成就系统 巨大修改 新的ui 黑白效果 等一堆

This commit is contained in:
FloatGaming
2026-01-23 18:43:23 +08:00
parent f3ece026ca
commit 0e47864569
256 changed files with 134131 additions and 31192 deletions
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GRAYSCALE UI SHADER
Shader para convertir elementos de UI a escala de grises.
Compatible con los render pipelines URP y Built-in.
Parámetros del material:
- Saturación: Controla cuánta saturación se conserva (0 = blanco y negro)
- Ganancia: Multiplica el brillo final
- Usar Alpha Clip: Activa el recorte basado en opacidad
- Parámetros de Stencil: Comparación, ID, Operación, Máscara de lectura/escritura
- Color Mask: Define qué canales de color se renderizan
Probado en: Windows, Mac, Android
Versión mínima de Unity: 2022.1+
Soporte: Turishader@gmail.com
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GRAYSCALE UI SHADER
UI 要素をグレースケールに変換するシェーダー。
URP および Built-in レンダーパイプラインに対応。
マテリアルパラメータ:
- 彩度:色の残存度を調整(0 = 完全なグレースケール)
- ゲイン:最終的な明るさを調整
- Alpha Clip 使用:アルファ値に基づく透明度カットを有効化
- ステンシル設定:比較、ID、操作、読み書きマスク
- カラーマスク:レンダリングするカラーチャンネルを定義
動作確認済み:Windows、Mac、Android
最低対応 Unity バージョン:2022.1+
サポート連絡先:Turishader@gmail.com
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GRAYSCALE UI SHADER
UI 요소를 흑백으로 변환하는 셰이더입니다.
URP 및 Built-in 렌더 파이프라인을 지원합니다.
머티리얼 파라미터:
- 채도: 색상 유지 정도 설정 (0 = 완전 흑백)
- 게인: 최종 밝기 조절
- Alpha Clip 사용: 알파 기반 클리핑 활성화
- 스텐실 설정: 비교, ID, 연산, 읽기/쓰기 마스크
- 컬러 마스크: 렌더링할 컬러 채널 지정
테스트된 플랫폼: Windows, Mac, Android
최소 Unity 버전: 2022.1+
지원 이메일: Turishader@gmail.com
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GRAYSCALE UI SHADER
Shader to convert UI elements to grayscale.
Supports URP and Built-in render pipelines.
Material Parameters:
- Saturation: Controls how much color is preserved (0 = full grayscale)
- Gain: Multiplies final brightness
- Use Alpha Clip: Enables alpha-based transparency cutoff
- Stencil settings: Comparison, ID, Operation, Read/Write Mask
- Color Mask: Defines which color channels are rendered
Tested on: Windows, Mac, Android
Unity Version: 2022.1+
Support: Turishader@gmail.com
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// Made with Amplify Shader Editor v1.9.8.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "GrayscaleUI"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_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
_Saturarion("Saturarion", Range( 0 , 1)) = 0
_Gain("Gain", Float) = 2
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#define ASE_VERSION 19801
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define ASE_NEEDS_FRAG_COLOR
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float _Gain;
uniform float _Saturarion;
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
v.vertex.xyz += float3( 0, 0, 0 ) ;
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = v.texcoord;
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode2 = tex2D( _MainTex, uv_MainTex );
float grayscale3 = Luminance(tex2DNode2.rgb);
float3 temp_cast_0 = (saturate( ( grayscale3 * _Gain ) )).xxx;
float3 lerpResult5 = lerp( temp_cast_0 , tex2DNode2.rgb , _Saturarion);
float4 appendResult7 = (float4(( float4( lerpResult5 , 0.0 ) * IN.color ).rgb , ( tex2DNode2.a * IN.color.a )));
half4 color = appendResult7;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
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// Made with Amplify Shader Editor v1.9.8.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SimpleTMP"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
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Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
Cull Off
Lighting Off
ZWrite Off
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Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#define ASE_VERSION 19801
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define ASE_NEEDS_FRAG_COLOR
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
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{
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UNITY_VERTEX_OUTPUT_STEREO
};
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fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float _Threshold;
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
v.vertex.xyz += float3( 0, 0, 0 ) ;
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = v.texcoord;
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OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float temp_output_3_0_g1 = ( tex2D( _MainTex, uv_MainTex ).a - _Threshold );
float4 appendResult5 = (float4(IN.color.rgb , ( saturate( ( temp_output_3_0_g1 / fwidth( temp_output_3_0_g1 ) ) ) * IN.color.a )));
half4 color = appendResult5;
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
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Font: Staatliches
Author: Brian J. Bonislawsky
License: SIL Open Font License, Version 1.1
This font is licensed under the SIL Open Font License (OFL) Version 1.1.
