Commit 2ad9dfc0 authored by SherryChaos's avatar SherryChaos

ShaderReplacer for dumped shaders

parent c6c7d9da
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......
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......
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......
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......@@ -3954,7 +4274,9 @@ MonoBehaviour:
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m_Framerate: 60
......@@ -5197,6 +5519,111 @@ MonoBehaviour:
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......@@ -960,7 +960,7 @@ PlayableDirector:
serializedVersion: 3
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m_InitialState: 1
m_WrapMode: 0
m_WrapMode: 2
m_DirectorUpdateMode: 1
m_InitialTime: 0
m_SceneBindings:
......
......@@ -21222,7 +21222,7 @@ MonoBehaviour:
m_faceColor:
serializedVersion: 2
rgba: 4294967295
m_fontSize: 28.35
m_fontSize: 26.2
m_fontSizeBase: 30
m_fontWeight: 400
m_enableAutoSizing: 1
......@@ -86079,7 +86079,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0.000030517578}
m_SizeDelta: {x: 0, y: 500}
m_Pivot: {x: 0.5, y: 1}
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......@@ -89355,8 +89355,8 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: 9fef19921dba8c546945c682f316bf9f, type: 3}
m_Type: 1
m_Sprite: {fileID: 21300000, guid: 90c6e35ef4304f289c279037152a03b7, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
......@@ -6350,7 +6350,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 60, y: 59.999878}
m_AnchoredPosition: {x: 60, y: 59.99994}
m_SizeDelta: {x: 60, y: 60}
m_Pivot: {x: 0.5, y: 0.5}
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......
......@@ -53,7 +53,6 @@ namespace MDPro3
while(!matLoad.IsCompleted)
yield return null;
var mat = matLoad.Result;
mat.renderQueue = 3000;
var task = CardImageLoader.LoadCardAsync(code, false);
while(!task.IsCompleted)
......
......@@ -287,13 +287,13 @@ namespace MDPro3
yield return matetial;
}
public static IEnumerator<Shader> LoadShaderAsync(string name)
public static IEnumerator<Shader> LoadShaderAsync(string path)
{
var abr = AssetBundle.LoadFromFileAsync(Path.Combine(Program.root, "MasterDuel/Shader/" + name));
var abr = AssetBundle.LoadFromFileAsync(Path.Combine(Program.root, path));
while (!abr.isDone)
yield return null;
var ab = abr.assetBundle;
var shader = ab.LoadAsset<Shader>(name);
var shader = ab.LoadAsset<Shader>(Path.GetFileNameWithoutExtension(path));
ab.Unload(false);
yield return shader;
}
......
using System.Collections;
using UnityEngine;
namespace MDPro3
{
[RequireComponent(typeof(Renderer))]
public class ShaderReplacer : MonoBehaviour
{
[SerializeField] private string shaderName;
private bool replaced;
private Renderer _renderer;
private Coroutine coroutine;
private void OnEnable()
{
ReplaceShader();
}
private void OnDisable()
{
if(coroutine != null)
StopCoroutine(coroutine);
coroutine = null;
}
private void ReplaceShader()
{
if(_renderer == null)
_renderer = GetComponent<Renderer>();
if(_renderer == null || string.IsNullOrEmpty(shaderName) || replaced)
return;
coroutine = StartCoroutine(ReplaceShaderAsync());
}
private IEnumerator ReplaceShaderAsync()
{
_renderer.enabled = false;
var load = MaterialLoader.LoadShaderByNameAsync(shaderName);
while (load.MoveNext())
yield return null;
_renderer.material.shader = load.Current;
_renderer.enabled = true;
replaced = true;
}
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: 4fb6cc0895c2d824a85ac559d3bbdb53
\ No newline at end of file
......@@ -123,7 +123,7 @@ namespace MDPro3
if (renderer == null)
yield break;
var matLoad = MaterialLoader.LoadCardMaterialAsync(code);
var matLoad = MaterialLoader.LoadCardMaterialAsync(code, true);
while (!matLoad.IsCompleted)
yield return null;
var mat = matLoad.Result;
......@@ -142,7 +142,7 @@ namespace MDPro3
while (!task.IsCompleted)
yield return null;
var matLoad = MaterialLoader.LoadCardMaterialAsync(code);
var matLoad = MaterialLoader.LoadCardMaterialAsync(code, true);
while (!matLoad.IsCompleted)
yield return null;
var mat = matLoad.Result;
......
