成就系统 巨大修改 新的ui 黑白效果 等一堆
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||||
|
||||
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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|
||||
fileFormatVersion: 2
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||||
guid: 70dbac50c0b6fe242ab59d6166a6b22a
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||||
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||||
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|
||||
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|
||||
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|
||||
uploadId: 774504
|
||||
@@ -0,0 +1,15 @@
|
||||
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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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
uploadId: 774504
|
||||
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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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|
||||
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||||
packageVersion: 1.0
|
||||
assetPath: Assets/TurishaderPackages/GrayscaleUI/README.txt
|
||||
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|
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||||
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||||
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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
|
||||
}
|
||||
}
|
||||
CustomEditor "AmplifyShaderEditor.MaterialInspector"
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19801
|
||||
Node;AmplifyShaderEditor.TemplateShaderPropertyNode;1;-1376,-112;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SamplerNode;2;-1152,-112;Inherit;True;Property;_TextureSample0;Texture Sample 0;5;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.TFHCGrayscale;3;-880,-224;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;12;-992,256;Inherit;False;Property;_Gain;Gain;1;0;Create;True;0;0;0;False;0;False;2;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;15;-704,-208;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;6;-1136,80;Inherit;False;Property;_Saturarion;Saturarion;0;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode;14;-560,-160;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;8;-470,347.5;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.LerpOp;5;-416,-160;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;64,32;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;0,224;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;7;256,64;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-272,-288;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;464,64;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;3;GrayscaleUI;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
|
||||
WireConnection;2;0;1;0
|
||||
WireConnection;3;0;2;5
|
||||
WireConnection;15;0;3;0
|
||||
WireConnection;15;1;12;0
|
||||
WireConnection;14;0;15;0
|
||||
WireConnection;5;0;14;0
|
||||
WireConnection;5;1;2;5
|
||||
WireConnection;5;2;6;0
|
||||
WireConnection;10;0;5;0
|
||||
WireConnection;10;1;8;0
|
||||
WireConnection;9;0;2;4
|
||||
WireConnection;9;1;8;4
|
||||
WireConnection;7;0;10;0
|
||||
WireConnection;7;3;9;0
|
||||
WireConnection;11;0;5;0
|
||||
WireConnection;0;0;7;0
|
||||
ASEEND*/
|
||||
//CHKSM=B8774089DD98AAB2B09317A99E085FC79CCF5303
|
||||
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|
||||
fileFormatVersion: 2
|
||||
guid: 51c7ab3e913e35d45bc4ab2b80b3e071
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 326594
|
||||
packageName: Grayscale UI shader
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/TurishaderPackages/GrayscaleUI/Shaders/GrayscaleUI.shader
|
||||
uploadId: 774504
|
||||
@@ -0,0 +1,180 @@
|
||||
// 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
|
||||
_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
|
||||
|
||||
_Threshold("Threshold", Range( 0 , 1)) = 0.5
|
||||
[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;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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uniform float _Threshold;
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v2f vert(appdata_t v )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN ) : SV_Target
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{
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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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half4 color = appendResult5;
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return color;
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ENDCG
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This font is licensed under the SIL Open Font License (OFL) Version 1.1.
|
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You are allowed to use, study, modify and redistribute this font freely,
|
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as long as it is not sold by itself.
|
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You may include it in commercial projects, provided you do not resell the font on its own.
|
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Full license text available at:
|
||||
https://scripts.sil.org/OFL
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https://fonts.google.com/specimen/Staatliches
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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
|
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- 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:Windows,Mac,Android
|
||||
最低 Unity 版本:2022.1+
|
||||
技术支持:Turishader@gmail.com
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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public class readyLetsGo : MonoBehaviour
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{
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public List<Image> _321goImages;
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public GameObject _321goCanvasGO;
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public CanvasGroup _321goCanvasgroup;
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[Header("duration")]
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[SerializeField] float fadeInDuration;
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[SerializeField] float fadeOutDuration;
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[SerializeField] float displayDuration;
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public float oneImageDuration = 1f;
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public float endScale = 0.8f;
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private Coroutine sequenceCoroutine;
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// Prevent re-entry / accidental double-play
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private bool isPlaying = false;
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private float lastPlayedTime = -10f;
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[Tooltip("Minimum seconds between automatic replays of the sequence")]
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public float replayCooldown = -9999f; // set to negative to prevent replays
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// Ensure the sequence only runs once per scene by default
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private bool playedOnce = false;
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private void Start()
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{
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// Ensure canvas is hidden initially
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if (_321goCanvasGO != null)
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{
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_321goCanvasGO.SetActive(false);
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{
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}
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if (_321goImages != null)
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{
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for (int i = 0; i < _321goImages.Count; i++)
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{
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var img = _321goImages[i];
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if (img != null && img.gameObject.activeSelf)
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{
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img.gameObject.SetActive(false);
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}
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}
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}
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// reset play state on scene start
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isPlaying = false;
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lastPlayedTime = -10f;
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playedOnce = false; // allow one play when player initiates
|
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}
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/// <summary>
|
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/// Play the 3-2-1 GO sequence: fade in canvas, then cycle through images with fade in/out and scaling.
