根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
``` docs(readme): 更新文档说明 - 添加项目使用指南 - 完善API接口说明 - 修正错误的配置示例 ```
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m_Floats:
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- _DstBlend: 0
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _GlowPower: 2
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _GlowColor: {r: 1, g: 0.5, b: 0.19999996, a: 0.6}
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m_BuildTextureStacks: []
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externalObjects: {}
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mainObjectFileID: 2100000
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@@ -0,0 +1,61 @@
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// 魔法光晕 Shader(叠加发光)
|
||||
// 挂在比光球稍大的 Sphere 上,Additive 叠加,模拟没有 Bloom 也能发光的光晕
|
||||
Shader "Custom/MagicGlow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_GlowColor ("光晕颜色", Color) = (1.0, 0.5, 0.2, 0.6)
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_GlowPower("光晕强度", Range(0.5, 5.0)) = 2.0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "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 One // Additive 叠加,越叠越亮
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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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float3 normal : NORMAL;
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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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float3 worldNormal : TEXCOORD0;
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float3 worldViewDir : TEXCOORD1;
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};
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float4 _GlowColor;
|
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float _GlowPower;
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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.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex));
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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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float3 n = normalize(i.worldNormal);
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float3 v = normalize(i.worldViewDir);
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// 边缘亮、中心透明 → 柔和半球光晕
|
||||
float rim = pow(1.0 - saturate(dot(n, v)), _GlowPower);
|
||||
return float4(_GlowColor.rgb, rim * _GlowColor.a);
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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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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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%YAML 1.1
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%TAG !u! tag:yousandi.cn,2023:
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m_PrefabAsset: {fileID: 0}
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m_Name: MagicOrb
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m_Shader: {fileID: 4800000, guid: a05f72b2c9c9241d3ab6df57fddaa055, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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m_Texture: {fileID: 0}
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _OrbColor: {r: 1, g: 0.34999996, b: 0.09999997, a: 1}
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- _RingColor: {r: 0.8, g: 0.75, b: 0.6, a: 1}
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externalObjects: {}
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mainObjectFileID: 2100000
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@@ -0,0 +1,72 @@
|
||||
// 魔法光球本体 Shader
|
||||
// 挂在小球 Sphere 上:自发光、脉动、边缘 Fresnel 光,模拟能量球
|
||||
Shader "Custom/MagicOrb"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_OrbColor ("光球颜色", Color) = (1.0, 0.35, 0.1, 1.0) // 默认火球橙红
|
||||
_CoreColor ("核心颜色", Color) = (1.0, 0.95, 0.7, 1.0) // 核心亮黄白
|
||||
_PulseSpeed("脉动速度", Range(0.5, 5.0)) = 2.0
|
||||
_RimPower ("边缘光强度", Range(0.5, 5.0)) = 2.0
|
||||
}
|
||||
SubShader
|
||||
{
|
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Tags { "RenderType"="Opaque" "Queue"="Geometry" }
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LOD 100
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Cull Off
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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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|
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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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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float3 worldNormal : TEXCOORD0;
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float3 worldViewDir : TEXCOORD1;
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};
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||||
|
||||
float4 _OrbColor;
|
||||
float4 _CoreColor;
|
||||
float _PulseSpeed;
|
||||
float _RimPower;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex));
|
||||
return o;
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}
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||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
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float3 n = normalize(i.worldNormal);
|
||||
float3 v = normalize(i.worldViewDir);
|
||||
float ndv = saturate(dot(n, v));
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||||
|
||||
// 边缘光(Fresnel):球的轮廓一圈更亮
|
||||
float rim = pow(1.0 - ndv, _RimPower);
|
||||
// 脉动:呼吸感
|
||||
float pulse = 0.82 + 0.18 * sin(_Time.y * _PulseSpeed * 3.14159);
|
||||
// 核心(朝向镜头的部分)偏亮白
|
||||
float3 col = lerp(_OrbColor.rgb, _CoreColor.rgb, ndv * 0.65);
|
||||
col += rim * _OrbColor.rgb * 1.5;
|
||||
col *= pulse;
|
||||
|
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return float4(col, 1.0);
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||||
}
|
||||
ENDCG
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}
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}
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}
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in new issue
Block a user