- 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
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
#pragma warning(disable : 3568)
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#pragma exclude_renderers gles gles3 d3d11_9x
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
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RWStructuredBuffer<uint> _VectorscopeBuffer;
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Texture2D<float4> _Source;
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CBUFFER_START (Params)
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float4 _Params; // x: source width, y: source height, z: buffer size, w: linear?
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CBUFFER_END
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#define GROUP_SIZE_X 16
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#define GROUP_SIZE_Y 16
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#ifdef DISABLE_COMPUTE_SHADERS
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TRIVIAL_COMPUTE_KERNEL(KVectorscopeGather)
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TRIVIAL_COMPUTE_KERNEL(KVectorscopeClear)
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#else
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#pragma kernel KVectorscopeGather
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[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
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void KVectorscopeGather(uint2 dispatchThreadId : SV_DispatchThreadID)
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{
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if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.y))
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{
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float3 color = saturate(_Source[dispatchThreadId].xyz);
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if (_Params.w > 0)
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color = LinearToSRGB(color);
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float3 yuv = RgbToYCbCr(color);
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yuv.yz += (0.5).xx;
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uint u = (uint)floor(yuv.y * _Params.z);
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uint v = (uint)floor(yuv.z * _Params.z);
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InterlockedAdd(_VectorscopeBuffer[v * _Params.z + u], 1u);
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}
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}
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#pragma kernel KVectorscopeClear
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[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
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void KVectorscopeClear(uint2 dispatchThreadId : SV_DispatchThreadID)
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{
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if (dispatchThreadId.x < uint(_Params.z) && dispatchThreadId.y < uint(_Params.z))
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_VectorscopeBuffer[dispatchThreadId.y * _Params.z + dispatchThreadId.x] = 0u;
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}
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#endif
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