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/// Duration calculation: fadeInDuration = fadeOutDuration = oneImageDuration / 5, displayDuration = oneImageDuration * 3 / 5
|
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/// </summary>
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public void PlaySequence()
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{
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// If already played once, do not play again
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if (playedOnce) return;
|
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// Prevent immediate replays or re-entrant calls
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if (isPlaying)
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{
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return;
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}
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if (Time.unscaledTime - lastPlayedTime < replayCooldown)
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{
|
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return;
|
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}
|
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// Stop any existing sequence
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if (sequenceCoroutine != null)
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{
|
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StopCoroutine(sequenceCoroutine);
|
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sequenceCoroutine = null;
|
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}
|
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// Calculate durations based on oneImageDuration
|
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fadeInDuration = oneImageDuration / 5f;
|
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fadeOutDuration = oneImageDuration / 5f;
|
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displayDuration = oneImageDuration * 3f / 5f;
|
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|
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isPlaying = true;
|
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lastPlayedTime = Time.unscaledTime;
|
||||
sequenceCoroutine = StartCoroutine(PlaySequenceCoroutine());
|
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}
|
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private IEnumerator PlaySequenceCoroutine()
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{
|
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// Activate canvas and fade in from alpha 0 to 1 over 0.25 seconds
|
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if (_321goCanvasGO != null)
|
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{
|
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_321goCanvasGO.SetActive(true);
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}
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if (_321goCanvasgroup != null)
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{
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float elapsedTime = 0f;
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while (elapsedTime < 0.25f)
|
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{
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elapsedTime += Time.unscaledDeltaTime;
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_321goCanvasgroup.alpha = Mathf.Clamp01(elapsedTime / 0.25f);
|
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yield return null;
|
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}
|
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_321goCanvasgroup.alpha = 1f;
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}
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// Wait for waitingDuration before starting the image sequence
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float waitElapsed = 0f;
|
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while (waitElapsed < waitingDuration)
|
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{
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waitElapsed += Time.unscaledDeltaTime;
|
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yield return null;
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}
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|
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for (int i = 0; i < _321goImages.Count; i++)
|
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{
|
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Image currentImage = _321goImages[i];
|
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if (currentImage == null) continue;
|
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|
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// Start the fade in, display, and fade out sequence for this image
|
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yield return StartCoroutine(PlayImageSequence(currentImage));
|
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// After the sequence finishes ensure the image is disabled (PlayImageSequence also disables,
|
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// but keep as defensive measure)
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try { if (currentImage != null) currentImage.gameObject.SetActive(false); } catch { }
|
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// If there's a next image, the next loop iteration will activate it when needed
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}
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// After all images done, hide canvas again
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if (_321goCanvasgroup != null)
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{
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// fade out canvas quickly
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float elapsed = 0f;
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float duration = 0.15f;
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float startA = _321goCanvasgroup.alpha;
|
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while (elapsed < duration)
|
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{
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elapsed += Time.unscaledDeltaTime;
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float frac = Mathf.Clamp01(elapsed / duration);
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_321goCanvasgroup.alpha = Mathf.Lerp(startA, 0f, frac);
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yield return null;
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}
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_321goCanvasgroup.alpha = 0f;
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}
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if (_321goCanvasGO != null)
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{
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_321goCanvasGO.SetActive(false);
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}
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sequenceCoroutine = null;
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// mark finished and record time
|
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isPlaying = false;
|
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lastPlayedTime = Time.unscaledTime;
|
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playedOnce = true; // ensure it won't run again unless ResetPlayState is called
|
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}
|
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private IEnumerator PlayImageSequence(Image image)
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{
|
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// Ensure the image GameObject is active only for the duration of its display
|
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try
|
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{
|
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if (!image.gameObject.activeSelf)
|
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image.gameObject.SetActive(true);
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}
|
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catch { }
|
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|
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// Get the RectTransform for scaling
|
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RectTransform rectTransform = image.GetComponent<RectTransform>();
|
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if (rectTransform == null)
|
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{
|
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// If no rect, still wait whole duration then disable
|
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float fallbackTotal = fadeInDuration + displayDuration + fadeOutDuration;
|
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yield return new WaitForSecondsRealtime(fallbackTotal);
|
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try { image.gameObject.SetActive(false); } catch { }
|
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yield break;
|
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}
|
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|
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// Initialize image alpha to 0 and scale to startScale
|
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Color imageColor = image.color;
|
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imageColor.a = 0f;
|
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image.color = imageColor;
|
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rectTransform.localScale = Vector3.one * startScale;
|
||||
|
||||
float totalDuration = fadeInDuration + displayDuration + fadeOutDuration;
|
||||
float elapsedTime = 0f;
|
||||
|
||||
while (elapsedTime < totalDuration)
|
||||
{
|
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elapsedTime += Time.unscaledDeltaTime;
|
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float normalizedTime = Mathf.Clamp01(elapsedTime / totalDuration);
|
||||
|
||||
// Fade in phase (0 to fadeInDuration)
|
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if (elapsedTime < fadeInDuration)
|
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{
|
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float fadeInProgress = elapsedTime / Mathf.Max(0.0001f, fadeInDuration);
|
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imageColor.a = Mathf.Lerp(0f, 1f, fadeInProgress);
|
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}
|
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// Display phase (fadeInDuration to fadeInDuration + displayDuration)
|
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else if (elapsedTime < fadeInDuration + displayDuration)
|
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{
|
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imageColor.a = 1f;
|
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}
|
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// Fade out phase (fadeInDuration + displayDuration to total)
|
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else
|
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{
|
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float fadeOutProgress = (elapsedTime - fadeInDuration - displayDuration) / Mathf.Max(0.0001f, fadeOutDuration);
|
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imageColor.a = Mathf.Lerp(1f, 0f, fadeOutProgress);
|
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}
|
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|
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// Apply alpha
|
||||
image.color = imageColor;
|
||||
|
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// 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;
|
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}
|
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|
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// Ensure final state
|
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imageColor.a = 0f;
|
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image.color = imageColor;
|
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rectTransform.localScale = Vector3.one * endScale;
|
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|
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// 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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}
|
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user