some more audiovis stuff
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c021109b5a
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@ -28,7 +28,7 @@ MonoBehaviour:
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multiplier: -500
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channel: 1
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sample: 525
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- name: _SkyWeight
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- name: _AudioSample1
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multiplier: -500
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channel: 1
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sample: 400
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@ -120,8 +120,8 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color1: {r: 1, g: 0, b: 0.009225845, a: 1}
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- _Color2: {r: 0, g: 1, b: 0.9568691, a: 1}
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- _Color1: {r: 0, g: 0.0323627, b: 1, a: 1}
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- _Color2: {r: 1, g: 0, b: 0.4276967, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _FarColor: {r: 0, g: 0.06666667, b: 0.006862745, a: 0}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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@ -183,7 +183,7 @@ Shader "custom/enemy"
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float4 c = _Color1;
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c = lerp(_Color1, _Color2, length(p));
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c = lerp(c, _FarColor, normalised);
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c = lerp(c, _FarColor, normalised * _Intensity);
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// float distanceAhead = IN.wpos.z - 6;
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// float ca = clamp(distanceAhead * 0.1,0,1);
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@ -267,7 +267,7 @@ Shader "custom/obstacle"
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float noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, IN.wpos.yz);
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// c *= noise;
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c = lerp(c, _FarColor, _DistanceToNextBeat + noise);
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c = lerp(c, _FarColor, (_DistanceToNextBeat*_Intensity + noise));
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c.a = 0.0;
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return c;
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@ -40,6 +40,8 @@ Shader "custom/tunnel"
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_OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1
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_Intensity("Intensity", Range(0,1.0)) = 1.0
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_AudioSample1("Audio Sample 1", Float) = 0.0
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_NebulaMap("Nebula Map", 2D) = "black"
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_StarMap("Star Map", 2D) = "black"
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_FractalMap("Fractal Map", 2D) = "black"
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@ -120,6 +122,8 @@ Shader "custom/tunnel"
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float _PlayerXPos;
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float _PlayerXMove;
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float _TrackWidth = 20;
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float _AudioSample1;
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TEXTURE2D(_NebulaMap);
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SAMPLER(sampler_NebulaMap);
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@ -337,9 +341,9 @@ Shader "custom/tunnel"
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// sky
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float4 sky = _BackgroundColor;
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sky += f * _FractalColor; // fractal
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sky += s * _StarsColor; // stars
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float4 clouds = n * _CloudColor;
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sky += f * _FractalColor * _Intensity * (_DistanceSinceLastBeat*_DistanceToNextBeat); // fractal
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sky += s * _StarsColor * _Intensity; // stars
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float4 clouds = n * _CloudColor * _DistanceToNextBeat * _Intensity;
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clouds *= (1.0-g); // mask out ground
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sky += clouds;
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sky *= (1.0-g); // mask out ground
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@ -359,6 +363,7 @@ Shader "custom/tunnel"
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// ground_color = lerp(ground_color, ground_fast, ground_fast);
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ground_color+= ground_fast;
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ground_color *= _GroundColor;
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ground_color *= 1.0+_DistanceToNextBeat * _Intensity * (1.0+_AudioSample1);
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color = max(color, ground_color);
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// bars
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