【相机】开启技能相机后处理
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@ -31,6 +31,10 @@ namespace Gameplay.PostProcess.ColorFade
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{
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if (GlobalFadeManager.instance == null) return;
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if (GlobalFadeManager.instance.fadeProgress <= 0) return;
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if (GlobalFadeManager.instance.targetCamera != null)
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{
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mat.SetFloat(FadeProgress, GlobalFadeManager.instance.fadeProgress);
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@ -7,6 +7,9 @@ namespace AOT.PostProcess.ColorFade
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public float fadeProgress { get; }
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public float fadeTime { get; }
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public Material fadeMat { get; }
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public Camera targetCamera { get; }
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public void SetFadeColor(Color color);
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public void FadeIn(float time);
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@ -7,16 +7,10 @@ namespace Code.Scripts.Gameplay.Utils
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public static CmpObjRef instance { get; private set; }
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public Camera m_SkillCamera;
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instance = this;
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DontDestroyOnLoad(gameObject);
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}
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@ -0,0 +1,63 @@
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Shader "NLD_URP/NLD_UnlitColor"
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{
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Properties
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{
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_MainColor ("MainColor", color) = (0, 0, 0, 1)
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SubShader
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Tags
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"LightMode" = "UniversalForward"
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata
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{
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float4 positionOS : POSITION;
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};
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struct v2f
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{
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float4 positionHCS : SV_POSITION;
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _MainColor;
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CBUFFER_END
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v2f vert (appdata v)
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{
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v2f o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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// sample the texture
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return _MainColor;
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}
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ENDHLSL
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}
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Loading…
Reference in New Issue