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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// 魔法光球本体 Shader
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// 挂在小球 Sphere 上:自发光、脉动、边缘 Fresnel 光,模拟能量球
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Shader "Custom/MagicOrb"
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{
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Properties
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{
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_OrbColor ("光球颜色", Color) = (1.0, 0.35, 0.1, 1.0) // 默认火球橙红
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_CoreColor ("核心颜色", Color) = (1.0, 0.95, 0.7, 1.0) // 核心亮黄白
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_PulseSpeed("脉动速度", Range(0.5, 5.0)) = 2.0
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_RimPower ("边缘光强度", 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"="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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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;
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float4 _CoreColor;
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float _PulseSpeed;
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float _RimPower;
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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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float ndv = saturate(dot(n, v));
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// 边缘光(Fresnel):球的轮廓一圈更亮
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float rim = pow(1.0 - ndv, _RimPower);
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// 脉动:呼吸感
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float pulse = 0.82 + 0.18 * sin(_Time.y * _PulseSpeed * 3.14159);
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// 核心(朝向镜头的部分)偏亮白
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float3 col = lerp(_OrbColor.rgb, _CoreColor.rgb, ndv * 0.65);
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col += rim * _OrbColor.rgb * 1.5;
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col *= pulse;
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return float4(col, 1.0);
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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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