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@ -1,5 +1,6 @@
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using System;
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using Ktyl.Util;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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@ -11,6 +12,7 @@ public class MovePlayer : MonoBehaviour
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[SerializeField] private RectOffset extents;
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[SerializeField] private float lerpAmount = 0.95f;
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[SerializeField] private SerialFloat horizontalInput;
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[SerializeField] private SerialFloat horizontalPosition;
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private PlayerInput _input;
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@ -44,16 +46,30 @@ public class MovePlayer : MonoBehaviour
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_input.Default.Move.performed -= DoMove;
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}
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private float _x;
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private void Update()
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{
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_transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime;
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var w = Mathf.Abs(extents.right - extents.left);
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var x = _transform.localPosition.x;
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if (x > extents.right)
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{
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x -= w;
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}
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else if (x < extents.left)
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{
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x += w;
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}
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_transform.localPosition = new Vector3(
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Mathf.Clamp(_transform.localPosition.x, extents.left, extents.right),
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x,
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_yPos,
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_zPos);
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horizontalInput.Value = _currentInput.x;
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horizontalPosition.Value = _transform.localPosition.x;
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}
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private void DoMove(InputAction.CallbackContext context)
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|
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@ -30,7 +30,7 @@ Transform:
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m_GameObject: {fileID: 1738226812227614583}
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@ -58,7 +58,7 @@ Camera:
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@ -95,3 +96,21 @@ BoxCollider:
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objectReference: {fileID: 2100000, guid: 439b4d6018bd23e4e91136d099c5b815, type: 2}
|
||||
objectReference: {fileID: 2100000, guid: 9429becea685bce4fa7b6595601ea615, type: 2}
|
||||
- target: {fileID: 3397488660842926092, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3397488660842926093, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||
propertyPath: m_LocalScale.x
|
||||
value: 2303.7488
|
||||
value: 1767.2549
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3397488660842926093, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||
propertyPath: m_LocalScale.y
|
||||
value: 1039.2305
|
||||
value: 839.3538
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 3397488660842926093, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
|
@ -576,6 +572,10 @@ PrefabInstance:
|
|||
propertyPath: m_LocalPosition.z
|
||||
value: -100
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||
propertyPath: _playerXPos
