main
reng 4 months ago
parent 21c5292339
commit 4e34ecc8ba
  1. 230
      Assets/Fonts/NotoSerifTC-Regular SDF-Postcard.asset
  2. 406
      Assets/Scenes/SampleScene.unity
  3. 41
      Assets/Scripts/SetChoiceEffect.cs
  4. 2
      Assets/Shaders/Material-mask.mat
  5. 91
      Assets/Shaders/Material-shader-postcard.mat
  6. 8
      Assets/Shaders/Material-shader-postcard.mat.meta
  7. 2
      Assets/Shaders/Material-shader.mat
  8. 15
      Assets/Shaders/bloom.shader
  9. 2
      ProjectSettings/ProjectSettings.asset

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--- !u!114 &1811530096
MonoBehaviour:
@ -5940,8 +5900,8 @@ MonoBehaviour:
m_Right: 0
m_Top: 0
m_Bottom: 0
m_ChildAlignment: 3
m_Spacing: 2
m_ChildAlignment: 0
m_Spacing: 0
m_ChildForceExpandWidth: 0
m_ChildForceExpandHeight: 1
m_ChildControlWidth: 1
@ -5981,7 +5941,6 @@ GameObject:
- component: {fileID: 1963683449}
- component: {fileID: 1963683448}
- component: {fileID: 1963683450}
- component: {fileID: 1963683451}
m_Layer: 5
m_Name: RawImage-SpoutInput
m_TagString: Untagged
@ -6062,22 +6021,6 @@ MonoBehaviour:
FirebaseUrl: https://firestore.googleapis.com/v1/projects/uc-24070-thegreattipsy/databases/(default)/documents/
TextNumber: {fileID: 0}
TextSummary: {fileID: 0}
--- !u!114 &1963683451
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1963683446}
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: db391acecb6758546b7696b0899c829a, type: 3}
m_Name:
m_EditorClassIdentifier:
CurShader: {fileID: 4800000, guid: 86d6803e621c0cb4ab4566eaa6d160e2, type: 3}
DownSampleNum: 3
BlurSpreadSize: 20
BlurIterations: 8
--- !u!1 &1988834084
GameObject:
m_ObjectHideFlags: 0
@ -6137,8 +6080,8 @@ MonoBehaviour:
m_Calls: []
m_text: "\u8F38\u5165\u5169\u4F4D\u6578\u865F\u78BC\n\u8F38\u5165\u5B8C\u6210\uFF0C\u8ACB\u6309\u4E95\u5B57\n\u53D6\u6D88\u8F38\u5165\uFF0C\u8ACB\u6309\u7C73\u5B57"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: b25f209be0fbd2e4c834d22f2abd6b55, type: 2}
m_sharedMaterial: {fileID: -6120210280381436959, guid: b25f209be0fbd2e4c834d22f2abd6b55, type: 2}
m_fontAsset: {fileID: 11400000, guid: 7f0534057c5fa054986287e586e6a05e, type: 2}
m_sharedMaterial: {fileID: -4566397573293869855, guid: 7f0534057c5fa054986287e586e6a05e, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@ -6172,7 +6115,7 @@ MonoBehaviour:
m_HorizontalAlignment: 2
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
m_characterSpacing: 8
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@ -6279,10 +6222,9 @@ MonoBehaviour:
rawImage: {fileID: 1963683448}
FlashDuration: 0.15
FadeDuration: 2
MaxBloomAmount: 777
MinBloomAmount: 1
MaxBloomThreshold: 0.5
MinBloomThreshold: 0
MinFadeAmount: 0.2
FlashCount: 4
ShortFadeDuration: 0.15
ImageOffsetY: 0.05
--- !u!114 &1995476946
MonoBehaviour:

