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
```
This commit is contained in:
huadexuan committed 2026-10-01 16:01:43 +08:00
1 parent a74d1e62d7
commit 8d58c2223c
167 files changed
+1119 -15679

No files matched your search

@@ -0,0 +1,61 @@
// 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)
_GlowPower("光晕强度", Range(0.5, 5.0)) = 2.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Cull Off
Blend SrcAlpha One // Additive 叠加,越叠越亮
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldViewDir : TEXCOORD1;
};
float4 _GlowColor;
float _GlowPower;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 n = normalize(i.worldNormal);
float3 v = normalize(i.worldViewDir);
// 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);
}
ENDCG
}
}
}