|
||||
value:
|
||||
objectReference: {fileID: 11400000, guid: 25280515e18c66c44827faf0cb01ca42, type: 2}
|
||||
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
|
||||
propertyPath: _anim.m_Curve.Array.size
|
||||
value: 3
|
||||
|
@ -758,6 +758,7 @@ MonoBehaviour:
|
|||
m_Bottom: -4
|
||||
lerpAmount: 0.95
|
||||
horizontalInput: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
|
||||
horizontalPosition: {fileID: 11400000, guid: 25280515e18c66c44827faf0cb01ca42, type: 2}
|
||||
--- !u!114 &1173812010
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -822,7 +823,7 @@ MonoBehaviour:
|
|||
- {fileID: 1611642542}
|
||||
- {fileID: 728836294}
|
||||
polygon: {fileID: 1639649353}
|
||||
_cameraShake: {fileID: 531937975}
|
||||
_tunnelController: {fileID: 531937975}
|
||||
--- !u!1 &1215971662
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -1261,5 +1262,9 @@ PrefabInstance:
|
|||
propertyPath: m_LocalEulerAnglesHint.z
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8761754940900000814, guid: bd5f27d2b3a6b4a40aab2af5c3c4586e, type: 3}
|
||||
propertyPath: _ship
|
||||
value:
|
||||
objectReference: {fileID: 1173812008}
|
||||
m_RemovedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: bd5f27d2b3a6b4a40aab2af5c3c4586e, type: 3}
|
||||
|
|
|
@ -11,7 +11,7 @@ public class LoseLife : MonoBehaviour
|
|||
[SerializeField] private Renderer[] healthMarkers;
|
||||
[SerializeField] private Renderer polygon;
|
||||
|
||||
[SerializeField] private CameraShake _cameraShake;
|
||||
[SerializeField] private TunnelController _tunnelController;
|
||||
|
||||
private EntityHealth _health;
|
||||
|
||||
|
@ -22,7 +22,7 @@ public class LoseLife : MonoBehaviour
|
|||
|
||||
public void LifeLost(int livesLeft)
|
||||
{
|
||||
_cameraShake.Shake();
|
||||
_tunnelController.LoseLifeShake();
|
||||
|
||||
healthMarkers[livesLeft].transform.DOScale(Vector3.zero, 1f).SetEase(Ease.InBack).SetUpdate(true);
|
||||
_health.enabled = false;
|
||||
|
|
|
@ -50,7 +50,7 @@ public class AudioVisualizer : ScriptableObject
|
|||
}
|
||||
}
|
||||
|
||||
public void Update(DSP fft, Renderer fractal, Renderer tunnel, Renderer ship)
|
||||
public void UpdateAudio(DSP fft, Renderer fractal, Renderer tunnel, Renderer ship)
|
||||
{
|
||||
// update beat-based things
|
||||
Shader.SetGlobalFloat("_DistanceSinceLastBeat", _distanceSinceLastBeat);
|
||||
|
|
|
@ -38,6 +38,6 @@ public class AudioVisualizerRuntime : MonoBehaviour
|
|||
|
||||
private void LateUpdate()
|
||||
{
|
||||
_system.Update(_fft, _fractal, _tunnel, _ship);
|
||||
_system.UpdateAudio(_fft, _fractal, _tunnel, _ship);
|
||||
}
|
||||
}
|
|
@ -1,15 +1,37 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Renderer))]
|
||||
public class ShipGraphics : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform _ship;
|
||||
[SerializeField] private SerialFloat _horizontalInput;
|
||||
|
||||
[SerializeField] private SerialFloat _distanceSinceLastBeat;
|
||||
[SerializeField] private float _bounce;
|
||||
|
||||
[SerializeField] private float _maxTilt;
|
||||
[Range(0, 100)] [SerializeField] private float _tiltSensitivity;
|
||||
|
||||
private Renderer _renderer;
|
||||
private float _tilt;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_renderer = GetComponent<Renderer>();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
var targetRotationAngle = _maxTilt * _horizontalInput;
|
||||
_tilt = Mathf.Lerp(_tilt, targetRotationAngle, _tiltSensitivity * Time.deltaTime);
|
||||
|
||||
var rot = Quaternion.Euler(0, 0, -_tilt);
|
||||
transform.rotation = rot;
|
||||
|
||||
transform.position = _ship.position + Vector3.up * _distanceSinceLastBeat * _bounce;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,138 @@
|
|||
// This shader draws a texture on the mesh.
|
||||
Shader "custom/bullet"
|
||||
{
|
||||
// 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
|
||||
|
||||
_M("M", Float) = 0.5
|
||||
_C("C", Float) = 0.0
|
||||
|
||||
_NoiseMap("Noise Map", 2D) = "black"
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
|
||||
|
||||
Pass
|
||||
{
|
||||
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;
|
||||
};
|
||||
|
||||
float _M = 0.5;
|
||||
float _C = 0.0;
|
||||
float4 _Color1;
|
||||
float4 _Color2;
|
||||
float4 _FarColor;
|
