correctly position enemies and obstacles in a cubic funnel
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value: 8.773619
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value: 10.53
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
|
propertyPath: m_LocalPosition.z
|
||||||
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.w
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propertyPath: m_LocalRotation.w
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value: 1
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value: 0.9988734
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.x
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propertyPath: m_LocalRotation.x
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value: 0
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value: 0.047455154
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 3397488660859550701, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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- target: {fileID: 3397488660859550701, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalRotation.y
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propertyPath: m_LocalRotation.y
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@ -777,7 +795,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 3397488660859550701, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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- target: {fileID: 3397488660859550701, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalEulerAnglesHint.x
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propertyPath: m_LocalEulerAnglesHint.x
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value: 0
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value: 5.44
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 3397488660859550701, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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- target: {fileID: 3397488660859550701, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalEulerAnglesHint.y
|
propertyPath: m_LocalEulerAnglesHint.y
|
||||||
|
@ -791,6 +809,22 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z
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propertyPath: m_LocalPosition.z
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value: -100
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value: -100
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalScale.x
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value: 1492.1846
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objectReference: {fileID: 0}
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- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalPosition.y
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value: -8.773621
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objectReference: {fileID: 0}
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- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalPosition.z
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value: 846.83606
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objectReference: {fileID: 0}
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- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalRotation.x
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value: 0.000000346452
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objectReference: {fileID: 0}
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- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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||||||
propertyPath: _playerXPos
|
propertyPath: _playerXPos
|
||||||
value:
|
value:
|
||||||
|
@ -799,6 +833,10 @@ PrefabInstance:
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propertyPath: _playerXMove
|
propertyPath: _playerXMove
|
||||||
value:
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value:
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objectReference: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
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objectReference: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
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|
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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|
propertyPath: _baseTubeRadius
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|
value:
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objectReference: {fileID: 11400000, guid: 728cb7e2ba632ed488575b477d23545b, type: 2}
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- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: _anim.m_Curve.Array.size
|
propertyPath: _anim.m_Curve.Array.size
