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Update 3.28

LiuQilin há 8 anos atrás
pai
commit
b7a68ec5d2

BIN
Assets/Resources/Garden.unity


BIN
Assets/Resources/Shader/HighLight.mat


+ 26 - 73
Assets/Resources/Shader/HighLight.shader

@@ -3,7 +3,7 @@
 	Properties
 	{
 		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
-		_Color("Tint", Color) = (1,1,1,1)
+		_Scale("Scale", float) = 0.02
 		[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
 	}
 
@@ -27,59 +27,6 @@
 			Blend SrcAlpha OneMinusSrcAlpha
 
 			CGPROGRAM
-
-			#pragma vertex vert
-			#pragma fragment frag
-			
-			#include "UnityCG.cginc"
-
-			struct appdata_t
-			{
-				float4 vertex   : POSITION;
-				float2 texcoord : TEXCOORD0;
-			};
-
-			struct v2f
-			{
-				float4 vertex : SV_POSITION;
-				float2 texcoord  : TEXCOORD0;
-			};
-
-		v2f vert(appdata_t IN)
-		{
-			v2f OUT;
-
-			OUT.vertex = UnityObjectToClipPos(IN.vertex * 1.1);
-			OUT.texcoord = IN.texcoord;
-
-			return OUT;
-		}
-
-		sampler2D _MainTex;
-
-		fixed4 SampleSpriteTexture(float2 uv)
-		{
-			fixed4 color = tex2D(_MainTex, uv);
-
-			return color;
-		}
-
-		fixed4 frag(v2f IN) : SV_Target
-		{
-			fixed4 c = SampleSpriteTexture(IN.texcoord);
-
-			c.rgb = 1;
-
-			return c;
-		}
-		ENDCG
-	}
-
-		Pass
-		{
-			Blend SrcAlpha OneMinusSrcAlpha
-
-			CGPROGRAM
 				
 			#pragma vertex vert
 			#pragma fragment frag
@@ -96,54 +43,60 @@
 				float4 vertex   : POSITION;
 				float4 color    : COLOR;
 				float2 texcoord : TEXCOORD0;
-				UNITY_VERTEX_INPUT_INSTANCE_ID
 			};
 
 			struct v2f
 			{
 				float4 vertex   : SV_POSITION;
-				fixed4 color : COLOR;
 				float2 texcoord  : TEXCOORD0;
-				UNITY_VERTEX_OUTPUT_STEREO
 			};
 
-			fixed4 _Color;
+			float _Scale;
 
 			v2f vert(appdata_t IN)
 			{
 				v2f OUT;
-				UNITY_SETUP_INSTANCE_ID(IN);
-				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
+
 				OUT.vertex = UnityObjectToClipPos(IN.vertex);
 				OUT.texcoord = IN.texcoord;
-				OUT.color = IN.color * _Color;
-				#ifdef PIXELSNAP_ON
-				OUT.vertex = UnityPixelSnap(OUT.vertex);
-				#endif
 
 				return OUT;
 			}
 
 			sampler2D _MainTex;
-			sampler2D _AlphaTex;
 
 			fixed4 SampleSpriteTexture(float2 uv)
 			{
 				fixed4 color = tex2D(_MainTex, uv);
 
-				#if ETC1_EXTERNAL_ALPHA
-				// get the color from an external texture (usecase: Alpha support for ETC1 on android)
-				color.a = tex2D(_AlphaTex, uv).r;
-				#endif //ETC1_EXTERNAL_ALPHA
-
 				return color;
 			}
 
 			fixed4 frag(v2f IN) : SV_Target
 			{
-				fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
-				c.rgb *= c.a;
-	
+				fixed4 c = SampleSpriteTexture(IN.texcoord);
+
+				if (c.a == 0) 
+				{
+					fixed4 c1 = SampleSpriteTexture(IN.texcoord + float2(_Scale, 0));
+					fixed4 c2 = SampleSpriteTexture(IN.texcoord + float2(-_Scale, 0));
+					fixed4 c3 = SampleSpriteTexture(IN.texcoord + float2(0, _Scale));
+					fixed4 c4 = SampleSpriteTexture(IN.texcoord + float2(0, -_Scale));
+					fixed4 c5 = SampleSpriteTexture(IN.texcoord + float2(_Scale, _Scale));
+					fixed4 c6 = SampleSpriteTexture(IN.texcoord + float2(_Scale, -_Scale));
+					fixed4 c7 = SampleSpriteTexture(IN.texcoord + float2(-_Scale, _Scale));
+					fixed4 c8 = SampleSpriteTexture(IN.texcoord + float2(-_Scale, -_Scale));
+
+					if (c1.a > 0 || c2.a > 0 || c3.a > 0 || c4.a > 0 || c5.a > 0 || c6.a > 0 || c7.a > 0 || c8.a > 0)
+					{
+						c.rgba = 1;
+					}
+				}
+				else if (c.a < 1)
+				{
+					c.rgba = 1;
+				}
+
 				return c;
 			}
 			ENDCG

+ 3 - 1
MyLovelyGarden.txt

@@ -1,4 +1,6 @@
-描边效果不太好 升级解锁土地 最多2页
+网络逻辑优化
+
+解锁土地由蝴蝶控制
 
 Person和CoinPerson显示基数还是当前值 以秒为单位还是分钟