||||
float _Alpha;
|
||||
float _PulseIntensity;
|
||||
|
||||
float _TrackWidth;
|
||||
float _PlayerXPos;
|
||||
|
||||
float _DistanceToNextBeat;
|
||||
float _DistanceFromLastBeat;
|
||||
|
||||
// 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
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
||||
float3 vpos = IN.positionOS.xyz;
|
||||
float3 wpos = TransformObjectToWorld(vpos);
|
||||
float radius = 4.0;
|
||||
float d = _TrackWidth;
|
||||
float r = radius - vpos.y;
|
||||
float x = wpos.x;
|
||||
x -= _PlayerXPos;
|
||||
|
||||
float a = 2*PI*(x/d+0.5);
|
||||
a += 0.5*PI;
|
||||
|
||||
wpos = float3(cos(a)*r,sin(a)*r, wpos.z);
|
||||
|
||||
vpos = TransformWorldToObject(wpos);
|
||||
|
||||
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);
|
||||
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
||||
c = lerp(c, _FarColor, IN.wpos.z * 0.0075);
|
||||
|
||||
return c;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3fbfd755d973879408e445fecb08c7ae
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -7,11 +7,14 @@ Shader "custom/enemy"
|
|||
{
|
||||
[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
|
||||
|
||||
_M("M", Float) = 0.5
|
||||
_C("C", Float) = 0.0
|
||||
|
@ -54,9 +57,13 @@ Shader "custom/enemy"
|
|||
float _C = 0.0;
|
||||
float4 _Color1;
|
||||
float4 _Color2;
|
||||
float4 _FarColor;
|
||||
float _Alpha;
|
||||
float _PulseIntensity;
|
||||
|
||||
float _TrackWidth;
|
||||
float _PlayerXPos;
|
||||
|
||||
float _DistanceToNextBeat;
|
||||
float _DistanceFromLastBeat;
|
||||
|
||||
|
@ -77,7 +84,7 @@ Shader "custom/enemy"
|
|||
float4 _BaseMap_ST;
|
||||
float4 _NoiseMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
@ -88,6 +95,8 @@ Shader "custom/enemy"
|
|||
float beat = _DistanceToNextBeat*_DistanceToNextBeat;
|
||||
vpos *= 1.0+beat*_PulseIntensity;
|
||||
|
||||
vpos.x *= 0.3;
|
||||
|
||||
//float d = 1.0+length(wpos)*0.5;
|
||||
//float2 uv = wpos.zx;
|
||||
// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5;
|
||||
|
@ -96,15 +105,33 @@ Shader "custom/enemy"
|
|||
// noise *= d*d * 0.1;
|
||||
// vpos *= lerp (0.9,1.1,noise);
|
||||
|
||||
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
|
||||
|
||||
// calculate position on circle
|
||||
float3 wpos = TransformObjectToWorld(vpos);
|
||||
float3 fromCentre = normalize(wpos);
|
||||
float3 distanceFromCentre = length(wpos);
|
||||
|
||||
float3 wposOffset = float3(0,0,fromCentre.y*fromCentre.x)*distanceFromCentre*beat;
|
||||
wpos += wpos;
|
||||
vpos += wposOffset;
|
||||
float radius = 4.0;
|
||||
float d = _TrackWidth;
|
||||
|
||||
float r = radius - vpos.y * 0.5;
|
||||
float x = wpos.x;
|
||||
x -= _PlayerXPos;
|
||||
// x += 0.5*PI;
|
||||
|
||||
float a = 2*PI*(x/d + 0.5);
|
||||
a += 0.5*PI;
|
||||
// a *= (radius - r) * -1.0;
|
||||
|
||||
|
||||
|
||||
wpos = float3(cos(a)*r,sin(a)*r,wpos.z);
|
||||
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);
|
||||
|
@ -130,6 +157,8 @@ Shader "custom/enemy"
|
|||
// float t = length(p);
|
||||
// return lerp(_Color1,_Color2,t * _FadeStrength);
|
||||
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
||||
c = lerp(c, _FarColor, IN.wpos.z * 0.0075);
|
||||
|
||||
return c;
|
||||
}
|
||||
ENDHLSL
|
||||
|
|
|
@ -9,6 +9,7 @@ Shader "custom/julia"
|
|||
_Color2("Color 2", Color) = (1,1,1,1)
|
||||
|
||||
_BassPower("Bass Power", Float) = 0.0
|
||||
_TimeOffset("Time Offset", Float) = 10.0
|
||||
|
||||
_Fractality("Fractality", Float) = 1.02
|
||||
}
|
||||
|
@ -44,6 +45,7 @@ Shader "custom/julia"
|
|||
float4 _Color1;
|
||||
float4 _Color2;
|
||||
float _Fractality;
|
||||
float _TimeOffset;
|
||||
float _BassAmplitude;
|
||||
|
||||
// This macro declares _BaseMap as a Texture2D object.
|
||||
|
@ -76,7 +78,7 @@ Shader "custom/julia"
|
|||
|
||||
float2 z = p * 1.5;
|
||||
float2 c;
|
||||
float an = _Time + _BassAmplitude;
|
||||
float an = _TimeOffset + _Time + _BassAmplitude;
|
||||
c.x = 0.5*cos(an) - 0.25*cos(2.0*an);
|
||||
c.y = 0.5*sin(an) - 0.25*sin(2.0*an);
|
||||
c *= _Fractality;
|
||||
|
|
|
@ -48,6 +48,7 @@ Shader "custom/ship"
|
|||
float _VertexScale;
|
||||
float _FadeStrength;
|
||||
float _FlashAmount;
|
||||
float _PlayerXPos;
|
||||
|
||||
// This macro declares _BaseMap as a Texture2D object.
