liuzhiwei
2020-11-10 43e6ddaf1028628b270a41b6c823ae163870409b
攻击路径,升级提示特效
28 files added
15 files modified
20485 ■■■■■ changed files
Assets/00000/package/Materials/EffectShader_AlphaBlendUvflow_001.mat 38 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AlphaBlendUvflow_001.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_007.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_008.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_009.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_010.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_038.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_040.mat 30 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_040.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_041.mat 30 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_041.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_043.mat 30 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_043.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_015.mat 65 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_015.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Effect_GongJiLuJing.prefab 9716 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Effect_GongJiLuJing.prefab.meta 7 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Effect_ShengJiTiShi.prefab 9658 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Effect_ShengJiTiShi.prefab.meta 7 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Shader/EffectShader_AddUvflow.shader 167 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Shader/EffectShader_AddUvflow.shader.meta 9 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_003.png patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_014.png.meta 14 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_023.png.meta 7 ●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_040.png patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_040.png.meta 106 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_041.png patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_041.png.meta 106 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_043.png patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_043.png.meta 106 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_044.png patch | view | raw | blame | history
Assets/00000/package/Texture/Glow_044.png.meta 106 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Object_015.png patch | view | raw | blame | history
Assets/00000/package/Texture/Object_015.png.meta 106 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Texture/Sequence_006_6X5.png patch | view | raw | blame | history
Assets/00000/package/Texture/Sequence_007_4X3.png patch | view | raw | blame | history
Assets/00000/package/Texture/Sequence_008_6X4.png patch | view | raw | blame | history
Assets/00000/package/Texture/Sequence_009_3X2.png patch | view | raw | blame | history
Assets/00000/package/Texture/Sequence_034_4X3.png patch | view | raw | blame | history
Assets/00000/package/Texture/Sequence_037_8x4.png patch | view | raw | blame | history
Assets/00000/package/Texture/Texmap_001.png patch | view | raw | blame | history
Assets/00000/package/Texture/Texmap_004.png patch | view | raw | blame | history
Assets/00000/package/Texture/Texmap_004.png.meta 127 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AlphaBlendUvflow_001.mat
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Assets/00000/package/Prefab/Effect_GongJiLuJing.prefab
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Assets/00000/package/Shader/EffectShader_AddUvflow.shader
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "EffectShader/AddUvflow"
{
    Properties
    {
        [Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 0
        _MianTex("MianTex", 2D) = "white" {}
        _X("X", Float) = 1
        _Y("Y", Float) = 0
        _MaskTex("MaskTex", 2D) = "white" {}
        _MaskX("MaskX", Float) = 1
        _MaskY("MaskY", Float) = 0
        [HDR]_Color0("Color 0", Color) = (1,1,1,1)
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        LOD 100
        CGINCLUDE
        #pragma target 3.0
        ENDCG
        Blend One One
        Cull [_CullMode]
        ColorMask RGBA
        ZWrite Off
        ZTest LEqual
        Pass
        {
            Name "Unlit"
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #include "UnityCG.cginc"
            #include "UnityShaderVariables.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                float4 ase_texcoord : TEXCOORD0;
            };
            struct v2f
            {
                float4 vertex : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
                float4 ase_texcoord : TEXCOORD0;
                float4 ase_color : COLOR;
            };
            uniform float _CullMode;
            uniform sampler2D _MianTex;
            uniform half _X;
            uniform half _Y;
            uniform float4 _MianTex_ST;
            uniform sampler2D _MaskTex;
            uniform half _MaskX;
            uniform half _MaskY;
            uniform float4 _MaskTex_ST;
            uniform float4 _Color0;
            v2f vert ( appdata v )
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                UNITY_TRANSFER_INSTANCE_ID(v, o);
                o.ase_texcoord.xy = v.ase_texcoord.xy;
                o.ase_color = v.color;
                //setting value to unused interpolator channels and avoid initialization warnings
                o.ase_texcoord.zw = 0;
                float3 vertexValue =  float3(0,0,0) ;
                #if ASE_ABSOLUTE_VERTEX_POS
                v.vertex.xyz = vertexValue;
                #else
                v.vertex.xyz += vertexValue;
                #endif
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }
            fixed4 frag (v2f i ) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(i);
                fixed4 finalColor;
                float2 appendResult11 = (float2(_X , _Y));
                float2 uv0_MianTex = i.ase_texcoord.xy * _MianTex_ST.xy + _MianTex_ST.zw;
                float2 panner19 = ( _Time.y * appendResult11 + uv0_MianTex);
                float4 tex2DNode2 = tex2D( _MianTex, panner19 );
                float2 appendResult25 = (float2(_MaskX , _MaskY));
                float2 uv0_MaskTex = i.ase_texcoord.xy * _MaskTex_ST.xy + _MaskTex_ST.zw;
                float2 panner26 = ( _Time.y * appendResult25 + uv0_MaskTex);
                float4 tex2DNode20 = tex2D( _MaskTex, panner26 );
                finalColor = ( ( tex2DNode2 * tex2DNode20.a * tex2DNode2.a * tex2DNode20.r ) * _Color0 * _Color0.a * i.ase_color * i.ase_color.a );
                return finalColor;
            }
            ENDCG
        }
    }
    CustomEditor "ASEMaterialInspector"
}
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