This commit is contained in:
Dom Harris 2021-01-10 18:03:22 +00:00
commit 047dda4139
13 changed files with 382 additions and 88 deletions

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@ -24,10 +24,12 @@ public class AccessibilityOptions : ScriptableObject
[Serializable] [Serializable]
public struct IntensitySetting public struct IntensitySetting
{ {
public float Value => _value;
[SerializeField] [Range(0,1)] private float _value;
public Material Tunnel => _tunnel; public Material Tunnel => _tunnel;
[SerializeField] private Material _tunnel; [SerializeField] private Material _tunnel;
} }
public IntensitySetting Intensity => this[_mode]; public IntensitySetting Intensity => this[_mode];
[SerializeField] private IntensitySetting _calm; [SerializeField] private IntensitySetting _calm;

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@ -63,22 +63,8 @@ public class AudioVisualizer : ScriptableObject
var l = spectrum.Length; var l = spectrum.Length;
if (l == 0) return; if (l == 0) return;
for (int i = 0; i < _fractalAnimations.Length; i++) UpdateAnimations(spectrum, _fractalAnimations, fractal);
{ UpdateAnimations(spectrum, _tunnelAnimations, tunnel);
var anim = _fractalAnimations[i];
var a = spectrum[anim.channel][anim.sample];
fractal.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
}
for (int i = 0; i < _tunnelAnimations.Length; i++)
{
var anim = _tunnelAnimations[i];
var a = spectrum[anim.channel][anim.sample];
tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
}
UpdateAnimations(spectrum, _shipAnimations, ship); UpdateAnimations(spectrum, _shipAnimations, ship);
} }
@ -88,7 +74,8 @@ public class AudioVisualizer : ScriptableObject
{ {
var anim = animations[i]; var anim = animations[i];
var a = spectrum[anim.channel][anim.sample]; var a = spectrum[anim.channel][anim.sample];
renderer.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a); var v = anim.Initial + anim.multiplier * a * _accessibility.Intensity.Value;
renderer.material.SetFloat(anim.name, v);
} }
} }
} }

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@ -6,8 +6,9 @@ public class AudioVisualizerRuntime : MonoBehaviour
{ {
[SerializeField] private Renderer _ship; [SerializeField] private Renderer _ship;
[SerializeField] private Renderer _fractal; [SerializeField] private Renderer _fractal;
[SerializeField] private Renderer _tunnel; // [SerializeField] private Renderer _tunnel;
[SerializeField] private AudioVisualizer _system; [SerializeField] private AudioVisualizer _system;
[SerializeField] private TunnelController _tunnel;
[SerializeField] private AccessibilityOptions _accessibility; [SerializeField] private AccessibilityOptions _accessibility;
// https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2 // https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
@ -21,7 +22,7 @@ public class AudioVisualizerRuntime : MonoBehaviour
{ {
// pick correct materials for accessibility // pick correct materials for accessibility
// _ship.material = _accessibility.Intensity.Ship; // _ship.material = _accessibility.Intensity.Ship;
_tunnel.material = new Material(_accessibility.Intensity.Tunnel); // _tunnel.material = new Material(_accessibility.Intensity.Tunnel);
} }
private void Start() private void Start()
@ -32,12 +33,11 @@ public class AudioVisualizerRuntime : MonoBehaviour
RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup); RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft); channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
_system.Initialise(_fractal.material, _tunnel.Active.material, _ship.material);
_system.Initialise(_fractal.material, _tunnel.material, _ship.material);
} }
private void LateUpdate() private void LateUpdate()
{ {
_system.UpdateAudio(_fft, _fractal, _tunnel, _ship); _system.UpdateAudio(_fft, _fractal, _tunnel.Active, _ship);
} }
} }

