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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:27:40 +02:00
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
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@ -4,10 +4,10 @@ Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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@ -21,7 +21,7 @@ Properties {
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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@ -37,13 +37,13 @@ Properties {
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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@ -127,17 +127,18 @@ SubShader {
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#include "TMPro_Properties.cginc"
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#include "TMPro.cginc"
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struct vertex_t {
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struct vertex_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t {
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struct pixel_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 position : SV_POSITION;
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@ -147,16 +148,19 @@ SubShader {
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float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
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fixed4 underlayColor : COLOR1;
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#endif
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#endif
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float4 textures : TEXCOORD5;
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};
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// Used by Unity internally to handle Texture Tiling and Offset.
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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uniform float4 _FaceTex_ST;
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uniform float4 _OutlineTex_ST;
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uniform float _UIMaskSoftnessX;
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uniform float _UIMaskSoftnessY;
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pixel_t VertShader(vertex_t input)
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{
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@ -167,7 +171,7 @@ SubShader {
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UNITY_TRANSFER_INSTANCE_ID(input,output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord1.y, 0);
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float bold = step(input.texcoord0.w, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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@ -178,7 +182,7 @@ SubShader {
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
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if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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@ -188,13 +192,13 @@ SubShader {
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float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
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#if GLOW_ON
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#if GLOW_ON
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alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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#endif
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#endif
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alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 underlayColor = _UnderlayColor;
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underlayColor.rgb *= underlayColor.a;
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@ -205,14 +209,14 @@ SubShader {
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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float2 bOffset = float2(x, y);
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#endif
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#endif
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// Generate UV for the Masking Texture
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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// Support for texture tiling and offset
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float2 textureUV = UnpackUV(input.texcoord1.x);
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float2 textureUV = input.texcoord1;
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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@ -221,7 +225,8 @@ SubShader {
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output.color = input.color;
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output.atlas = input.texcoord0;
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output.param = float4(alphaClip, scale, bias, weight);
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
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output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
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@ -239,9 +244,9 @@ SubShader {
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float c = tex2D(_MainTex, input.atlas).a;
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#ifndef UNDERLAY_ON
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#ifndef UNDERLAY_ON
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clip(c - input.param.x);
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#endif
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#endif
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float scale = input.param.y;
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float bias = input.param.z;
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@ -261,7 +266,7 @@ SubShader {
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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#if BEVEL_ON
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#if BEVEL_ON
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float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
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float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
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@ -278,36 +283,35 @@ SubShader {
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#endif
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#endif
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#if UNDERLAY_ON
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#if UNDERLAY_ON
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
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#endif
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#endif
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#if UNDERLAY_INNER
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#if UNDERLAY_INNER
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
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#endif
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#endif
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#if GLOW_ON
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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faceColor.rgb += glowColor.rgb * glowColor.a;
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#endif
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
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// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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faceColor *= m.x * m.y;
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#endif
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#endif
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#if UNITY_UI_ALPHACLIP
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#if UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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#endif
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return faceColor * input.color.a;
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}
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ENDCG
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}
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}
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