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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// 魔法光晕 Shader(叠加发光)
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// 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
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Shader "Custom/MagicGlow"
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{
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Properties
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{
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_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
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float rim = pow(1.0 - saturate(dot(n, v)), _GlowPower);
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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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