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value: 3
|
value: 3
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|
@ -847,6 +885,22 @@ PrefabInstance:
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propertyPath: _anim.m_Curve.Array.data[1].outWeight
|
propertyPath: _anim.m_Curve.Array.data[1].outWeight
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value: 0.09022057
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value: 0.09022057
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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propertyPath: m_LocalScale.x
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|
value: 1492.1846
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objectReference: {fileID: 0}
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- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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|
propertyPath: m_LocalPosition.y
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|
value: -8.773621
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|
objectReference: {fileID: 0}
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- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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|
propertyPath: m_LocalPosition.z
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|
value: 846.83606
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|
objectReference: {fileID: 0}
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|
- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
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|
propertyPath: m_LocalRotation.x
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|
value: 0.000000346452
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
m_SourcePrefab: {fileID: 100100000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||||
--- !u!1 &1173812004
|
--- !u!1 &1173812004
|
||||||
|
@ -950,7 +1004,7 @@ Transform:
|
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m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 1173812004}
|
m_GameObject: {fileID: 1173812004}
|
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: -4, z: 6}
|
m_LocalPosition: {x: 0, y: 0, z: 6}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
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m_Children:
|
m_Children:
|
||||||
- {fileID: 1639649351}
|
- {fileID: 1639649351}
|
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|
@ -982,6 +1036,7 @@ MonoBehaviour:
|
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lerpAmount: 0.95
|
lerpAmount: 0.95
|
||||||
horizontalInput: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
|
horizontalInput: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
|
||||||
horizontalPosition: {fileID: 11400000, guid: 25280515e18c66c44827faf0cb01ca42, type: 2}
|
horizontalPosition: {fileID: 11400000, guid: 25280515e18c66c44827faf0cb01ca42, type: 2}
|
||||||
|
zPosition: {fileID: 11400000, guid: d79a67f8d31402543bdbc2c3fdf3e53d, type: 2}
|
||||||
--- !u!114 &1173812010
|
--- !u!114 &1173812010
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -1087,7 +1142,7 @@ Transform:
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 1215971662}
|
m_GameObject: {fileID: 1215971662}
|
||||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: -2, z: 30}
|
m_LocalPosition: {x: 0, y: 0, z: 30}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
|
|
|
@ -16,11 +16,11 @@ MonoBehaviour:
|
||||||
m_AdvancedMode: 0
|
m_AdvancedMode: 0
|
||||||
threshold:
|
threshold:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 3
|
m_Value: 1
|
||||||
min: 0
|
min: 0
|
||||||
intensity:
|
intensity:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 4
|
m_Value: 0.5
|
||||||
min: 0
|
min: 0
|
||||||
scatter:
|
scatter:
|
||||||
m_OverrideState: 0
|
m_OverrideState: 0
|
||||||
|
|
|
@ -1,14 +1,20 @@
|
||||||
using System;
|
using System;
|
||||||
|
using Ktyl.Util;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Scripting;
|
using UnityEngine.Scripting;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
public class BeatSpawner : ShootInputBase
|
public class BeatSpawner : ShootInputBase
|
||||||
{
|
{
|
||||||
[SerializeField] private int spawnOnBeat = 2;
|
[SerializeField] private int[] onBarBeats;
|
||||||
|
[SerializeField] private int beatWait;
|
||||||
|
|
||||||
[SerializeField] private float xMin = -10;
|
[SerializeField] private float xMin = -10;
|
||||||
[SerializeField] private float xMax = 10;
|
[SerializeField] private float xMax = 10;
|
||||||
|
|
||||||
|
[SerializeField] private SerialFloat _playerXPosition;
|
||||||
|
[SerializeField] private SerialFloat _playerZPosition;
|
||||||
|
|
||||||
private AudioBeatManager _audio;
|
private AudioBeatManager _audio;
|
