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2026-07-20 10:56:52 +08:00
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// 敌人实体圆:普通 alpha 混合 + 软边 + 高光边缘(区别于发光子弹)
// 应用于 EnemyManager 的 MultiMeshInstance2Dper-instance 颜色经 COLOR 传入)
shader_type canvas_item;
void fragment() {
float d = length(UV - vec2(0.5)) * 2.0; // 0=中心 1=边缘
float body = smoothstep(1.0, 0.82, d); // 软边实心圆
// 内高光:靠上方偏亮,营造球体体积感
vec2 hi = UV - vec2(0.38, 0.34);
float spec = smoothstep(0.42, 0.0, length(hi)) * 0.35;
vec3 col = COLOR.rgb + spec;
// 暗边描线
float rim = smoothstep(0.72, 0.95, d) * 0.25;
col = mix(col, col * 0.55, rim);
COLOR = vec4(col, COLOR.a * body);
}