add subtractive ground

This commit is contained in:
Cat Flynn 2021-01-09 18:45:52 +00:00
parent cc2150a88e
commit 8ae6993dab
5 changed files with 86 additions and 45 deletions

View File

@ -20,7 +20,7 @@ MonoBehaviour:
channel: 0
sample: 525
_tunnelAnimations:
- name: _ShakeStrength
- name: _FractalWeight
multiplier: 2
channel: 0
sample: 355

View File

@ -117,15 +117,16 @@ Material:
- _FractalPower: 1
- _FractalRotateSpeed: 20
- _FractalScale: 6
- _FractalWeight: 0.15
- _FractalWeight: 0.35
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _GroundWeight: 1
- _Intensity: 1
- _Metallic: 0
- _Nebula1Power: 3
- _Nebula2Power: 5
- _NebulaWeight: 0.5
- _NebulaWeight: 0.4
- _OcclusionStrength: 1
- _OverallPower: 1
- _Parallax: 0.005
@ -146,6 +147,7 @@ Material:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _FractalColor: {r: 1.3876811, g: 1.0683917, b: 2.3455496, a: 1}
- _GroundColor: {r: 1.287958, g: 0.565445, b: 2.251309, a: 1}
- _NebulaColor1: {r: 0, g: 0.67775345, b: 1, a: 1}
- _NebulaColor2: {r: 0.54217625, g: 0.25, b: 1, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}

View File

@ -277,49 +277,17 @@ MonoBehaviour:
pauseOnBeat: 16
pauseLengthInBeats: 0
beatOffset: 2
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serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: -2
outSlope: -2
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
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value: 0
inSlope: -0
outSlope: -0
tangentMode: 0
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m_PostInfinity: 2
m_RotationOrder: 4
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@ -608,6 +576,54 @@ PrefabInstance:
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value: -100
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@ -806,7 +822,7 @@ MonoBehaviour:
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- {fileID: 728836294}
polygon: {fileID: 1639649353}
_cameraShake: {fileID: 0}
_cameraShake: {fileID: 531937975}
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View File

@ -22,6 +22,8 @@ public class LoseLife : MonoBehaviour
public void LifeLost(int livesLeft)
{
_cameraShake.Shake();
healthMarkers[livesLeft].transform.DOScale(Vector3.zero, 1f).SetEase(Ease.InBack).SetUpdate(true);
_health.enabled = false;
var timeVal = Time.timeScale;
@ -35,8 +37,6 @@ public class LoseLife : MonoBehaviour
sequence.Append(polygon.material.DOFloat(0,"_FlashAmount", 0.2f).SetUpdate(true));
}
_cameraShake.Shake();
sequence.Play().OnComplete(() =>
{
_health.enabled = true;

View File

@ -9,11 +9,13 @@ Shader "custom/tunnel"
[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)
_FractalWeight("Fractal Weight", Range(0.0,1.0)) = 1.0
_NebulaWeight("Nebula Weight", Range(0.0,1.0)) = 1.0
_BarsWeight("Bars Weight", Range(0.0,1.0)) = 1.0
_StarsWeight("Stars Weight", Range(0.0,1.0)) = 1.0
_GroundWeight("Ground Weight", Range(0.0,1.0)) = 1.0
_FractalScale("Fractal Scale", Float) = 6.0
_FractalRotateSpeed("Fractal Rotate Speed", Float) = 20.0
@ -63,8 +65,9 @@ Shader "custom/tunnel"
float4 _BackgroundColor;
float4 _NebulaColor1;
float4 _NebulaColor2;
float4 _FractalColor;
float4 _GroundColor;
float _FractalScale = 6.0;
float _FractalRotateSpeed = 20.0;
float _FractalPower = 1.0;
@ -77,6 +80,7 @@ Shader "custom/tunnel"
float _BarsWeight;
float _StarsWeight;
float _GroundWeight;
float _Intensity;
float _CameraShake = 0.0;
@ -191,6 +195,20 @@ Shader "custom/tunnel"
return fractal * _Intensity * _BarsWeight;
}
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*0.4, t);
// t += ;
// t *= (1.0-r*0.5);
// float y = -p.y;
return lerp(nothing, _GroundColor, t) * _GroundWeight;
}
float4 frag(Varyings IN) : SV_Target
{
@ -218,6 +236,7 @@ Shader "custom/tunnel"
fractal1 *= max(0, r-_FractalInner);
fractal1 *= _FractalWeight;
fractal1 *= _Intensity;
fractal1 *= max(2.0*normalize(p).y+0.25,0);
float2 fuv2 = p / _FractalScale + float2(0.5,0.5);
fuv2 = rotateUV(fuv2,-_Time*_FractalRotateSpeed*3.561);
@ -227,12 +246,16 @@ Shader "custom/tunnel"
fractal2 *= max(0, r-_FractalInner);
fractal2 *= _FractalWeight;
fractal2 *= _Intensity;
fractal2 *= max(2.0*normalize(p).y+0.25,0);
float4 color = _BackgroundColor;
color += nebula(r, a);
color += bars(r, p);
color += fractal1;
color += fractal2;
color -= ground(p, r, a);
color += nebula(r, a);
color += bars(r, p);
color += stars(r, a);
// bars, nebula, fractal,