View File

@ -5,17 +5,19 @@ Shader "custom/tunnel"
// called Base Map. // called Base Map.
Properties Properties
{ {
_BackgroundColor("Background Color", Color) = (0,0,0,0) [HDR] _BackgroundColor("Background Color", Color) = (0,0,0,0)
[HDR] _NebulaColor1("Nebula Color 1", Color) = (1,1,1,1) [HDR] _NebulaColor1("Nebula Color 1", Color) = (1,1,1,1)
[HDR] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1) [HDR] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1)
[HDR] _FractalColor("Fractal Color", Color) = (1,1,1,1) [HDR] _FractalColor("Fractal Color", Color) = (1,1,1,1)
[HDR] _GroundColor("Ground Color", Color) = (1,1,1,1) [HDR] _GroundColor("Ground Color", Color) = (1,1,1,1)
[HDR] _CoreColor("Core Color", Color) = (1,1,1,1) [HDR] _CoreColor("Core Color", Color) = (1,1,1,1)
[HDR] _BarsColor("Bars Color", Color) = (1,1,1,1) [HDR] _BarsColor("Bars Color", Color) = (1,1,1,1)
[HDR] _StarsColor("Stars Color", Color) = (1,1,1,1)
[HDR] _CloudColor("Cloud Clolor", Color) = (0,0,0,0)
[HDR] _UiColor("UI Clolor", Color) = (1,1,1,1)
_SkyWeight("Sky Weight", Float) = 1.0 _SkyWeight("Sky Weight", Float) = 1.0
_FractalWeight("Fractal Weight", Range(0.0,1.0)) = 1.0 _FractalWeight("Fractal Weight", Range(0.0,1.0)) = 1.0
_NebulaWeight("Nebula Weight", Range(0.0,1.0)) = 1.0
_BarsWeight("Bars Weight", Float) = 1.0 _BarsWeight("Bars Weight", Float) = 1.0
_StarsWeight("Stars Weight", Range(0.0,1.0)) = 1.0 _StarsWeight("Stars Weight", Range(0.0,1.0)) = 1.0
_GroundWeight("Ground Weight", Float) = 1.0 _GroundWeight("Ground Weight", Float) = 1.0
@ -32,9 +34,11 @@ Shader "custom/tunnel"
_CoreRadius("Core Radius", Range(0, 1.0)) = 1.0 _CoreRadius("Core Radius", Range(0, 1.0)) = 1.0
_CoreThiccness("Core Thiccness", Range(0,1.0)) = 1.0 _CoreThiccness("Core Thiccness", Range(0,1.0)) = 1.0
_CoreYOffset("Core Offset", Float) = -4.0
_OuterCircleRadius("Outer Circle Radius", Range(0,10)) = 0.5 _OuterCircleRadius("Outer Circle Radius", Range(0,10)) = 0.5
_OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1 _OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1
_Intensity("Intensity", Range(0,1.0)) = 1.0
_NebulaMap("Nebula Map", 2D) = "black" _NebulaMap("Nebula Map", 2D) = "black"
_StarMap("Star Map", 2D) = "black" _StarMap("Star Map", 2D) = "black"
@ -42,7 +46,6 @@ Shader "custom/tunnel"
// _ShakeStrength("Shake Strength", Float) = 0.01 // _ShakeStrength("Shake Strength", Float) = 0.01
_Intensity("Intensity", Float) = 1.0
} }
SubShader SubShader
@ -80,6 +83,9 @@ Shader "custom/tunnel"
float4 _GroundColor; float4 _GroundColor;
float4 _CoreColor; float4 _CoreColor;
float4 _BarsColor; float4 _BarsColor;
float4 _StarsColor;
float4 _CloudColor;
float4 _UiColor;
float _FractalScale = 6.0; float _FractalScale = 6.0;
float _FractalRotateSpeed = 20.0; float _FractalRotateSpeed = 20.0;
@ -90,7 +96,6 @@ Shader "custom/tunnel"
float _Nebula1Power = 1.0; float _Nebula1Power = 1.0;
float _Nebula2Power = 1.0; float _Nebula2Power = 1.0;
float _NebulaWeight = 1.0;
float _SkyWeight; float _SkyWeight;
float _BarsWeight; float _BarsWeight;
@ -101,6 +106,8 @@ Shader "custom/tunnel"
// circles // circles
float _CoreRadius; float _CoreRadius;
float _CoreThiccness; float _CoreThiccness;
float _CoreYOffset;
float _OuterCircleRadius; float _OuterCircleRadius;
float _OuterCircleThickness; float _OuterCircleThickness;
@ -178,7 +185,7 @@ Shader "custom/tunnel"
nebula2 *= _NebulaColor2; nebula2 *= _NebulaColor2;
nebula2 *= max(0,_Nebula2Power*r - n2_cutoff); nebula2 *= max(0,_Nebula2Power*r - n2_cutoff);
return (nebula1 + nebula2) * _Intensity * _NebulaWeight; return (nebula1 + nebula2) * _Intensity;
} }
float4 stars(float r, float a) float4 stars(float r, float a)
@ -225,10 +232,11 @@ Shader "custom/tunnel"
float4 ground(float2 p, float r, float a) float4 ground(float2 p, float r, float a)
{ {
float4 nothing = float4(0,0,0,0); float4 nothing = float4(0,0,0,0);
float angle = PI;
float t = (abs(a/PI)*PI) * -min(p.y, 0); float t = (abs(a/PI)*PI) * -min(p.y, 0);
t = min(r, t); t = min(r, t);
// float angle = PI;
// t *= -abs(p.y); // t *= -abs(p.y);