||||||
|
|
||||||
private bool _shoot;
|
private bool _shoot;
|
||||||
|
@ -20,9 +26,20 @@ public class BeatSpawner : ShootInputBase
|
||||||
|
|
||||||
public void OnBeat(int beat)
|
public void OnBeat(int beat)
|
||||||
{
|
{
|
||||||
_shoot = beat % spawnOnBeat == 0;
|
_shoot = false;
|
||||||
|
for (int i = 0; i < onBarBeats.Length; i++)
|
||||||
|
{
|
||||||
|
var barBeat = onBarBeats[i];
|
||||||
|
|
||||||
|
_shoot = (beat + barBeat) % beatWait == 0;
|
||||||
|
if (_shoot) break;
|
||||||
|
}
|
||||||
|
|
||||||
if (_shoot)
|
if (_shoot)
|
||||||
transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
|
transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
|
||||||
|
// var playerPosition = Vector3.right * _playerXPosition;
|
||||||
|
// Vector3.forward * _playerZPosition;
|
||||||
|
// transform.LookAt(playerPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool IsShooting()
|
public override bool IsShooting()
|
||||||
|
|
|
@ -1,3 +1,4 @@
|
||||||
|
using System.Net.Http;
|
||||||
using DG.Tweening;
|
using DG.Tweening;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Weapons.Scripts;
|
using Weapons.Scripts;
|
||||||
|
@ -46,24 +47,22 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
var oldName = gameObject.name;
|
var oldName = gameObject.name;
|
||||||
gameObject.name = "disabled";
|
gameObject.name = "disabled";
|
||||||
_collider.enabled = false;
|
_collider.enabled = false;
|
||||||
|
|
||||||
|
float duration = 0.4f;
|
||||||
float x = 0;
|
float x = 0;
|
||||||
DOTween.To(
|
DOTween.To(
|
||||||
() => x,
|
() => x,
|
||||||
t =>
|
t =>
|
||||||
{
|
{
|
||||||
var c1 = Color.Lerp(_color1, Color.white, t);
|
var c1 = Color.Lerp(_color1, Color.white*1000f, 1f-t);
|
||||||
var c2 = Color.Lerp(_color2, Color.white, t);
|
var c2 = Color.Lerp(_color2, Color.white*1000f, 1f-t);
|
||||||
|
|
||||||
_renderer.material.SetColor(Color1, c1);
|
_renderer.material.SetColor(Color1, c1);
|
||||||
_renderer.material.SetColor(Color2, c2);
|
|
||||||
_renderer.material.SetFloat(Alpha, 1.0f-t);
|
|
||||||
},
|
},
|
||||||
1.0f,
|
1.0f,
|
||||||
0.05f);
|
duration);
|
||||||
|
|
||||||
|
transform.DOScale(Vector3.one * 3.0f, duration).SetEase(Ease.OutQuint).OnComplete(() =>
|
||||||
|
|
||||||
transform.DOScale(Vector3.one * 1.5f, 0.15f).SetEase(Ease.OutQuint).OnComplete(() =>
|
|
||||||
{
|
{
|
||||||
gameObject.name = oldName;
|
gameObject.name = oldName;
|
||||||
gameObject.SetActive(false);
|
gameObject.SetActive(false);
|
||||||
|
|
|
@ -61,6 +61,7 @@ Shader "custom/bullet"
|
||||||
float _Alpha;
|
float _Alpha;
|
||||||
float _PulseIntensity;
|
float _PulseIntensity;
|
||||||
|
|
||||||
|
float _BaseTubeRadius;
|
||||||
|
|
||||||
// float _VertexScale;
|
// float _VertexScale;
|
||||||
// float _FadeStrength;
|
// float _FadeStrength;
|
||||||
|
|
|
@ -15,6 +15,10 @@ Shader "custom/enemy"
|
||||||
// _VertexScale("Vertex Scale", Float) = 0
|
// _VertexScale("Vertex Scale", Float) = 0
|
||||||
_PulseIntensity("Pulse Intensity", Float) = 1.0
|
_PulseIntensity("Pulse Intensity", Float) = 1.0
|
||||||
_TrackWidth("Track Width", Float) = 20
|
_TrackWidth("Track Width", Float) = 20
|
||||||
|
_RadiusWithDistance("Radius with Distance", Float) = 0.003
|
||||||
|
_SpeedMultiplier("Speed Multiplier", Float) = 2.0
|
||||||
|
|
||||||
|
_BaseScale("Base Scale", Float) = 1.0
|
||||||
|
|
||||||
_M("M", Float) = 0.5
|
_M("M", Float) = 0.5
|
||||||
_C("C", Float) = 0.0
|
_C("C", Float) = 0.0
|
||||||
|
@ -28,6 +32,9 @@ Shader "custom/enemy"
|
||||||
|
|
||||||
Pass
|
Pass
|
||||||
{
|
{
|
||||||
|
// Blend OneMinusDstColor OneMinusSrcAlpha
|
||||||
|
// Blend SrcAlpha
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
|
@ -51,6 +58,7 @@ Shader "custom/enemy"
|
||||||
float2 uv : TEXCOORD0;
|
float2 uv : TEXCOORD0;
|
||||||
float3 wpos : TEXCOORD1;
|
float3 wpos : TEXCOORD1;
|
||||||
half3 normal : NORMAL;
|
half3 normal : NORMAL;
|
||||||
|
float2 polar : TEXCOORD2; // TODO!!
|
||||||
};
|
};
|
||||||
|
|
||||||
float _M = 0.5;
|
float _M = 0.5;
|
||||||
|
@ -61,11 +69,18 @@ Shader "custom/enemy"
|
||||||
float _Alpha;
|
float _Alpha;
|
||||||
float _PulseIntensity;
|
float _PulseIntensity;
|
||||||
|
|
||||||
|
float _SpeedMultiplier;
|
||||||
|
float _RadiusWithDistance;
|
||||||
|
|
||||||
float _TrackWidth;
|
float _TrackWidth;
|
||||||
float _PlayerXPos;
|
float _PlayerXPos;
|
||||||
|
|
||||||
float _DistanceToNextBeat;
|
float _DistanceToNextBeat;
|
||||||
float _DistanceFromLastBeat;
|
float _DistanceSinceLastBeat;
|
||||||
|
|
||||||
|
float _BaseScale;
|
||||||
|
|
||||||
|
float _BaseTubeRadius;
|
||||||
|
|
||||||
// float _VertexScale;
|
// float _VertexScale;
|
||||||
// float _FadeStrength;
|
// float _FadeStrength;
|
||||||
|
@ -85,17 +100,40 @@ Shader "custom/enemy"