......@@ -617,7 +617,7 @@ namespace MDPro3
if (!post)
{
var matLoad = MaterialLoader.LoadCardMaterialAsync(code);
var matLoad = MaterialLoader.LoadCardMaterialAsync(code, true);
while (!matLoad.IsCompleted)
yield return null;
face.material = matLoad.Result;
......
......@@ -1694,6 +1694,8 @@ namespace MDPro3.Servant
}
}
#endregion
#region PracticalizeTools
......@@ -2492,10 +2494,11 @@ namespace MDPro3.Servant
mono.action = () =>
{
PrintDuelLog(endingReason);
Destroy(duelText);
if (condition != Condition.Replay)
{
GetUI<OcgCoreUI>().ShowSaveReplay();
Destroy(mono.gameObject);
}
};
if (result == DuelResult.Win)
......@@ -7303,7 +7306,7 @@ namespace MDPro3.Servant
{
var code = topCard.GetData().Id;
var matLoad = MaterialLoader.LoadCardMaterialAsync(code);
var matLoad = MaterialLoader.LoadCardMaterialAsync(code, true);
while (!matLoad.IsCompleted)
yield return null;
targetMat = matLoad.Result;
......
......@@ -11,10 +11,15 @@ namespace MDPro3
{
public class MaterialLoader : MonoBehaviour
{
private static readonly ConcurrentDictionary<string, Material> _loadedMaterials = new();
private static readonly ConcurrentDictionary<string, IEnumerator<Material>> _loadingCoroutines = new();
private static MaterialLoader instance;
private void Awake()
{
instance = this;
StartCoroutine(LoadCardMaterials());
}
#region Card Materials
private static Material cardMatNormalUI;
private static Material cardMatShineUI;
......@@ -40,15 +45,9 @@ namespace MDPro3
private const string cardMatMaskName = "_Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D";
private void Awake()
private IEnumerator LoadCardMaterials()
{
instance = this;
StartCoroutine(LoadMaterials());
}
private IEnumerator LoadMaterials()
{
while(!TextureManager.loaded)
while (!TextureManager.loaded)
yield return null;
while (TextureManager.container == null)
yield return null;
......@@ -57,11 +56,11 @@ namespace MDPro3
handle.Completed += (result) => { cardMatSide = result.Result; };
var matLoad = Addressables.LoadAssetAsync<Material>("NormalStyleUI");
while(!matLoad.IsDone)
while (!matLoad.IsDone)
yield return null;
cardMatNormalUI = matLoad.Result;
var shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_NormalStyleUI");
while(shaderLoad.MoveNext())
var shaderLoad = LoadShaderByNameAsync("Shader Graphs_NormalStyleUI");
while (shaderLoad.MoveNext())
yield return null;
cardMatNormalUI.shader = shaderLoad.Current;
......@@ -69,7 +68,7 @@ namespace MDPro3
while (!matLoad.IsDone)
yield return null;
cardMatShineUI = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_ShineStyleUI");
shaderLoad = LoadShaderByNameAsync("Shader Graphs_ShineStyleUI");
while (shaderLoad.MoveNext())
yield return null;
cardMatShineUI.shader = shaderLoad.Current;
......@@ -78,7 +77,7 @@ namespace MDPro3
while (!matLoad.IsDone)
yield return null;
cardMatRoyalUI = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_RoyalStyleUI");
shaderLoad = LoadShaderByNameAsync("Shader Graphs_RoyalStyleUI");
while (shaderLoad.MoveNext())
yield return null;
cardMatRoyalUI.shader = shaderLoad.Current;
......@@ -112,7 +111,7 @@ namespace MDPro3
while (!matLoad.IsDone)
yield return null;
cardMatNormal3D = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_NormalStyle3D");
shaderLoad = LoadShaderByNameAsync("Shader Graphs_NormalStyle3D");
while (shaderLoad.MoveNext())
yield return null;
cardMatNormal3D.shader = shaderLoad.Current;
......@@ -121,7 +120,7 @@ namespace MDPro3
while (!matLoad.IsDone)
yield return null;
cardMatShine3D = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_ShineStyle3D");