// t += ; // t += ;
// t *= (1.0-r*0.5); // t *= (1.0-r*0.5);
@ -238,9 +246,9 @@ Shader "custom/tunnel"
return lerp(nothing, _GroundColor, t) * _GroundWeight; return lerp(nothing, _GroundColor, t) * _GroundWeight;
} }
float4 blurry_circle(float2 p, float radius, float thickness) float4 blurry_circle(float2 p, float2 c, float radius, float thickness)
{ {
float r_p = length(p); float r_p = length(p-c);
// outer circle is white/circle color // outer circle is white/circle color
// inner circle is black and a bit smaller // inner circle is black and a bit smaller
@ -261,7 +269,7 @@ Shader "custom/tunnel"
return max(color, 0); return max(color, 0);
} }
float4 filled_circle(float2 p, float r) float4 filled_circle(float2 p, float2 c, float r)
{ {
float inside = step(length(p),r); float inside = step(length(p),r);
return lerp(float4(0,0,0,0),float4(1,1,1,1),inside); return lerp(float4(0,0,0,0),float4(1,1,1,1),inside);
@ -303,16 +311,16 @@ Shader "custom/tunnel"
fractal2 *= _FractalWeight; fractal2 *= _FractalWeight;
fractal2 *= _Intensity; fractal2 *= _Intensity;
float4 color = _BackgroundColor; float4 color = float4(0,0,0,0);
// precalc some stuff // precalc some stuff
float f = fractal1 + fractal2; float4 f = fractal1 + fractal2;
// float f = fractal2; // float f = fractal2;
float g = ground(p, r, a); float4 g = ground(p, r, a);
// float g_mask = step(_GroundMaskAngle,g); // float g_mask = step(_GroundMaskAngle,g);
float n = nebula(r, a); float4 n = nebula(r, a);
float s = stars(r, a); float4 s = stars(r, a);
float b = bars(r, p); float4 b = bars(r, p);
// fractal // fractal
// color += fractal_both; // color += fractal_both;
@ -329,11 +337,12 @@ Shader "custom/tunnel"
// sky // sky
float4 sky = _BackgroundColor; float4 sky = _BackgroundColor;
sky += f * _FractalColor; // fractal sky += f * _FractalColor; // fractal
sky += s; // stars sky += s * _StarsColor; // stars
float4 clouds = n; float4 clouds = n * _CloudColor;
clouds *= (1.0-g); // mask out ground clouds *= (1.0-g); // mask out ground
sky += clouds; sky += clouds;
sky *= (1.0-g); // mask out ground sky *= (1.0-g); // mask out ground
color += sky;
// sky = max(f,s); // sky = max(f,s);
// stars masked by ground // stars masked by ground
@ -341,12 +350,13 @@ Shader "custom/tunnel"
// ground // ground
float4 ground_color = float4(0,0,0,0); float4 ground_color = g;
// hazy ground base // hazy ground base
ground_color += g; // ground_color += g;
// speedy boye // speedy boye
float4 ground_fast = n * g; float4 ground_fast = n * g;
ground_color += ground_fast; // ground_color = lerp(ground_color, ground_fast, ground_fast);
ground_color+= ground_fast;
ground_color *= _GroundColor; ground_color *= _GroundColor;
color = max(color, ground_color); color = max(color, ground_color);
@ -355,16 +365,14 @@ Shader "custom/tunnel"
bars_color = lerp(bars_color,ground_color,g); bars_color = lerp(bars_color,ground_color,g);
bars_color *= _BarsColor; bars_color *= _BarsColor;
bars_color *= lerp(0, bars_color, _DistanceToNextBeat); bars_color *= lerp(0, bars_color, _DistanceToNextBeat);
bars_color = lerp(bars_color, ground_color, g); bars_color = lerp(bars_color, _GroundColor, g);
color = max(bars_color, color);
sky += bars_color * _BarsWeight;
sky *= _SkyWeight;
color += sky;
// core // core
float4 core_color = blurry_circle(p, _CoreRadius, _CoreThiccness); float2 core_c = float2(0, _CoreYOffset);
float4 core_color = blurry_circle(p, core_c, _CoreRadius, _CoreThiccness);
core_color *= _CoreColor; core_color *= _CoreColor;
color += core_color; color = lerp(color, core_color, core_color);
// color = lerp(color, core_color, step(0.001,core_color)); // color = lerp(color, core_color, step(0.001,core_color));
// rays // rays
@ -383,6 +391,9 @@ Shader "custom/tunnel"
// color = float4(1,1,1,1)*outer_circle; // color = float4(1,1,1,1)*outer_circle;
// bars, nebula, fractal, // bars, nebula, fractal,
// average across all fx // average across all fx
// score bar
color += blurry_circle(p, float2(0,5.25), 4.0, 0.5)*_UiColor;
return color; return color;
} }

