- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次 - 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域) - 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层 - 山地/海岛/沙漠: 地形材质参数调整
104 lines
2.8 KiB
Plaintext
104 lines
2.8 KiB
Plaintext
Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing"
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{
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HLSLINCLUDE
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#pragma exclude_renderers d3d11_9x
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0 - Edge detection (Low)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertEdge
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#pragma fragment FragEdge
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#define SMAA_PRESET_LOW
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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// 1 - Edge detection (Medium)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertEdge
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#pragma fragment FragEdge
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#define SMAA_PRESET_MEDIUM
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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// 2 - Edge detection (High)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertEdge
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#pragma fragment FragEdge
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#define SMAA_PRESET_HIGH
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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// 3 - Blend Weights Calculation (Low)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertBlend
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#pragma fragment FragBlend
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#define SMAA_PRESET_LOW
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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// 4 - Blend Weights Calculation (Medium)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertBlend
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#pragma fragment FragBlend
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#define SMAA_PRESET_MEDIUM
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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// 5 - Blend Weights Calculation (High)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertBlend
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#pragma fragment FragBlend
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#define SMAA_PRESET_HIGH
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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// 6 - Neighborhood Blending
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertNeighbor
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#pragma fragment FragNeighbor
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl"
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ENDHLSL
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}
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}
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}
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