@ -12,13 +12,12 @@ public class SetChoiceEffect : MonoBehaviour
Material material;
public float FlashDuration = 0.2f; // Duration for the flash effect
public float FlashDuration = 0.1f; // Duration for the flash effect
public float FadeDuration = 1.0f; // Duration for the fade effect
public float MaxBloomAmount = 500.0f; // Maximum bloom amount
public float MinBloomAmount = 1.0f; // Minimum bloom amount
public float MaxBloomThreshold = 0.5f; // Maximum bloom threshold
public float MinBloomThreshold = 0.0f; // Minimum bloom threshold
public float MinFadeAmount = 0.2f; // Minimum fade amount for discard effect
public int FlashCount = 3; // Number of flashes for discard effect
public float ShortFadeDuration = 0.1f; // Duration for short fade effect
public float ImageOffsetY = 0.05f; // Offset for the image in the shader
@ -76,9 +75,10 @@ public class SetChoiceEffect : MonoBehaviour
{
if (material != null)
{
material.SetFloat("_BloomIntensity", MinBloomAmount);
material.SetFloat("_BloomThreshold", MaxBloomThreshold);
// material.SetFloat("_BloomIntensity", MinBloomAmount);
// material.SetFloat("_BloomThreshold", MaxBloomThreshold);
material.SetFloat("_FadeAmount", 1.0f);
material.SetFloat("_FlashAmount", 0.0f);
}
else
{
@ -90,18 +90,13 @@ public class SetChoiceEffect : MonoBehaviour
switch (type)
{
case "save":
// material.SetFloat("_BloomAmount", 1.0f);
// material.SetFloat("_BloomThreshold", 0.0f);
material.SetFloat("_FadeAmount", 1.0f);
// StartCoroutine(FadeCoroutine("_FadeAmount", 0.0f, 1.0f, FlashDuration));
StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MaxBloomAmount, FlashDuration / 2));
StartCoroutine(FadeCoroutine("_BloomThreshold", material.GetFloat("_BloomThreshold"), MinBloomThreshold, FlashDuration / 2,
StartCoroutine(FadeCoroutine("_FlashAmount", 0.0f, 1.0f, FlashDuration / 2,
() =>
{
// After the fade is complete, reset the bloom amount to 1.0f
StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MinBloomAmount, FlashDuration / 2, null, FlashDuration));
StartCoroutine(FadeCoroutine("_BloomThreshold", material.GetFloat("_BloomThreshold"), MaxBloomThreshold, FlashDuration / 2, () =>
StartCoroutine(FadeCoroutine("_FlashAmount", material.GetFloat("_FlashAmount"), 0.0f, FlashDuration / 2, () =>
{
StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration));
}, FlashDuration));
@ -112,11 +107,17 @@ public class SetChoiceEffect : MonoBehaviour
break;
case "discard":
// material.SetFloat("_BloomAmount", 1.0f);
// material.SetFloat("_BloomThreshold", 0.5f);
// material.SetFloat("_FadeAmount", 0.0f);
StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration));
StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MinBloomAmount, FadeDuration));
for (int i = 0; i < FlashCount; ++i)
{
StartCoroutine(FadeCoroutine("_FadeAmount", 1.0f, MinFadeAmount, ShortFadeDuration, () =>
{
StartCoroutine(FadeCoroutine("_FadeAmount", MinFadeAmount, 1.0f, ShortFadeDuration));
}, i * ShortFadeDuration * 2));
}
StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration, null, ShortFadeDuration * FlashCount * 2));
break;
case "reset":
Reset();

@ -44,7 +44,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: 74a4ddb15f59552448ac6ba871595188, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTexture:

@ -0,0 +1,91 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Material-shader-postcard
m_Shader: {fileID: 4800000, guid: e725077edca1a344e8712b48ab06ca6f, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 8400000, guid: 03a5ea2ccdc34a645ae9ebab8b7f7a8d, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BloomIntensity: 1
- _BloomThreshold: 0.5
- _BlurAmount: 1
- _BlurIterations: 0
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _FadeAmount: 1
- _FisheyeStrength: 1.1
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _OffsetY: 0.05
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Resolution: {r: 920, g: 1287, b: 0, a: 0}
m_BuildTextureStacks: []

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 182ca57371037e346a13b9481c557c30
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

@ -71,6 +71,7 @@ Material:
- _DstBlend: 0
- _FadeAmount: 1
- _FisheyeStrength: 1.1
- _FlashAmount: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
@ -88,4 +89,5 @@ Material:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Resolution: {r: 1080, g: 1920, b: 0, a: 0}
- _TintColor: {r: 0.8679245, g: 0.84917945, b: 0.7737629, a: 1}
m_BuildTextureStacks: []

@ -11,6 +11,8 @@ Shader "Unlit/NewUnlitShader"
_Resolution ("Resolution", Vector) = (1080, 1920,0,0)
_OffsetY ("Offset Y", Float) = 0.2
_FadeAmount ("Fade Amount", Float) = 1.0
_FlashAmount ("Flash Amount", Float) = 0.0
_TintColor ("Tint Color", Color) = (1, 1, 1, 1)
}
SubShader
{
@ -51,6 +53,9 @@ Shader "Unlit/NewUnlitShader"
float _OffsetY;
float _FadeAmount;
float _FlashAmount;
fixed4 _TintColor;
v2f vert (appdata v)
{
@ -137,7 +142,7 @@ Shader "Unlit/NewUnlitShader"
// sample the texture
v2f o;
o.uv=mirror(i.uv, _OffsetY); // Apply mirror effect based on offset
// o.uv = fisheyeWarp(o.uv, _FisheyeStrength); // Apply fisheye warp effect
o.uv = fisheyeWarp(o.uv, _FisheyeStrength); // Apply fisheye warp effect
float dist= length(i.uv*_Resolution - float2(0.5, _OffsetY + _Resolution.x/_Resolution.y*0.5)* _Resolution)/_Resolution.x; // Calculate distance from center
// float dist = length(i.uv.y ); // Calculate distance from center
@ -150,10 +155,16 @@ Shader "Unlit/NewUnlitShader"
fixed4 col = col_blur*col_bloom + col_raw*(dist) + col_blur*(1.0-dist); // Combine raw color with blurred and bloom effects
col.r=min(col.r+_FlashAmount, 1.0); // Apply flash effect to red channel
col.g=min(col.g+_FlashAmount, 1.0); // Apply flash
col.b=min(col.b+_FlashAmount, 1.0); // Apply flash effect to blue channel
col.rgb = col.rgb * col.a ; // Premultiplied alpha
// col.rgb = col.rgb * col.a ; // Premultiplied alpha
col.a*= _FadeAmount; // Apply fade amount to alpha
col *= _TintColor; // Apply tint color to the final color
// col.r=col.g=col.b= ( dist); // Apply fade effect based on distance from center
// apply fog

@ -42,7 +42,7 @@ PlayerSettings:
m_SplashScreenLogos: []
m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1280
defaultScreenWidth: 1500
defaultScreenHeight: 720
defaultScreenWidthWeb: 960
defaultScreenHeightWeb: 600

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