXiaYiDong" isShow="true" finishedEvent="播放完毕" isWait="true" frame="0" endFrame="200"></Action>
|
||||
|
||||
|
||||
<!--水平-->
|
||||
<Action type="HighLightFlash" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
<Action type="TimeLine" value="TimeLines/ZuoYouYiDong" isShow="true" finishedEvent="播放完毕" isWait="true" frame="0" endFrame="200"></Action>
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SanJiaoJia/SM_Sanjiaojia/SM_Sanjiaojia2/SM_Sanjiaojia4/SM_Sanjiaojia5/SheXiangJi_安装到三脚架上" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi" isShow="true" ></Action>
|
||||
|
||||
|
||||
|
||||
<Action type="NextOperation"></Action>
|
||||
@ -294,9 +408,15 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
<Action type="Hint" value="请将摄像机从三角架取下,移动摄像机,达到移镜头的拍摄效果" time="-1" icon="false"></Action>
|
||||
|
||||
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
|
||||
<Action type="TimeLine" value="TimeLines/QuXiaSheXiangJi" isShow="true" finishedEvent="播放完毕" isWait="true" frame="0" endFrame="300"></Action>
|
||||
|
||||
|
||||
<Action type="NextOperation"></Action>
|
||||
@ -310,24 +430,36 @@
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
<Action type="Hint" value="请再次点击开始/停止按钮,结束当前视频录制" time="-1" icon="false"></Action>
|
||||
|
||||
|
||||
|
||||
|
||||
<Action type="NextOperation"></Action>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface27" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
|
||||
</Action>
|
||||
</Start>
|
||||
</Step>
|
||||
<Step name="10.结束录制">
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/RawImage" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action>
|
||||
|
||||
<Start>
|
||||
<Action type="Sequence">
|
||||
<!--audio="Zhu/Z007.mp3"-->
|
||||
<Action type="Hint" value="请调整三角架高度,使之符合拍摄高度要求" time="-1" icon="false"></Action>
|
||||
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" ></Condition>
|
||||
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" isHigh="false" color="200,50,50,255" time="0.25" count="-1"></Action>
|
||||
|
||||
|
||||
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas" isShow="true" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/RawImage" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="false" ></Action>
|
||||
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action>
|
||||
|
||||
|
||||
|
||||
<Action type="TipWindow" value="恭喜你完成摄影机拍摄,点击确定,保存摄像机拍摄文件" btns="确定"> </Action>
|
||||
<Condition type="UIClick" value="UIRoot/PopUI/UITipWindow/Mask/Connnet/BtnContent/确定"></Condition>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -11,6 +11,7 @@ TagManager:
|
||||
-
|
||||
- Water
|
||||
- UI
|
||||
- bur
|
||||
- BG
|
||||
-
|
||||
-
|
||||
@ -36,7 +37,6 @@ TagManager:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
m_SortingLayers:
|
||||
- name: Default
|
||||
uniqueID: 0
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user