feat(gameplay): 实现护盾系统和强化增益选择机制

- 新增护盾功能,包括护盾数值显示和护盾条UI
- 重构盾卫技能,实现坚固壁垒技能效果
- 添加暴击率、吸血率等战斗属性
- 优化增益选择界面,新增传奇品质和刷新机制
- 调整材质纹理和文字着色器效果
- 修复金币显示格式问题
```
This commit is contained in:
huadexuan committed 2026-10-09 18:13:18 +08:00
1 parent 336ec9980d
commit 48395ab414
27 files changed
+10343 -128

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+20 -3
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@@ -5,8 +5,10 @@ Shader "UI/GoldTextGradient"
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_TopColor ("Top Gold Color", Color) = (1, 0.95, 0.6, 1)
_BottomColor ("Bottom Gold Color", Color) = (0.9, 0.65, 0.1, 1)
_TopColor ("Top Color (White)", Color) = (1.0, 0.98, 0.95, 1.0)
_MiddleColor ("Middle Color (Light Gold)", Color) = (1.0, 0.82, 0.4, 1.0)
_BottomColor ("Bottom Color (Amber Gold)", Color) = (0.82, 0.5, 0.1, 1.0)
_MidPoint ("Gradient Mid Point", Range(0.1, 0.9)) = 0.35
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
@@ -68,9 +70,12 @@ Shader "UI/GoldTextGradient"
fixed4 _Color;
fixed4 _TopColor;
fixed4 _MiddleColor;
fixed4 _BottomColor;
float _MidPoint;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TextureSampleAdd;
v2f vert(appdata_t IN)
{
@@ -79,7 +84,19 @@ Shader "UI/GoldTextGradient"
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
fixed4 gradColor = lerp(_BottomColor, _TopColor, saturate(IN.texcoord.y));
float y = saturate(IN.texcoord.y);
fixed4 gradColor;
if (y > _MidPoint)
{
float t = (y - _MidPoint) / (1.0 - _MidPoint);
gradColor = lerp(_MiddleColor, _TopColor, t);
}
else
{
float t = y / _MidPoint;
gradColor = lerp(_BottomColor, _MiddleColor, t);
}
OUT.color = IN.color * _Color * gradColor;
return OUT;
}