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