You are allowed to use, study, modify and redistribute this font freely,
as long as it is not sold by itself.
You may include it in commercial projects, provided you do not resell the font on its own.
Full license text available at:
https://scripts.sil.org/OFL
Staatliches is available via Google Fonts:
https://fonts.google.com/specimen/Staatliches
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packageVersion: 1.0
assetPath: Assets/TurishaderPackages/GrayscaleUI/ThirdPartyResources/Staatliches-Regular
1.ttf
uploadId: 774504
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GRAYSCALE UI SHADER
将 UI 元素转换为灰度的 Shader。
支持 URP 和 Built-in 渲染管线。
材质参数:
- 饱和度:控制保留多少颜色(0 = 完全灰度)
- 增益:控制最终亮度
- 使用 Alpha Clip:启用基于透明度的裁剪
- 模板设置:比较、ID、操作、读写掩码
- 颜色遮罩:定义渲染哪些颜色通道
测试平台:WindowsMacAndroid
最低 Unity 版本:2022.1+
技术支持:Turishader@gmail.com
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class readyLetsGo : MonoBehaviour
{
public List<Image> _321goImages;
public GameObject _321goCanvasGO;
public CanvasGroup _321goCanvasgroup;
[Header("duration")]
[SerializeField] float fadeInDuration;
[SerializeField] float fadeOutDuration;
[SerializeField] float displayDuration;
public float oneImageDuration = 1f;
public float waitingDuration = 0.25f;
public float startScale = 1.25f;
public float endScale = 0.8f;
private Coroutine sequenceCoroutine;
// Prevent re-entry / accidental double-play
private bool isPlaying = false;
private float lastPlayedTime = -10f;
[Tooltip("Minimum seconds between automatic replays of the sequence")]
public float replayCooldown = -9999f; // set to negative to prevent replays
// Ensure the sequence only runs once per scene by default
private bool playedOnce = false;
private void Start()
{
// Ensure canvas is hidden initially
if (_321goCanvasGO != null)
{
_321goCanvasGO.SetActive(false);
}
if (_321goCanvasgroup != null)
{
_321goCanvasgroup.alpha = 0;
}
// Ensure all images are inactive at start so they don't flash on scene load.
if (_321goImages != null)
{
for (int i = 0; i < _321goImages.Count; i++)
{
var img = _321goImages[i];
if (img != null && img.gameObject.activeSelf)
{
img.gameObject.SetActive(false);
}
}
}
// reset play state on scene start
isPlaying = false;
lastPlayedTime = -10f;
playedOnce = false; // allow one play when player initiates
}
/// <summary>
/// Play the 3-2-1 GO sequence: fade in canvas, then cycle through images with fade in/out and scaling.
/// Duration calculation: fadeInDuration = fadeOutDuration = oneImageDuration / 5, displayDuration = oneImageDuration * 3 / 5
/// </summary>
public void PlaySequence()
{
// If already played once, do not play again
if (playedOnce) return;
// Prevent immediate replays or re-entrant calls
if (isPlaying)
{
return;
}
if (Time.unscaledTime - lastPlayedTime < replayCooldown)
{
return;
}
// Stop any existing sequence
if (sequenceCoroutine != null)
{
StopCoroutine(sequenceCoroutine);
sequenceCoroutine = null;
}
// Calculate durations based on oneImageDuration
fadeInDuration = oneImageDuration / 5f;
fadeOutDuration = oneImageDuration / 5f;
displayDuration = oneImageDuration * 3f / 5f;
isPlaying = true;
lastPlayedTime = Time.unscaledTime;
sequenceCoroutine = StartCoroutine(PlaySequenceCoroutine());
}
private IEnumerator PlaySequenceCoroutine()
{
// Activate canvas and fade in from alpha 0 to 1 over 0.25 seconds
if (_321goCanvasGO != null)
{
_321goCanvasGO.SetActive(true);
}
if (_321goCanvasgroup != null)
{
float elapsedTime = 0f;
while (elapsedTime < 0.25f)
{
elapsedTime += Time.unscaledDeltaTime;
_321goCanvasgroup.alpha = Mathf.Clamp01(elapsedTime / 0.25f);
yield return null;
}
_321goCanvasgroup.alpha = 1f;
}
// Wait for waitingDuration before starting the image sequence
float waitElapsed = 0f;
while (waitElapsed < waitingDuration)
{
waitElapsed += Time.unscaledDeltaTime;
