fix:调整模糊问题 ui遮罩调整
This commit is contained in:
@@ -8,17 +8,22 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Muzzleflash 1
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m_Shader: {fileID: 4800000, guid: 4fb17d74d6d270640871e5cf978a1aa2, type: 3}
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m_Shader: {fileID: 4800000, guid: 18ab32eb7444174499d422a08d7cd77d, type: 3}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_ValidKeywords:
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- _SURFACE_TYPE_TRANSPARENT
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m_InvalidKeywords:
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stringTagMap:
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RenderType: Transparent
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@@ -27,6 +32,10 @@ Material:
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m_Texture: {fileID: 2800000, guid: 7570e302ca7752d40b0599439e62f170, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _BaseMap:
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m_Texture: {fileID: 2800000, guid: 7570e302ca7752d40b0599439e62f170, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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@@ -52,7 +61,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: 4e1b3d1c7c2ce54419f2d2a373e82df3, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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@@ -97,22 +106,39 @@ Material:
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m_Offset: {x: 0, y: 0}
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- _BlendOp: 0
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- _CameraFarFadeDistance: 2
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- _CameraNearFadeDistance: 1
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- _CenterFadeSize: -0.48
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- _CenterFadeSoftness: 0.813
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- _ColorMode: 0
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- _Cull: 2
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- _Cutoff: 0.5
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- _DepthFade: 0
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- _DetailNormalMapScale: 1
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- _DissolveSoftness: 0.5
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- _DistortionAmount: 0.11
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- _DistortionBlend: 0.5
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- _DistortionDiff: 0.5
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- _DistortionEnabled: 0
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- _DistortionFadeSize: 0.151
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- _DistortionFadeSoftness: 0.271
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@@ -130,19 +156,29 @@ Material:
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _SrcBlend: 5
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- _SrcBlendAlpha: 1
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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- _Color: {r: 1, g: 0, b: 0, a: 1}
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- _Color0: {r: 0.8350508, g: 2.7406774, b: 12.268821, a: 1}
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- _DistortionSpeed2: {r: -0.05, g: -0.05, b: 0, a: 0}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _GlowColor: {r: 1, g: 1, b: 0, a: 1}
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- _NoiseSpeed: {r: 0, g: -0.4, b: 0, a: 0}
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- _NoiseSpeed1: {r: 0, g: 0.2, b: 0, a: 0}
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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m_BuildTextureStacks: []
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@@ -8,17 +8,22 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Rifle Hit
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m_Shader: {fileID: 4800000, guid: 4fb17d74d6d270640871e5cf978a1aa2, type: 3}
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m_Shader: {fileID: 4800000, guid: 18ab32eb7444174499d422a08d7cd77d, type: 3}
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@@ -27,6 +32,10 @@ Material:
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@@ -97,22 +106,38 @@ Material:
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- _Cutoff: 0.5
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- _DepthFade: 0.07
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- _DissolveSoftness: 0.5
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- _DistortionAmount: 0.11
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- _DistortionFadeSize: 0.151
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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@@ -130,12 +155,20 @@ Material:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -145,4 +178,5 @@ Material:
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@@ -8,22 +8,31 @@ Material:
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m_Name: Sparks Rifle Laser
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@@ -62,6 +71,9 @@ Material:
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@@ -76,8 +88,10 @@ Material:
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@@ -87,17 +101,22 @@ Material:
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@@ -4848,7 +4848,6 @@ ParticleSystemRenderer:
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@@ -9750,7 +9748,6 @@ ParticleSystemRenderer:
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@@ -13696,7 +13693,7 @@ ParticleSystem:
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@@ -14653,7 +14650,6 @@ ParticleSystemRenderer:
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@@ -14738,97 +14734,3 @@ Transform:
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Damage(value,(bool)info);
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Debug.Log("敌人死亡");
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Dead();
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134
Assets/Shader/MRUIOverlay.mat
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134
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8
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8
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/Overlay"
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Shader "MR/Overlay"
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{
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Properties
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{
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o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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fixed4 frag (v2f i) : SV_Target
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fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
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clip (col.a - 0.01);
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ENDCG
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@@ -1 +1 @@
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Build from CHINAMI-UKDLSK3 at 2025/8/14 11:46:42
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Build from CHINAMI-UKDLSK3 at 2025/8/14 19:46:54
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Reference in New Issue
Block a user