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@@ -0,0 +1,88 @@
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using UnityEngine;
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/// <summary>
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/// 地面裂纹特效控制器
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/// 挂在平躺的 Quad 上,砸地/劈砍命中时调用 Play()
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/// 流程:扩散(0→1) → 保持 → 淡出 → 结束
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/// </summary>
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[RequireComponent(typeof(Renderer))]
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public class GroundCrack : MonoBehaviour
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{
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[Header("时间")]
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public float spreadTime = 0.3f; // 裂纹扩散时间
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public float holdTime = 0.8f; // 保持时间
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public float fadeTime = 0.6f; // 淡出时间
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[Header("外观")]
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public Color crackColor = Color.black; // 裂纹颜色(黑=普通地裂,红=熔岩,紫=暗影)
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public Color glowColor = new Color(1f, 0.3f, 0f, 0f); // 发光色(A=0不发光)
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[Header("测试")]
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public bool autoPlayOnStart = true;
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private Material mat;
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private float timer;
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private int state; // 0=扩散 1=保持 2=淡出 3=结束
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private bool initialized;
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void Start()
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{
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Init();
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if (autoPlayOnStart) Play();
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}
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private void Init()
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{
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if (initialized) return;
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mat = GetComponent<Renderer>().material;
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mat.SetFloat("_Progress", 0f);
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mat.SetFloat("_Opacity", 0f);
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initialized = true;
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}
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/// <summary>
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/// 砸地/劈砍命中时调用
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/// </summary>
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[ContextMenu("▶ 播放一次")]
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public void Play()
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{
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Init();
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timer = 0f;
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state = 0;
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mat.SetFloat("_Opacity", 1f);
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mat.SetFloat("_Progress", 0f);
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mat.SetColor("_CrackColor", crackColor);
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mat.SetColor("_GlowColor", glowColor);
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Debug.Log("[GroundCrack] 裂纹触发");
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}
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void Update()
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{
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if (state >= 3) return;
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timer += Time.deltaTime;
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if (state == 0) // 扩散
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{
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float p = Mathf.Clamp01(timer / spreadTime);
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mat.SetFloat("_Progress", p);
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if (timer >= spreadTime) { state = 1; timer = 0f; }
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}
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else if (state == 1) // 保持
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{
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if (timer >= holdTime) { state = 2; timer = 0f; }
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}
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else if (state == 2) // 淡出
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{
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float f = 1f - Mathf.Clamp01(timer / fadeTime);
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mat.SetFloat("_Opacity", f);
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if (timer >= fadeTime)
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{
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state = 3;
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mat.SetFloat("_Opacity", 0f);
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Debug.Log("[GroundCrack] 裂纹结束");
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}
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}
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}
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}
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//(注:内容由AI生成)
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m_Colors:
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@@ -0,0 +1,80 @@
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// 地面裂纹 Shader
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// 挂在平躺的 Quad 上:裂纹贴图 + 径向扩散 + 颜色染色 + 整体淡出
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Shader "Custom/GroundCrack"
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{
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Properties
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{
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_CrackTex ("裂纹贴图 (A=裂纹)", 2D) = "white" {}
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_CrackColor ("裂纹颜色", Color) = (0, 0, 0, 1) // 默认黑色
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_GlowColor ("裂纹发光色 (A=强度)", Color) = (1, 0.3, 0, 0) // 默认不发光
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_Progress ("扩散进度 (0~1)", Range(0, 1)) = 0
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_Opacity ("整体透明度 (0~1)", Range(0, 1)) = 1
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_RevealSoft ("扩散边缘柔化", Range(0.01, 0.3)) = 0.1
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent+1" "IgnoreProjector"="True" }
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LOD 100
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ZWrite Off
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _CrackTex;
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float4 _CrackTex_ST;
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float4 _CrackColor;
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float4 _GlowColor;
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float _Progress;
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float _Opacity;
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float _RevealSoft;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _CrackTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// 以 UV 中心为圆心,归一化距离(中心0,边缘约1)
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float2 p = i.uv - 0.5;
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float dist = length(p) * 2.0;
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// 径向扩散:进度越大,可见范围越远
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float reveal = 1.0 - smoothstep(_Progress - _RevealSoft, _Progress, dist);
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// 裂纹形状(取贴图 Alpha)
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float crack = tex2D(_CrackTex, i.uv).a;
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float alpha = crack * reveal * _Opacity * _CrackColor.a;
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float3 col = _CrackColor.rgb;
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// 发光叠加(熔岩红/暗影紫等,A=0时不发光)
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col += _GlowColor.rgb * _GlowColor.a * crack * reveal;
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return float4(col, alpha);
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}
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ENDCG
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}
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}
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}
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Reference in new issue
Block a user