|
||||||
float4 _NoiseMap_ST;
|
float4 _NoiseMap_ST;
|
||||||
CBUFFER_END
|
CBUFFER_END
|
||||||
|
|
||||||
|
|
||||||
Varyings vert(Attributes IN)
|
Varyings vert(Attributes IN)
|
||||||
{
|
{
|
||||||
Varyings OUT;
|
Varyings OUT;
|
||||||
|
float radius = _BaseTubeRadius;
|
||||||
|
float d = _TrackWidth;
|
||||||
|
|
||||||
float3 vpos = IN.positionOS.xyz;
|
float3 vpos = IN.positionOS.xyz;
|
||||||
|
vpos*=2;
|
||||||
OUT.normal = IN.normal;
|
OUT.normal = IN.normal;
|
||||||
|
|
||||||
float beat = _DistanceToNextBeat*_DistanceToNextBeat;
|
// position of the model's origin in world space
|
||||||
vpos *= 1.0+beat*_PulseIntensity;
|
float3 mo_wpos = TransformObjectToWorld(float3(0,0,0));
|
||||||
|
|
||||||
vpos.x *= 0.3;
|
float db = _DistanceSinceLastBeat;
|
||||||
|
float beat = db*db;
|
||||||
|
vpos *= _BaseScale+beat*_PulseIntensity;
|
||||||
|
|
||||||
|
// float3 wpos = TransformObjectToWorld(vpos);
|
||||||
|
float wpz = mo_wpos.z;
|
||||||
|
float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
|
||||||
|
|
||||||
|
// compress horiztonally
|
||||||
|
// vpos.x = vpos.x * _HorizontalScale;
|
||||||
|
// vpos.y = vpos.y * _VerticalScale * 1.0-(r-radius);
|
||||||
|
// vpos = mul(UNITY_MATRIX_P,
|
||||||
|
// mul(UNITY_MATRIX_MV, float4(0,0,0,1))
|
||||||
|
// + float4(vpos.x, vpos.y, 0,0)
|
||||||
|
// + float4(1, 1,1,1));
|
||||||
|
|
||||||
|
// recalculate wpos with updated vpos
|
||||||
|
// wpos = TransformObjectToWorld(vpos);
|
||||||
|
|
||||||
|
// matrix m = GetObjectToWorldMatrix();
|
||||||
|
|
||||||
//float d = 1.0+length(wpos)*0.5;
|
//float d = 1.0+length(wpos)*0.5;
|
||||||
//float2 uv = wpos.zx;
|
//float2 uv = wpos.zx;
|
||||||
|
@ -108,22 +146,40 @@ Shader "custom/enemy"
|
||||||
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
|
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
|
||||||
|
|
||||||
// calculate position on circle
|
// calculate position on circle
|
||||||
float3 wpos = TransformObjectToWorld(vpos);
|
|
||||||
float radius = 4.0;
|
|
||||||
float d = _TrackWidth;
|
|
||||||
|
|
||||||
float r = radius - vpos.y * 0.5;
|
// float3 object_origin = TransformObjectToWorld(float3(0,0,0));
|
||||||
float x = wpos.x;
|
// float r_origin = float
|
||||||
|
|
||||||
|
// float wpz = abs(mo_wpos.z-6); // offset due to player position
|
||||||
|
// // wpz *= wpz;
|
||||||
|
// r += wpz*_RadiusWithDistance;
|
||||||
|
// mo_wpos.z *= _SpeedMultiplier;
|
||||||
|
|
||||||
|
float x = mo_wpos;
|
||||||
|
// float x = mo_wpos.x+vpos.x;
|
||||||
x -= _PlayerXPos;
|
x -= _PlayerXPos;
|
||||||
// x += 0.5*PI;
|
// x += 0.5*PI;
|
||||||
|
|
||||||
float a = 2*PI*(x/d + 0.5);
|
float a = 2*PI*(x/d);
|
||||||
a += 0.5*PI;
|
a -= 0.5*PI;
|
||||||
// a *= (radius - r) * -1.0;
|
// a *= (radius - r) * -1.0;
|
||||||
|
|
||||||
|
// vpos.y += 0.5*radius*cos(a);
|
||||||
|
|
||||||
|
float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
|
||||||
|
|
||||||
wpos = float3(cos(a)*r,sin(a)*r,wpos.z);
|
float x_p = vpos.x*cos(a)-vpos.y*sin(a);
|
||||||
|
float y_p = vpos.x*sin(a)+vpos.y*cos(a);
|
||||||
|
vpos.x = x_p;
|
||||||
|
vpos.y = y_p;
|
||||||
|
|
||||||
|
float noise1 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.yz, 0) - 0.5;
|
||||||
|
float noise2 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.xy, 0) - 0.5;
|
||||||
|
wpos += float3(noise1, noise2, 0) * 2.0;
|
||||||
|
wpos += float3(vpos.xy,0);
|
||||||
|
wpos.y += radius;
|
||||||
|
wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
|
||||||
|
// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
|
||||||
vpos = TransformWorldToObject(wpos);
|
vpos = TransformWorldToObject(wpos);
|
||||||
|
|
||||||
// TransformWorldToObject()
|
// TransformWorldToObject()
|
||||||
|
@ -156,8 +212,19 @@ Shader "custom/enemy"
|
||||||
|
|
||||||
// float t = length(p);
|
// float t = length(p);
|
||||||
// return lerp(_Color1,_Color2,t * _FadeStrength);
|
// return lerp(_Color1,_Color2,t * _FadeStrength);
|
||||||
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
float normalised = IN.wpos.z/1000.0;
|
||||||
c = lerp(c, _FarColor, IN.wpos.z * 0.0075);
|
// float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
||||||
|
float4 c = _Color1;
|
||||||
|
c = lerp(_Color1, _Color2, length(p));
|
||||||
|
|
||||||
|
c = lerp(c, _FarColor, normalised);
|
||||||
|
|
||||||
|
// float distanceAhead = IN.wpos.z - 6;
|
||||||
|
// float ca = clamp(distanceAhead * 0.1,0,1);
|
||||||
|
// c.a = ca;
|
||||||
|
// c.a = clamp((IN.wpos.z-6)*1.0,0,1);
|
||||||
|
// c.a = clamp((1.0-IN.polar.r),0,1);
|
||||||
|
// c.a = clamp(1.0-normalised,0,1);
|
||||||
|
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,270 @@
|
||||||
|
// This shader draws a texture on the mesh.