View File

@ -12,24 +12,65 @@ public class TunnelController : MonoBehaviour
[SerializeField] private SerialFloat _playerXPos; [SerializeField] private SerialFloat _playerXPos;
[SerializeField] private SerialFloat _playerXMove; [SerializeField] private SerialFloat _playerXMove;
[SerializeField] private AccessibilityOptions _accessibility;
[SerializeField] private float _baseCameraShake;
[SerializeField] private SerialFloat _distanceToNextBeat;
[SerializeField] private Renderer _calm;
[SerializeField] private Renderer _vibe;
[SerializeField] private Renderer _party;
public Renderer Active { get; private set; }
private float _start = -1; private float _start = -1;
private void Awake() private void Awake()
{ {
Shader.SetGlobalFloat("_CameraShake", 0); Shader.SetGlobalFloat("_CameraShake", 0);
Debug.Log(_accessibility.Mode);
switch (_accessibility.Mode)
{
case AccessibilityMode.Calm:
_calm.enabled = true;
Active = _calm;
_vibe.enabled = false;
_party.enabled = false;
break;
case AccessibilityMode.Vibe:
_vibe.enabled = true;
Active = _vibe;
_calm.enabled = false;
_party.enabled = false;
break;
case AccessibilityMode.Party:
_party.enabled = true;
Active = _party;
_calm.enabled = false;
_vibe.enabled = false;
break;
default:
throw new ArgumentOutOfRangeException();
}
} }
void LateUpdate() void LateUpdate()
{ {
var cameraShakeIntensity = _intensity * _accessibility.Intensity.Value;
Shader.SetGlobalFloat("_PlayerXMove", _playerXMove); Shader.SetGlobalFloat("_PlayerXMove", _playerXMove);
Shader.SetGlobalFloat("_PlayerXPos", _playerXPos); Shader.SetGlobalFloat("_PlayerXPos", _playerXPos);
Shader.SetGlobalFloat("_CameraShake", _baseCameraShake * _distanceToNextBeat * cameraShakeIntensity);
var elapsed = Time.time - _start; var elapsed = Time.time - _start;
if (elapsed > _duration) return; if (elapsed > _duration) return;
var normalisedElapsed = elapsed / _duration; var normalisedElapsed = elapsed / _duration;
Shader.SetGlobalFloat("_CameraShake", _anim.Evaluate(normalisedElapsed) * _intensity); var shake = Mathf.Max(_anim.Evaluate(normalisedElapsed), _baseCameraShake) * cameraShakeIntensity;
Shader.SetGlobalFloat("_CameraShake", shake);
} }
public void LoseLifeShake() public void LoseLifeShake()