shaderLoad = LoadShaderByNameAsync("Shader Graphs_ShineStyle3D");
while (shaderLoad.MoveNext())
yield return null;
cardMatShine3D.shader = shaderLoad.Current;
......@@ -130,7 +129,7 @@ namespace MDPro3
while (!matLoad.IsDone)
yield return null;
cardMatRoyal3D = matLoad.Result;
shaderLoad = ABLoader.LoadShaderAsync("Shader Graphs_RoyalStyle3D");
shaderLoad = LoadShaderByNameAsync("Shader Graphs_RoyalStyle3D");
while (shaderLoad.MoveNext())
yield return null;
cardMatRoyal3D.shader = shaderLoad.Current;
......@@ -171,17 +170,6 @@ namespace MDPro3
material.SetVector("_AttributeSize_Pos", new Vector4(8.31f, 12.26f, -3.19f, -5.13f));
}
private IEnumerator<Material> LoadMaterialCoroutine(string materialName)
{
var loadOperation = ABLoader.LoadMaterialAsync("MasterDuel/Material/" + materialName);
while (loadOperation.MoveNext())
yield return null;
_loadedMaterials.TryAdd(materialName, loadOperation.Current);
_loadingCoroutines.TryRemove(materialName, out _);
yield return loadOperation.Current;
}
private static Color GetMillenniumFrameColor(Card data)
{
Color color;
......@@ -225,51 +213,18 @@ namespace MDPro3
else if ((data.Attribute & (uint)CardAttribute.Fire) > 0)
return new Color(1f, 0f, 0f, 1f);
else if ((data.Attribute & (uint)CardAttribute.Earth) > 0)
return new Color(0.2f, 0.2f, 0.2f, 1f);
return new Color(0.8f, 0.8f, 0.8f, 1f);
else if ((data.Attribute & (uint)CardAttribute.Wind) > 0)
return new Color(0f, 1f, 0f, 1f);
else
return new Color(1f, 1f, 0f, 1f);
}
public static IEnumerator<Material> LoadMaterialByNameAsync(string materialName)
{
if (_loadedMaterials.TryGetValue(materialName, out var material))
{
yield return material;
yield break;
}
if (_loadingCoroutines.TryGetValue(materialName, out var loading))
{
while (loading.MoveNext())
yield return null;
yield return loading.Current;
}
else
{
var coroutine = instance.LoadMaterialCoroutine(materialName);
if(_loadingCoroutines.TryAdd(materialName, coroutine))
{
while (coroutine.MoveNext())
yield return null;
yield return coroutine.Current;
}
else
{
instance.StopCoroutine(coroutine);
while (_loadingCoroutines[materialName].MoveNext())
yield return null;
yield return _loadingCoroutines[materialName].Current;
}
}
}
public static async Task<Material> LoadCardMaterialAsync(int code, bool use3D = false)
{
Material mat = null;
if(code < 0)
if (code < 0)
{
mat = Instantiate(use3D ? cardMatNormal3D : cardMatNormalUI);
mat.SetTexture(cardMatMaskName, TextureManager.container.CardMask001);
......@@ -361,5 +316,108 @@ namespace MDPro3
return mat;
}
#endregion
#region Load Material
private static readonly ConcurrentDictionary<string, Material> _loadedMaterials = new();
private static readonly ConcurrentDictionary<string, IEnumerator<Material>> _loadMaterialCoroutines = new();
private IEnumerator<Material> LoadMaterialCoroutine(string materialName)
{
var loadOperation = ABLoader.LoadMaterialAsync("MasterDuel/Material/" + materialName);
while (loadOperation.MoveNext())
yield return null;
_loadedMaterials.TryAdd(materialName, loadOperation.Current);
_loadMaterialCoroutines.TryRemove(materialName, out _);
yield return loadOperation.Current;
}
public static IEnumerator<Material> LoadMaterialByNameAsync(string materialName)
{
if (_loadedMaterials.TryGetValue(materialName, out var material))
{
yield return material;
yield break;
}
if (_loadMaterialCoroutines.TryGetValue(materialName, out var loading))
{
while (loading.MoveNext())
yield return null;
yield return loading.Current;
}
else
{
var coroutine = instance.LoadMaterialCoroutine(materialName);