|
||||||
|
Shader "custom/obstacle"
|
||||||
|
{
|
||||||
|
// The _BaseMap variable is visible in the Material's Inspector, as a field
|
||||||
|
// called Base Map.
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
[HDR] _Color1("Color1", Color) = (1,1,1,1)
|
||||||
|
[HDR] _Color2("Color2", Color) = (1,1,1,1)
|
||||||
|
[HDR] _FarColor("Far Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
|
_Alpha("Alpha", Float) = 1.0
|
||||||
|
// [HDR] _Color2("Color 2", Color) = (1,1,1,1)
|
||||||
|
// _FadeStrength("Fade Strength", Float) = 0.1
|
||||||
|
// _VertexScale("Vertex Scale", Float) = 0
|
||||||
|
_PulseIntensity("Pulse Intensity", Float) = 1.0
|
||||||
|
_TrackWidth("Track Width", Float) = 20
|
||||||
|
_RadiusWithDistance("Radius with Distance", Float) = 0.003
|
||||||
|
_SpeedMultiplier("Speed Multiplier", Float) = 2.0
|
||||||
|
|
||||||
|
_HorizontalScale("Horizontal Scale", Float) = 0.1
|
||||||
|
_VerticalScale("Vertical Scale", Float) = 10
|
||||||
|
|
||||||
|
_M("M", Float) = 0.5
|
||||||
|
_C("C", Float) = 0.0
|
||||||
|
|
||||||
|
_NoiseMap("Noise Map", 2D) = "black"
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
// Blend OneMinusDstColor OneMinusSrcAlpha
|
||||||
|
// Blend SrcAlpha
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
|
||||||
|
struct Attributes
|
||||||
|
{
|
||||||
|
float4 positionOS : POSITION;
|
||||||
|
// The uv variable contains the UV coordinate on the texture for the
|
||||||
|
// given vertex.
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
half3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Varyings
|
||||||
|
{
|
||||||
|
float4 positionHCS : SV_POSITION;
|
||||||
|
// The uv variable contains the UV coordinate on the texture for the
|
||||||
|
// given vertex.
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 wpos : TEXCOORD1;
|
||||||
|
half3 normal : NORMAL;
|
||||||
|
float2 polar : TEXCOORD2; // TODO!!
|
||||||
|
};
|
||||||
|
|
||||||
|
float _M = 0.5;
|
||||||
|
float _C = 0.0;
|
||||||
|
float4 _Color1;
|
||||||
|
float4 _Color2;
|
||||||
|
float4 _FarColor;
|
||||||
|
float _Alpha;
|
||||||
|
float _PulseIntensity;
|
||||||
|
|
||||||
|
float _SpeedMultiplier;
|
||||||
|
float _RadiusWithDistance;
|
||||||
|
|
||||||
|
float _TrackWidth;
|
||||||
|
float _PlayerXPos;
|
||||||
|
|
||||||
|
float _DistanceToNextBeat;
|
||||||
|
float _DistanceSinceLastBeat;
|
||||||
|
|
||||||
|
float _HorizontalScale;
|
||||||
|
float _VerticalScale;
|
||||||
|
|
||||||
|
float _BaseTubeRadius;
|
||||||
|
|
||||||
|
// float _VertexScale;
|
||||||
|
// float _FadeStrength;
|
||||||
|
|
||||||
|
// This macro declares _BaseMap as a Texture2D object.
