修改吉林长春北湖吾悦广场场景,添加武汉江夏龙湾半岛场景

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ZYT
2026-04-07 10:38:50 +08:00
parent b7589f9081
commit a002e9bbbf
78 changed files with 853825 additions and 2123 deletions

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@ -12,7 +12,6 @@ Shader "Hovl/Particles/Add_CenterGlow"
_Color("Color", Color) = (0.5,0.5,0.5,1)
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
_Depthpower ("Depth power", Float ) = 1
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
@ -33,11 +32,6 @@ Shader "Hovl/Particles/Add_CenterGlow"
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
@ -91,7 +85,6 @@ Shader "Hovl/Particles/Add_CenterGlow"
uniform float4 _Color;
uniform float _Emission;
uniform fixed _Usedepth;
uniform fixed _Usecustomrandom;
uniform float _Depthpower;
v2f vert ( appdata_t v )
@ -115,9 +108,6 @@ Shader "Hovl/Particles/Add_CenterGlow"
fixed4 frag ( v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
float lp = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
@ -131,7 +121,7 @@ Shader "Hovl/Particles/Add_CenterGlow"
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
float4 uv0_Flow = i.texcoord;
float3 uv0_Flow = i.texcoord.xyz;
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
@ -140,13 +130,13 @@ Shader "Hovl/Particles/Add_CenterGlow"
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
float4 tex2DNode14 = tex2D( _Noise, panner108 );
float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
@ -158,48 +148,46 @@ Shader "Hovl/Particles/Add_CenterGlow"
}
}
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@ -130,6 +130,7 @@ namespace Valheim
Guangdong_Shaoguan_Lechang_ZhigongwenhuGuangchang=82,
Guangdong_Shaoguan_Lechang_Dongjietingchechang=83,
Liaoning_Fushun_Xinbinmanzu_MinzuShangchang=84,
Wuhan_Jiangxia_LongwanBandao=85,
}
public enum Bgm

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@ -32,11 +32,6 @@ Shader "Hovl/Particles/Blend_CenterGlow"
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
@ -114,9 +109,6 @@ Shader "Hovl/Particles/Blend_CenterGlow"
fixed4 frag ( v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
float lp = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
@ -156,50 +148,49 @@ Shader "Hovl/Particles/Blend_CenterGlow"
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@ -33,9 +33,7 @@ Shader "Hovl/Particles/DissolveNoise"
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
@ -118,9 +116,6 @@ Shader "Hovl/Particles/DissolveNoise"
fixed4 frag ( v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
float lp = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));

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