陶睿祺8.20

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taosuqi 2024-08-20 10:39:10 +08:00
commit f8302d4ba1
165 changed files with 8231 additions and 756 deletions

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Shader "Unlit/Mirror"
{
Properties{
_MainTex("Main Tex", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_Cubemap("Environment Cubemap", Cube) = "_Skybox" {}
_Distortion("Distortion", Range(0, 100)) = 10
_RefractAmount("Refract Amount", Range(0.0, 1.0)) = 1.0
}
SubShader{
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue" = "Transparent" "RenderType" = "Opaque" }
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _RefractionTex
GrabPass { "_RefractionTex" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
samplerCUBE _Cubemap;
float _Distortion;
fixed _RefractAmount;
sampler2D _RefractionTex;
float4 _RefractionTex_TexelSize;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float4 uv : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeGrabScreenPos(o.pos);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target {
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// Get the normal in tangent space
fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
// Compute the offset in tangent space
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;
fixed3 refrCol = tex2D(_RefractionTex, i.scrPos.xy / i.scrPos.w).rgb;
// Convert the normal to world space
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
fixed3 reflDir = reflect(-worldViewDir, bump);
fixed4 texColor = tex2D(_MainTex, i.uv.xy);
fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb;
fixed3 finalColor = reflCol * (1 - _RefractAmount) + refrCol * _RefractAmount;
return fixed4(finalColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Device_Base : MonoBehaviour
{
/// <summary>
/// 设备类型
/// </summary>
public DeviceType deviceType;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 封印
/// </summary>
public class Device_Seal : Device_Base
{
/// <summary>
/// 是否被剪开
/// </summary>
public bool isCut;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 直接接入式电能计量装置
/// </summary>
public class Device_DirectAccessElectricEnergyMeteringDevice : Device_Base
{
/// <summary>
/// 铭牌
/// </summary>
public Device_NamePlate namePlate;
/// <summary>
/// 合格标志
/// </summary>
public Device_MarkOfConformity conformity;
/// <summary>
/// 电能表盖子固定螺丝
/// </summary>
public List<Tool_Screw> cover_screws;
/// <summary>
/// 电能表接线螺丝
/// </summary>
public List<Tool_Screw> line_screws;
/// <summary>
/// 电能表接线
/// </summary>
public List<Tool_Line> lines;
/// <summary>
/// 电能表固定螺丝
/// </summary>
public List<Tool_Screw> fix_screws;
}

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