|
||||||
|
TEXTURE2D(_BaseMap);
|
||||||
|
// This macro declares the sampler for the _BaseMap texture.
|
||||||
|
SAMPLER(sampler_BaseMap);
|
||||||
|
TEXTURE2D(_NoiseMap);
|
||||||
|
SAMPLER(sampler_NoiseMap);
|
||||||
|
|
||||||
|
CBUFFER_START(UnityPerMaterial)
|
||||||
|
// The following line declares the _BaseMap_ST variable, so that you
|
||||||
|
// can use the _BaseMap variable in the fragment shader. The _ST
|
||||||
|
// suffix is necessary for the tiling and offset function to work.
|
||||||
|
float4 _BaseMap_ST;
|
||||||
|
float4 _NoiseMap_ST;
|
||||||
|
CBUFFER_END
|
||||||
|
|
||||||
|
//random hash
|
||||||
|
float4 hash42(float2 p) {
|
||||||
|
|
||||||
|
float4 p4 = frac(float4(p.xyxy) * float4(443.8975, 397.2973, 491.1871, 470.7827));
|
||||||
|
p4 += dot(p4.wzxy, p4 + 19.19);
|
||||||
|
return frac(float4(p4.x * p4.y, p4.x * p4.z, p4.y * p4.w, p4.x * p4.w));
|
||||||
|
}
|
||||||
|
|
||||||
|
float hash(float n) {
|
||||||
|
return frac(sin(n) * 43758.5453123);
|
||||||
|
}
|
||||||
|
|
||||||
|
float n(in float3 x) {
|
||||||
|
float3 p = floor(x);
|
||||||
|
float3 f = frac(x);
|
||||||
|
f = f * f * (3.0 - 2.0 * f);
|
||||||
|
float n = p.x + p.y * 57.0 + 113.0 * p.z;
|
||||||
|
float res = lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x),
|
||||||
|
lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y),
|
||||||
|
lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x),
|
||||||
|
lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
//tape noise
|
||||||
|
float tape_noise(float2 p) {
|
||||||
|
|
||||||
|
float y = p.y;
|
||||||
|
float s = _Time.x + 200;
|
||||||
|
|
||||||
|
float v = (n(float3(y * .01 + s, 1., 1.0)) + .0)
|
||||||
|
* (n(float3(y * .011 + 1000.0 + s, 1., 1.0)) + .0)
|
||||||
|
* (n(float3(y * .51 + 421.0 + s, 1., 1.0)) + .0)
|
||||||
|
;
|
||||||
|
|
||||||
|
v *= hash42(float2(p.x + _Time.y + 200, p.y)).x + 2;
|
||||||
|
|
||||||
|
|
||||||
|
v = abs(pow(v + .3, 1.));
|
||||||
|
if (v < .5) v = 0.; //threshold
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Varyings vert(Attributes IN)
|
||||||
|
{
|
||||||
|
Varyings OUT;
|
||||||
|
float radius = _BaseTubeRadius;
|
||||||
|
float d = _TrackWidth;
|
||||||
|
|
||||||
|
float3 vpos = IN.positionOS.xyz;
|
||||||
|
vpos*=3;
|
||||||
|
OUT.normal = IN.normal;
|
||||||
|
|
||||||
|
// position of the model's origin in world space
|
||||||
|
float3 mo_wpos = TransformObjectToWorld(float3(0,0,0));
|
||||||
|
|
||||||
|
float beat = _DistanceToNextBeat*_DistanceToNextBeat;
|
||||||
|
vpos *= 1.0+beat*_PulseIntensity;
|
||||||
|
|
||||||
|
// float3 wpos = TransformObjectToWorld(vpos);
|
||||||
|
float wpz = mo_wpos.z;
|
||||||
|
float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
|
||||||
