添加字体材质和shader和so文件

main
zhouzhuo 2025-08-07 18:32:47 +08:00
parent d41b4c227f
commit 79018ef837
11 changed files with 429 additions and 0 deletions

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/Users/a0729/gogs.git/find-object-bundle-builder/pipeline_Profile/profile_asset/shader

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// TextScanEffect.shader
// 文本扫光效果着色器用于UI文本的动态扫光特效
// 功能:在文本上创建一个从左到右(或自定义角度)移动的扫光效果
// 优化:实现连续扫光,无间隔等待时间
Shader "Custom/TextScanEffect"
{
Properties
{
[PerRendererData] _MainTex ("Font Texture", 2D) = "white" {}
[PerRendererData] _Color ("Text Color", Color) = (1,1,1,1)
// 扫光参数
_ScanColor ("Scan Color", Color) = (1,0.8,0,1) // 扫光颜色
_ScanWidth ("Scan Width", Range(0, 0.5)) = 0.15 // 扫光宽度
_ScanSpeed ("Scan Speed", Range(0, 50)) = 1.5 // 扫光速度
_ScanIntensity ("Scan Intensity", Range(0, 5)) = 2 // 扫光强度
[HideInInspector] _ScanInterval ("Scan Interval", Range(0, 0.1)) = 0.0 // 隐藏间隔参数默认为0实现连续扫光
_ScanAngle ("Scan Angle", Range(-45, 45)) = 30 // 扫光角度
// 添加遮罩所需属性
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
// 添加模板测试配置
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// 引入Unity UI所需的库
#include "UnityCG.cginc"
#include "UnityUI.cginc"
// 启用UI裁剪和Alpha裁剪功能
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
fixed4 color : COLOR;
float4 worldPosition : TEXCOORD2; // 添加世界坐标用于遮罩裁剪
};
// 着色器属性声明
sampler2D _MainTex; // 字体纹理
fixed4 _Color; // 文本颜色
fixed4 _ScanColor; // 扫光颜色
float _ScanWidth; // 扫光宽度
float _ScanSpeed; // 扫光速度
float _ScanIntensity; // 扫光强度
float _ScanInterval; // 扫光间隔(已隐藏,保留变量以兼容旧版本)
float _ScanAngle; // 扫光角度
// UI遮罩所需变量
float4 _ClipRect; // 裁剪矩形
// 顶点着色器
v2f vert (appdata_t v)
{
v2f o;
// 转换顶点到裁剪空间
o.vertex = UnityObjectToClipPos(v.vertex);
// 传递UV坐标
o.uv = v.uv;
// 计算屏幕空间位置(用于扫光效果)
o.screenPos = ComputeScreenPos(o.vertex);
// 计算颜色
o.color = v.color * _Color;
// 保存世界坐标用于UI遮罩裁剪
o.worldPosition = v.vertex;
return o;
}
// 片段着色器
fixed4 frag (v2f i) : SV_Target
{
// 基础颜色计算 - 采样字体纹理并应用颜色
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 col = i.color;
// 应用字体纹理的alpha通道
col.a *= tex.a;
// 屏幕空间计算
float2 screenUV = i.screenPos.xy / i.screenPos.w;
// 扫光方向计算
float angle = radians(_ScanAngle);
float2 dir = float2(cos(angle), sin(angle));
// 时间参数计算(实现真正连续的双重扫光)
float speed = max(_ScanSpeed, 0.01); // 防止除零错误
// 计算三个错开的扫光时间,确保始终有扫光效果可见
float time1 = fmod(_Time.y * speed * 0.5, 3.0); // 第一个扫光时间
float time2 = fmod(_Time.y * speed * 0.5 + 1.0, 3.0); // 第二个扫光时间错开1个单位
float time3 = fmod(_Time.y * speed * 0.5 + 2.0, 3.0); // 第二个扫光时间错开1个单位
// 扫描带位置计算
float scanPos = dot(screenUV, dir);
// 计算三个扫光的位置
// 扩大移动范围,确保扫光完全穿过屏幕
float lightPos1 = time1 - 1.0; // 从-1.5移动到1.5
float lightPos2 = time2 - 1.0; // 从-1.5移动到1.5
float lightPos3 = time3 - 1.0; // 从-1.5移动到1.5
// 计算三个扫光到当前像素的距离
float distance1 = abs(scanPos - lightPos1);
float distance2 = abs(scanPos - lightPos2);
float distance3 = abs(scanPos - lightPos3);
// 计算三个扫光的强度
double width = max(_ScanWidth, 0.001);
float scan1 = 1.0 - smoothstep(0, width, distance1);
float scan2 = 1.0 - smoothstep(0, width, distance2);
float scan3 = 1.0 - smoothstep(0, width, distance3);
// 合并三个扫光效果(取最大值)
float scan = max(max(scan1, scan2), scan3);
// 将扫光效果叠加到原始颜色上
// 使用alpha值确保透明区域不会显示扫光效果
col.rgb += _ScanColor.rgb * scan * _ScanIntensity * col.a;
// 应用UI遮罩裁剪
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(col.a - 0.001);
#endif
// 使用saturate确保颜色值在0-1范围内
return saturate(col); // 等同于clamp(col, 0, 1)
}
ENDCG
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace GameFeatures.ProfilesFeature
{
[CreateAssetMenu(fileName = "NameFontStyle", menuName = "Custom/ProfileFeature/NameFontStyle", order = 0)]
public class NameFontStyle : ScriptableObject
{
public List<NameFontStyleItem> datas;
public bool IsContainFont(int id)
{
return datas.FindIndex(item => item.id == id) >= 0;
}
public NameFontStyleItem GetFontStyleItem(int id)
{
return datas.Find(item => item.id == id);
}
}
[Serializable]
public class NameFontStyleItem
{
public string name;
public int id;
public Color color = Color.white;
public TextOutlineSetting outlineSetting;
public TextGradientSetting gradientSetting;
public Material material;
}
[Serializable]
public class TextOutlineSetting
{
public bool enable;
public Color color;
public Vector2 distance;
}
[Serializable]
public class TextGradientSetting
{
public bool enable;
public Color topColor;
public Color bottomColor;
}
}

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