if (_loadMaterialCoroutines.TryAdd(materialName, coroutine))
{
while (coroutine.MoveNext())
yield return null;
yield return coroutine.Current;
}
else
{
instance.StopCoroutine(coroutine);
while (_loadMaterialCoroutines[materialName].MoveNext())
yield return null;
yield return _loadMaterialCoroutines[materialName].Current;
}
}
}
#endregion
#region Load Shader
private static readonly ConcurrentDictionary<string, Shader> _loadedShaders = new();
private static readonly ConcurrentDictionary<string, IEnumerator<Shader>> _loadShaderCoroutines = new();
private IEnumerator<Shader> LoadShaderCoroutine(string shaderName)
{
var loadOperation = ABLoader.LoadShaderAsync("MasterDuel/Shader/" + shaderName);
while (loadOperation.MoveNext())
yield return null;
_loadedShaders.TryAdd(shaderName, loadOperation.Current);
_loadShaderCoroutines.TryRemove(shaderName, out _);
yield return loadOperation.Current;
}
public static IEnumerator<Shader> LoadShaderByNameAsync(string shaderName)
{
if (_loadedShaders.TryGetValue(shaderName, out var shader))
{
yield return shader;
yield break;
}
if (_loadShaderCoroutines.TryGetValue(shaderName, out var loading))
{
while (loading.MoveNext())
yield return null;
yield return loading.Current;
}
else
{
var coroutine = instance.LoadShaderCoroutine(shaderName);
if (_loadShaderCoroutines.TryAdd(shaderName, coroutine))
{
while (coroutine.MoveNext())
yield return null;
yield return coroutine.Current;
}
else
{
instance.StopCoroutine(coroutine);
while (_loadShaderCoroutines[shaderName].MoveNext())
yield return null;
yield return _loadShaderCoroutines[shaderName].Current;
}
}
}
#endregion
}
}
}
\ No newline at end of file
using UnityEngine;
public class ShaderImporter : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
fileFormatVersion: 2
guid: 902d44e2384b7aa4caba0ac6313c610b
\ No newline at end of file
......@@ -6,5 +6,5 @@ ShaderImporter:
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: f3d3a6083e3b7b747ad9732db0af0a6c, type: 3}
userData:
assetBundleName: shader graphs_normalstyle3d
assetBundleName:
assetBundleVariant:
......@@ -6,5 +6,5 @@ ShaderImporter:
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_normalstyleui
assetBundleName:
assetBundleVariant:
......@@ -6,5 +6,5 @@ ShaderImporter:
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_royalstyle3d
assetBundleName:
assetBundleVariant:
......@@ -6,5 +6,5 @@ ShaderImporter:
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_royalstyleui
assetBundleName:
assetBundleVariant:
......@@ -6,5 +6,5 @@ ShaderImporter:
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_shinestyle3d
assetBundleName:
assetBundleVariant:
......@@ -6,5 +6,5 @@ ShaderImporter:
nonModifiableTextures:
- _Texture2DAsset_90c6e35ef4304f289c279037152a03b7_Out_0_Texture2D: {fileID: 2800000, guid: ec3fe872e2e518246b2c356340f265c3, type: 3}
userData:
assetBundleName: shader graphs_shinestyleui
assetBundleName:
assetBundleVariant:
Shader "Shader Graphs/UIBlur_box_with_t" {
Properties {
Effect ("Effect", Range(0, 20)) = 8
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_BlendColor ("BlendColor", Vector) = (1,1,1,0)
[ToggleUI] _ReverseVertical ("ReverseVertical", Float) = 0
[ToggleUI] _ReverseHolizontal ("ReverseHolizontal", Float) = 0
[HideInInspector] _QueueOffset ("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl ("_QueueControl", Float) = -1
[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
Fallback "Hidden/Shader Graph/FallbackError"
//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
}
\ No newline at end of file
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