|
|
||||||
|
// compress horiztonally
|
||||||
|
// vpos.x = vpos.x * _HorizontalScale;
|
||||||
|
// vpos.y = vpos.y * _VerticalScale * 1.0-(r-radius);
|
||||||
|
// vpos = mul(UNITY_MATRIX_P,
|
||||||
|
// mul(UNITY_MATRIX_MV, float4(0,0,0,1))
|
||||||
|
// + float4(vpos.x, vpos.y, 0,0)
|
||||||
|
// + float4(1, 1,1,1));
|
||||||
|
|
||||||
|
// recalculate wpos with updated vpos
|
||||||
|
// wpos = TransformObjectToWorld(vpos);
|
||||||
|
|
||||||
|
// matrix m = GetObjectToWorldMatrix();
|
||||||
|
|
||||||
|
//float d = 1.0+length(wpos)*0.5;
|
||||||
|
//float2 uv = wpos.zx;
|
||||||
|
// vpos += _VertexScale*float3(0,0,5)*d;
|
||||||
|
// vpos += sin(180)*sin(1800)*float3(0,0,5)*d;
|
||||||
|
// noise *= d*d * 0.1;
|
||||||
|
// vpos *= lerp (0.9,1.1,noise);
|
||||||
|
|
||||||
|
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
|
||||||
|
|
||||||
|
// calculate position on circle
|
||||||
|
|
||||||
|
// float3 object_origin = TransformObjectToWorld(float3(0,0,0));
|
||||||
|
// float r_origin = float
|
||||||
|
|
||||||
|
// float wpz = abs(mo_wpos.z-6); // offset due to player position
|
||||||
|
// // wpz *= wpz;
|
||||||
|
// r += wpz*_RadiusWithDistance;
|
||||||
|
// mo_wpos.z *= _SpeedMultiplier;
|
||||||
|
|
||||||
|
float x = mo_wpos;
|
||||||
|
// float x = mo_wpos.x+vpos.x;
|
||||||
|
x -= _PlayerXPos;
|
||||||
|
// x += 0.5*PI;
|
||||||
|
|
||||||
|
float a = 2*PI*(x/d);
|
||||||
|
a -= 0.5*PI;
|
||||||
|
// a *= (radius - r) * -1.0;
|
||||||
|
|
||||||
|
// vpos.y += 0.5*radius*cos(a);
|
||||||
|
|
||||||
|
float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
|
||||||
|
|
||||||
|
float x_p = vpos.x*cos(a)-vpos.y*sin(a);
|
||||||
|
float y_p = vpos.x*sin(a)+vpos.y*cos(a);
|
||||||
|
vpos.x = x_p;
|
||||||
|
vpos.y = y_p;
|
||||||
|
|
||||||
|
float noise1 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.yz, 0) - 0.5;
|
||||||
|
float noise2 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.xy, 0) - 0.5;
|
||||||
|
wpos += float3(noise1, noise2, 0) * 2.0;
|
||||||
|
|
||||||
|
wpos += float3(vpos.xy,0);
|
||||||
|
wpos.y += radius;
|
||||||
|
wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
|
||||||
|
// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
|
||||||
|
vpos = TransformWorldToObject(wpos);
|
||||||
|
|
||||||
|
// TransformWorldToObject()
|
||||||
|
// vpos += wposOffset;
|
||||||
|
|
||||||
|
// float x_with_distance = normalize(wpos.x)*wpos.z*0.1;
|
||||||
|
// x_with_distance = abs(x_with_distance);
|
||||||
|
// vpos += float3(x_with_distance,0,0);
|
||||||
|
|
||||||
|
OUT.wpos = wpos;
|
||||||
|
OUT.positionHCS = TransformObjectToHClip(vpos);
|
||||||
|
// The TRANSFORM_TEX macro performs the tiling and offset
|
||||||
|
// transformation.
