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101 测试枪口 TestMuzzle
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1 菜单场景 Menu 1
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10000 玩家子弹 weapon_player 0 False 1 0 100
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|
||||
_FlashColor ("Flash Color", Color) = (1,1,1,1) // 闪白颜色
|
||||
_FlashAmount ("Flash Amount", Range(0, 1)) = 0 // 0=不闪, 1=全闪
|
||||
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|
||||
|
||||
SubShader
|
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|
||||
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|
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|
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|
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#pragma fragment frag
|
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// 开启 GPU Instancing 必须的宏
|
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#pragma multi_compile_instancing
|
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|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID // 1. 输入结构体必须包含 Instance ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID // 2. 输出结构体必须包含 Instance ID
|
||||
};
|
||||
|
||||
// 3. 定义 Instancing 缓冲区 (这里定义的数据每个物体都可以不同)
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float4, _BaseColor)
|
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UNITY_DEFINE_INSTANCED_PROP(float4, _FlashColor)
|
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UNITY_DEFINE_INSTANCED_PROP(float, _FlashAmount)
|
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UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
|
||||
// 4. 设置 Instance ID
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
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output.positionCS = vertexInput.positionCS;
|
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|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(0,0,0,0));
|
||||
output.normalWS = normalInput.normalWS;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
// 5. 片元着色器也要 Setup Instance ID
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
// 6. 使用宏读取属性 (代替直接写 _BaseColor)
|
||||
float4 baseColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BaseColor);
|
||||
float4 flashColor = UNITY_ACCESS_INSTANCED_PROP(Props, _FlashColor);
|
||||
float flashAmount = UNITY_ACCESS_INSTANCED_PROP(Props, _FlashAmount);
|
||||
|
||||
// 简单光照计算 (Lambert)
|
||||
Light mainLight = GetMainLight();
|
||||
float NdotL = saturate(dot(input.normalWS, mainLight.direction));
|
||||
float3 lighting = baseColor.rgb * (mainLight.color * NdotL + unity_AmbientSky.rgb); // 加上环境光防止背光全黑
|
||||
|
||||
// 混合闪白效果
|
||||
float3 finalColor = lerp(lighting, flashColor.rgb, flashAmount);
|
||||
|
||||
return float4(finalColor, baseColor.a);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
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}
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||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||
// version 1.14.2
|
||||
// from Assets/PlayerInputActions.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
|
||||
/// <summary>
|
||||
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/PlayerInputActions.inputactions".
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// using namespace UnityEngine;
|
||||
/// using UnityEngine.InputSystem;
|
||||
///
|
||||
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
|
||||
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
|
||||
/// {
|
||||
/// private MyActions_Actions m_Actions; // Source code representation of asset.
|
||||
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
|
||||
///
|
||||
/// void Awake()
|
||||
/// {
|
||||
/// m_Actions = new MyActions_Actions(); // Create asset object.
|
||||
/// m_Player = m_Actions.Player; // Extract action map object.
|
||||
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
|
||||
/// }
|
||||
///
|
||||
/// void OnDestroy()
|
||||
/// {
|
||||
/// m_Actions.Dispose(); // Destroy asset object.
|
||||
/// }
|
||||
///
|
||||
/// void OnEnable()
|
||||
/// {
|
||||
/// m_Player.Enable(); // Enable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// void OnDisable()
|
||||
/// {
|
||||
/// m_Player.Disable(); // Disable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// #region Interface implementation of MyActions.IPlayerActions
|
||||
///
|
||||
/// // Invoked when "Move" action is either started, performed or canceled.
|
||||
/// public void OnMove(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
|
||||
/// }
|
||||
///
|
||||
/// // Invoked when "Attack" action is either started, performed or canceled.
|
||||
/// public void OnAttack(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
|
||||
/// }
|
||||
///
|
||||
/// #endregion
|
||||
/// }
|
||||
/// </code>
|
||||
/// </example>
|
||||
public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
|
||||
public InputActionAsset asset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
|
||||
public @PlayerInputActions()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
||||
""version"": 1,
|
||||
""name"": ""PlayerInputActions"",
|
||||
""maps"": [
|
||||
{
|
||||
""name"": ""Game"",
|
||||
""id"": ""c320222a-39c4-47d5-bb95-1702176bdb69"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""Move"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""4875d1e6-7f0e-490d-88f4-b97f322ce0dd"",
|
||||
""expectedControlType"": ""Vector2"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": ""2D Vector"",
|
||||
""id"": ""c2c107da-b6b9-4daf-be56-c0fc0a06b4d9"",
|
||||
""path"": ""2DVector"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""a3b11b4d-c157-417a-a38a-d89a034da71b"",
|
||||
""path"": ""<Keyboard>/w"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""0a0a8e30-3cf7-4889-aeb1-e8ddebcd944b"",
|
||||
""path"": ""<Keyboard>/s"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""2eeac222-1829-4c5b-9829-5e36b3fe989e"",
|
||||
""path"": ""<Keyboard>/a"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""89d5e951-0db5-4f1e-806b-f29f84507a34"",
|
||||
""path"": ""<Keyboard>/d"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": []
|
||||
}");
|
||||
// Game
|
||||
m_Game = asset.FindActionMap("Game", throwIfNotFound: true);
|
||||
m_Game_Move = m_Game.FindAction("Move", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@PlayerInputActions()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Game.enabled, "This will cause a leak and performance issues, PlayerInputActions.Game.Disable() has not been called.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
UnityEngine.Object.Destroy(asset);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||
public IEnumerator<InputAction> GetEnumerator()
|
||||
{
|
||||
return asset.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Game
|
||||
private readonly InputActionMap m_Game;
|
||||
private List<IGameActions> m_GameActionsCallbackInterfaces = new List<IGameActions>();
|
||||
private readonly InputAction m_Game_Move;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Game".
|
||||
/// </summary>
|
||||
public struct GameActions
|
||||
{
|
||||
private @PlayerInputActions m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public GameActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Game/Move".
|
||||
/// </summary>
|
||||
public InputAction @Move => m_Wrapper.m_Game_Move;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Game; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="GameActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(GameActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
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|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions" />
|
||||
public void AddCallbacks(IGameActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_GameActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_GameActionsCallbackInterfaces.Add(instance);
|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions" />
|
||||
private void UnregisterCallbacks(IGameActions instance)
|
||||
{
|
||||
@Move.started -= instance.OnMove;
|
||||
@Move.performed -= instance.OnMove;
|
||||
@Move.canceled -= instance.OnMove;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameActions.UnregisterCallbacks(IGameActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
|
||||
public void RemoveCallbacks(IGameActions instance)
|
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{
|
||||
if (m_Wrapper.m_GameActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
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|
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/// <summary>
|
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/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
|
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/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
|
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public void SetCallbacks(IGameActions instance)
|
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{
|
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foreach (var item in m_Wrapper.m_GameActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
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|
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AddCallbacks(instance);
|
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|
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|
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|
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/// </summary>
|
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|
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/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Game" which allows adding and removing callbacks.
|
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/// </summary>
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/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
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/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
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public interface IGameActions
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/// <summary>
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/// Method invoked when associated input action "Move" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user