yield return null;
}
// Cycle through images in the list
for (int i = 0; i < _321goImages.Count; i++)
{
Image currentImage = _321goImages[i];
if (currentImage == null) continue;
// Start the fade in, display, and fade out sequence for this image
yield return StartCoroutine(PlayImageSequence(currentImage));
// After the sequence finishes ensure the image is disabled (PlayImageSequence also disables,
// but keep as defensive measure)
try { if (currentImage != null) currentImage.gameObject.SetActive(false); } catch { }
// If there's a next image, the next loop iteration will activate it when needed
}
// After all images done, hide canvas again
if (_321goCanvasgroup != null)
{
// fade out canvas quickly
float elapsed = 0f;
float duration = 0.15f;
float startA = _321goCanvasgroup.alpha;
while (elapsed < duration)
{
elapsed += Time.unscaledDeltaTime;
float frac = Mathf.Clamp01(elapsed / duration);
_321goCanvasgroup.alpha = Mathf.Lerp(startA, 0f, frac);
yield return null;
}
_321goCanvasgroup.alpha = 0f;
}
if (_321goCanvasGO != null)
{
_321goCanvasGO.SetActive(false);
}
sequenceCoroutine = null;
// mark finished and record time
isPlaying = false;
lastPlayedTime = Time.unscaledTime;
playedOnce = true; // ensure it won't run again unless ResetPlayState is called
}
private IEnumerator PlayImageSequence(Image image)
{
// Ensure the image GameObject is active only for the duration of its display
try
{
if (!image.gameObject.activeSelf)
image.gameObject.SetActive(true);
}
catch { }
// Get the RectTransform for scaling
RectTransform rectTransform = image.GetComponent<RectTransform>();
if (rectTransform == null)
{
// If no rect, still wait whole duration then disable
float fallbackTotal = fadeInDuration + displayDuration + fadeOutDuration;
yield return new WaitForSecondsRealtime(fallbackTotal);
try { image.gameObject.SetActive(false); } catch { }
yield break;
}
// Initialize image alpha to 0 and scale to startScale
Color imageColor = image.color;
imageColor.a = 0f;
image.color = imageColor;
rectTransform.localScale = Vector3.one * startScale;
float totalDuration = fadeInDuration + displayDuration + fadeOutDuration;
float elapsedTime = 0f;
while (elapsedTime < totalDuration)
{
elapsedTime += Time.unscaledDeltaTime;
float normalizedTime = Mathf.Clamp01(elapsedTime / totalDuration);
// Fade in phase (0 to fadeInDuration)
if (elapsedTime < fadeInDuration)
{
float fadeInProgress = elapsedTime / Mathf.Max(0.0001f, fadeInDuration);
imageColor.a = Mathf.Lerp(0f, 1f, fadeInProgress);
}
// Display phase (fadeInDuration to fadeInDuration + displayDuration)
else if (elapsedTime < fadeInDuration + displayDuration)
{
imageColor.a = 1f;
}
// Fade out phase (fadeInDuration + displayDuration to total)
else
{
float fadeOutProgress = (elapsedTime - fadeInDuration - displayDuration) / Mathf.Max(0.0001f, fadeOutDuration);
imageColor.a = Mathf.Lerp(1f, 0f, fadeOutProgress);
}
// Apply alpha
image.color = imageColor;
// Continuous scaling from startScale to endScale throughout the entire sequence
float currentScale = Mathf.Lerp(startScale, endScale, normalizedTime);
rectTransform.localScale = Vector3.one * currentScale;
yield return null;
}
// Ensure final state
imageColor.a = 0f;
image.color = imageColor;
rectTransform.localScale = Vector3.one * endScale;
// Disable the image GameObject after finished to avoid lingering in scene
try { image.gameObject.SetActive(false); } catch { }
}
// Optional public reset if some external system wants to allow replay (e.g., scene reload)
public void ResetPlayState()
{
isPlaying = false;
lastPlayedTime = -10f;
playedOnce = false;
if (sequenceCoroutine != null)
{
try { StopCoroutine(sequenceCoroutine); } catch { }
sequenceCoroutine = null;
}
}
}
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