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public IntensitySetting Intensity => this[_mode]; [SerializeField] private IntensitySetting _calm; diff --git a/Assets/Scripts/Rendering/AudioVisualizer.cs b/Assets/Scripts/Rendering/AudioVisualizer.cs index e5ba235..4a5cd89 100644 --- a/Assets/Scripts/Rendering/AudioVisualizer.cs +++ b/Assets/Scripts/Rendering/AudioVisualizer.cs @@ -63,22 +63,8 @@ public class AudioVisualizer : ScriptableObject var l = spectrum.Length; if (l == 0) return; - for (int i = 0; i < _fractalAnimations.Length; i++) - { - 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, _fractalAnimations, fractal); + UpdateAnimations(spectrum, _tunnelAnimations, tunnel); UpdateAnimations(spectrum, _shipAnimations, ship); } @@ -88,7 +74,8 @@ public class AudioVisualizer : ScriptableObject { var anim = animations[i]; 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); } } } diff --git a/Assets/Scripts/Rendering/AudioVisualizerRuntime.cs b/Assets/Scripts/Rendering/AudioVisualizerRuntime.cs index 699c098..d8c1679 100644 --- a/Assets/Scripts/Rendering/AudioVisualizerRuntime.cs +++ b/Assets/Scripts/Rendering/AudioVisualizerRuntime.cs @@ -6,8 +6,9 @@ public class AudioVisualizerRuntime : MonoBehaviour { [SerializeField] private Renderer _ship; [SerializeField] private Renderer _fractal; - [SerializeField] private Renderer _tunnel; + // [SerializeField] private Renderer _tunnel; [SerializeField] private AudioVisualizer _system; + [SerializeField] private TunnelController _tunnel; [SerializeField] private AccessibilityOptions _accessibility; // 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 // _ship.material = _accessibility.Intensity.Ship; - _tunnel.material = new Material(_accessibility.Intensity.Tunnel); + // _tunnel.material = new Material(_accessibility.Intensity.Tunnel); } private void Start() @@ -32,12 +33,11 @@ public class AudioVisualizerRuntime : MonoBehaviour RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup); channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft); - - _system.Initialise(_fractal.material, _tunnel.material, _ship.material); + _system.Initialise(_fractal.material, _tunnel.Active.material, _ship.material); } private void LateUpdate() { - _system.UpdateAudio(_fft, _fractal, _tunnel, _ship); + _system.UpdateAudio(_fft, _fractal, _tunnel.Active, _ship); } } \ No newline at end of file diff --git a/Assets/Shaders/tunnel.shader b/Assets/Shaders/tunnel.shader index 2f96204..931cbed 100644 --- a/Assets/Shaders/tunnel.shader +++ b/Assets/Shaders/tunnel.shader @@ -5,17 +5,19 @@ Shader "custom/tunnel" // called Base Map. 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] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1) [HDR] _FractalColor("Fractal 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] _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 _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 _StarsWeight("Stars Weight", Range(0.0,1.0)) = 1.0 _GroundWeight("Ground Weight", Float) = 1.0 @@ -32,9 +34,11 @@ Shader "custom/tunnel" _CoreRadius("Core Radius", 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 _OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1 + _Intensity("Intensity", Range(0,1.0)) = 1.0 _NebulaMap("Nebula Map", 2D) = "black" _StarMap("Star Map", 2D) = "black" @@ -42,7 +46,6 @@ Shader "custom/tunnel" // _ShakeStrength("Shake Strength", Float) = 0.01 - _Intensity("Intensity", Float) = 1.0 } SubShader @@ -80,6 +83,9 @@ Shader "custom/tunnel" float4 _GroundColor; float4 _CoreColor; float4 _BarsColor; + float4 _StarsColor; + float4 _CloudColor; + float4 _UiColor; float _FractalScale = 6.0; float _FractalRotateSpeed = 20.0; @@ -90,7 +96,6 @@ Shader "custom/tunnel" float _Nebula1Power = 1.0; float _Nebula2Power = 1.0; - float _NebulaWeight = 1.0; float _SkyWeight; float _BarsWeight; @@ -101,6 +106,8 @@ Shader "custom/tunnel" // circles float _CoreRadius; float _CoreThiccness; + float _CoreYOffset; + float _OuterCircleRadius; float _OuterCircleThickness; @@ -178,7 +185,7 @@ Shader "custom/tunnel" nebula2 *= _NebulaColor2; nebula2 *= max(0,_Nebula2Power*r - n2_cutoff); - return (nebula1 + nebula2) * _Intensity * _NebulaWeight; + return (nebula1 + nebula2) * _Intensity; } float4 stars(float r, float a) @@ -225,10 +232,11 @@ Shader "custom/tunnel" float4 ground(float2 p, float r, float a) { float4 nothing = float4(0,0,0,0); - float angle = PI; float t = (abs(a/PI)*PI) * -min(p.y, 0); t = min(r, t); + + // float angle = PI; // t *= -abs(p.y); // t += ; // t *= (1.0-r*0.5); @@ -238,9 +246,9 @@ Shader "custom/tunnel" 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 // inner circle is black and a bit smaller @@ -261,7 +269,7 @@ Shader "custom/tunnel" 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); return lerp(float4(0,0,0,0),float4(1,1,1,1),inside); @@ -303,16 +311,16 @@ Shader "custom/tunnel" fractal2 *= _FractalWeight; fractal2 *= _Intensity; - float4 color = _BackgroundColor; + float4 color = float4(0,0,0,0); // precalc some stuff - float f = fractal1 + fractal2; + float4 f = fractal1 + fractal2; // float f = fractal2; - float g = ground(p, r, a); + float4 g = ground(p, r, a); // float g_mask = step(_GroundMaskAngle,g); - float n = nebula(r, a); - float s = stars(r, a); - float b = bars(r, p); + float4 n = nebula(r, a); + float4 s = stars(r, a); + float4 b = bars(r, p); // fractal // color += fractal_both; @@ -329,11 +337,12 @@ Shader "custom/tunnel" // sky float4 sky = _BackgroundColor; sky += f * _FractalColor; // fractal - sky += s; // stars - float4 clouds = n; + sky += s * _StarsColor; // stars + float4 clouds = n * _CloudColor; clouds *= (1.0-g); // mask out ground sky += clouds; sky *= (1.0-g); // mask out ground + color += sky; // sky = max(f,s); // stars masked by ground @@ -341,12 +350,13 @@ Shader "custom/tunnel" // ground - float4 ground_color = float4(0,0,0,0); + float4 ground_color = g; // hazy ground base - ground_color += g; + // ground_color += g; // speedy boye 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; color = max(color, ground_color); @@ -355,16 +365,14 @@ Shader "custom/tunnel" bars_color = lerp(bars_color,ground_color,g); bars_color *= _BarsColor; bars_color *= lerp(0, bars_color, _DistanceToNextBeat); - bars_color = lerp(bars_color, ground_color, g); - - sky += bars_color * _BarsWeight; - sky *= _SkyWeight; - color += sky; + bars_color = lerp(bars_color, _GroundColor, g); + color = max(bars_color, color); // 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; - color += core_color; + color = lerp(color, core_color, core_color); // color = lerp(color, core_color, step(0.001,core_color)); // rays @@ -383,6 +391,9 @@ Shader "custom/tunnel" // color = float4(1,1,1,1)*outer_circle; // bars, nebula, fractal, // average across all fx + + // score bar + color += blurry_circle(p, float2(0,5.25), 4.0, 0.5)*_UiColor; return color; } diff --git a/Assets/TunnelController.cs b/Assets/TunnelController.cs index db215e4..6a9247a 100644 --- a/Assets/TunnelController.cs +++ b/Assets/TunnelController.cs @@ -12,24 +12,65 @@ public class TunnelController : MonoBehaviour [SerializeField] private SerialFloat _playerXPos; [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 void Awake() { 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() { + var cameraShakeIntensity = _intensity * _accessibility.Intensity.Value; + Shader.SetGlobalFloat("_PlayerXMove", _playerXMove); Shader.SetGlobalFloat("_PlayerXPos", _playerXPos); + Shader.SetGlobalFloat("_CameraShake", _baseCameraShake * _distanceToNextBeat * cameraShakeIntensity); var elapsed = Time.time - _start; if (elapsed > _duration) return; 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()