|
||||||
|
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 frag(Varyings IN) : SV_Target
|
||||||
|
{
|
||||||
|
// calculate pixel
|
||||||
|
float2 res = _ScreenParams;
|
||||||
|
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
||||||
|
|
||||||
|
float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
|
||||||
|
toCentre = normalize(toCentre);
|
||||||
|
|
||||||
|
float t = dot(IN.normal, toCentre) * 0.5 + 0.5;
|
||||||
|
|
||||||
|
// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
|
||||||
|
|
||||||
|
// float t = length(p);
|
||||||
|
// return lerp(_Color1,_Color2,t * _FadeStrength);
|
||||||
|
float normalised = IN.wpos.z/500.0;
|
||||||
|
// float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
||||||
|
float4 c = _Color1;
|
||||||
|
c *= tape_noise(IN.polar/0.00005);
|
||||||
|
c = lerp(c, _FarColor, _DistanceToNextBeat);
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 283f3c94cc5a452448291c9d05edafee
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -314,12 +314,13 @@ Shader "custom/tunnel"
|
||||||
float4 color = float4(0,0,0,0);
|
float4 color = float4(0,0,0,0);
|
||||||
|
|
||||||
// precalc some stuff
|
// precalc some stuff
|
||||||
|
float2 core_c = float2(0, _CoreYOffset);
|
||||||
float4 f = fractal1 + fractal2;
|
float4 f = fractal1 + fractal2;
|
||||||
// float f = fractal2;
|
// float f = fractal2;
|
||||||
float4 g = ground(p, r, a);
|
float4 g = ground(p, r, a);
|
||||||
// float g_mask = step(_GroundMaskAngle,g);
|
// float g_mask = step(_GroundMaskAngle,g);
|
||||||
float4 n = nebula(r, a);
|
float4 n = nebula(r, a);
|
||||||
float4 s = stars(r, a);
|
float4 s = stars((length(core_c-p)), atan((core_c-p).y/(core_c-p).x));
|
||||||
float4 b = bars(r, p);
|
float4 b = bars(r, p);
|
||||||
|
|
||||||
// fractal
|
// fractal
|
||||||
|
@ -369,7 +370,6 @@ Shader "custom/tunnel"
|
||||||
color = max(bars_color, color);
|
color = max(bars_color, color);
|
||||||
|
|
||||||
// core
|
// core
|
||||||
float2 core_c = float2(0, _CoreYOffset);
|
|
||||||
float4 core_color = blurry_circle(p, core_c, _CoreRadius, _CoreThiccness);
|
float4 core_color = blurry_circle(p, core_c, _CoreRadius, _CoreThiccness);
|
||||||
core_color *= _CoreColor;
|
core_color *= _CoreColor;
|
||||||
color = lerp(color, core_color, core_color);
|
color = lerp(color, core_color, core_color);
|
||||||
|
|
|
@ -11,6 +11,7 @@ public class TunnelController : MonoBehaviour
|
||||||
[SerializeField] private AnimationCurve _anim;
|
[SerializeField] private AnimationCurve _anim;
|
||||||
[SerializeField] private SerialFloat _playerXPos;
|
[SerializeField] private SerialFloat _playerXPos;
|
||||||
[SerializeField] private SerialFloat _playerXMove;
|
[SerializeField] private SerialFloat _playerXMove;
|
||||||
|
[SerializeField] private SerialFloat _baseTubeRadius;
|
||||||
|
|
||||||
[SerializeField] private AccessibilityOptions _accessibility;
|
[SerializeField] private AccessibilityOptions _accessibility;
|
||||||
[SerializeField] private float _baseCameraShake;
|
[SerializeField] private float _baseCameraShake;
|
||||||
|
@ -26,6 +27,7 @@ public class TunnelController : MonoBehaviour
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
Shader.SetGlobalFloat("_CameraShake", 0);
|
Shader.SetGlobalFloat("_CameraShake", 0);
|
||||||
|
Shader.SetGlobalFloat("_BaseTubeRadius", _baseTubeRadius);
|
||||||
|
|
||||||
Debug.Log(_accessibility.Mode);
|
Debug.Log(_accessibility.Mode);
|
||||||
switch (_accessibility.Mode)
|
switch (_accessibility.Mode)
|
||||||
|
|
|
@ -106,19 +106,19 @@ MonoBehaviour:
|
||||||
m_Bits: 64
|
m_Bits: 64
|
||||||
accuracy: 0
|
accuracy: 0
|
||||||
zone:
|
zone:
|
||||||
numToSpawn: 1
|
numToSpawn: 75
|
||||||
offset: {x: 0, y: 0, z: 0}
|
offset: {x: 0, y: 0, z: 0}
|
||||||
spawnType: 0
|
spawnType: 0
|
||||||
spawnDir: 0
|
spawnDir: 0
|
||||||
spawnPlane: 1
|
spawnPlane: 1
|
||||||
width: 0
|
width: 10
|
||||||
height: 0
|
height: 0
|
||||||
surfaceOnly: 1
|
surfaceOnly: 0
|
||||||
evenDistribution: 1
|
evenDistribution: 1
|
||||||
numSides: 3
|
numSides: 3
|
||||||
numPerSide: 10
|
numPerSide: 10
|
||||||
flipVertical: 0
|
flipVertical: 0
|
||||||
radius: 0
|
radius: 5
|
||||||
arc: 360
|
arc: 360
|
||||||
composite: []
|
composite: []
|
||||||
manualFire: 1
|
manualFire: 1
|
||||||
|
|
Loading…
Reference in New Issue