|
||||
TEXTURE2D(_BaseMap);
|
||||
|
@ -72,10 +73,12 @@ Shader "custom/ship"
|
|||
float3 wpos = TransformObjectToWorld(vpos);
|
||||
|
||||
float d = 1.0+length(wpos)*0.5;
|
||||
float2 uv = wpos.yx;
|
||||
wpos.x -= _PlayerXPos;
|
||||
wpos += _VertexScale*float3(0,0,1)*d;
|
||||
// float2 uv = wpos.yx;
|
||||
// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) -0.5;
|
||||
|
||||
vpos += _VertexScale*float3(0,0,5)*d;
|
||||
|
||||
vpos = TransformWorldToObject(wpos);
|
||||
|
||||
// noise *= d*d * 0.1;
|
||||
|
||||
|
|
|
@ -10,21 +10,32 @@ Shader "custom/tunnel"
|
|||
[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)
|
||||
|
||||
_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", 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", Range(0.0,1.0)) = 1.0
|
||||
_GroundWeight("Ground Weight", Float) = 1.0
|
||||
_GroundMaskAngle("Ground Mask Angle", Float) = 1.0
|
||||
|
||||
_FractalScale("Fractal Scale", Float) = 6.0
|
||||
_FractalRotateSpeed("Fractal Rotate Speed", Float) = 20.0
|
||||
_FractalPower("Fractal Power", Float) = 1.0
|
||||
_FractalInner("Fractal Inner", Float) = 0.2
|
||||
_FractalFadeHeight("Fractal Fade Height", Float) = 0.25
|
||||
|
||||
_Nebula1Power("Nebula 1 Power", Float) = 1.0
|
||||
_Nebula2Power("Nebula 2 Power", Float) = 1.0
|
||||
|
||||
_CoreRadius("Core Radius", Range(0, 1.0)) = 1.0
|
||||
_CoreThiccness("Core Thiccness", Range(0,1.0)) = 1.0
|
||||
|
||||
_OuterCircleRadius("Outer Circle Radius", Range(0,10)) = 0.5
|
||||
_OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1
|
||||
|
||||
_NebulaMap("Nebula Map", 2D) = "black"
|
||||
_StarMap("Star Map", 2D) = "black"
|
||||
_FractalMap("Fractal Map", 2D) = "black"
|
||||
|
@ -67,24 +78,42 @@ Shader "custom/tunnel"
|
|||
float4 _NebulaColor2;
|
||||
float4 _FractalColor;
|
||||
float4 _GroundColor;
|
||||
float4 _CoreColor;
|
||||
float4 _BarsColor;
|
||||
|
||||
float _FractalScale = 6.0;
|
||||
float _FractalRotateSpeed = 20.0;
|
||||
float _FractalPower = 1.0;
|
||||
float _FractalInner = 0.2;
|
||||
float _FractalWeight = 1.0;
|
||||
float _FractalFadeHeight = 0.25;
|
||||
|
||||
float _Nebula1Power = 1.0;
|
||||
float _Nebula2Power = 1.0;
|
||||
float _NebulaWeight = 1.0;
|
||||
|
||||
|
||||
float _SkyWeight;
|
||||
float _BarsWeight;
|
||||
float _StarsWeight;
|
||||
float _GroundWeight;
|
||||
float _GroundMaskAngle;
|
||||
|
||||
// circles
|
||||
float _CoreRadius;
|
||||
float _CoreThiccness;
|
||||
float _OuterCircleRadius;
|
||||
float _OuterCircleThickness;
|
||||
|
||||
float _Intensity;
|
||||
float _CameraShake = 0.0;
|
||||
|
||||
float _DistanceToNextBeat;
|
||||
float _DistanceSinceLastBeat;
|
||||
|
||||
float _PlayerXPos;
|
||||
float _PlayerXMove;
|
||||
float _TrackWidth = 20;
|
||||
|
||||
TEXTURE2D(_NebulaMap);
|
||||
SAMPLER(sampler_NebulaMap);
|
||||
TEXTURE2D(_StarMap);
|
||||
|
@ -178,7 +207,6 @@ Shader "custom/tunnel"
|
|||
fuv1 = rotateUV(fuv1,_Time*_FractalRotateSpeed);
|
||||
half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1);
|
||||
fractal1 *= _FractalColor;
|
||||
fractal1 *= max(0, r-_FractalInner);
|
||||
fractal1 *= _FractalPower;
|
||||
|
||||
// fractal 2
|
||||
|
@ -187,7 +215,6 @@ Shader "custom/tunnel"
|
|||
fuv2.x=1.0-fuv2.x;
|
||||
half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2);
|
||||
fractal2 *= _FractalColor * sin(_Time*3);
|
||||
fractal2 *= max(0, r-_FractalInner);
|
||||
fractal2 *= _FractalPower;
|
||||
|
||||
half4 fractal = max(fractal1,fractal2) * _Intensity;
|
||||
|
@ -201,7 +228,8 @@ Shader "custom/tunnel"
|
|||
float angle = PI;
|
||||
|
||||
float t = (abs(a/PI)*PI) * -min(p.y, 0);
|
||||
t = min(r*0.4, t);
|
||||
t = min(r, t);
|
||||
// t *= -abs(p.y);
|
||||
// t += ;
|
||||
// t *= (1.0-r*0.5);
|
||||
|
||||
|
@ -209,6 +237,35 @@ Shader "custom/tunnel"
|
|||
|
||||
return lerp(nothing, _GroundColor, t) * _GroundWeight;
|
||||
}
|
||||
|
||||
float4 blurry_circle(float2 p, float radius, float thickness)
|
||||
{
|
||||
float r_p = length(p);
|
||||
// outer circle is white/circle color
|
||||
// inner circle is black and a bit smaller
|
||||
|
||||
float d =abs(radius-r_p)*1.0/thickness;
|
||||
d*=d;
|
||||
float4 color = max(d, 0);
|
||||
color.a = 1.0;
|
||||
|
||||
// color -= max((_CircleRadius-_CircleThickness)-r, 0);
|
||||
|
||||
color = 1.0-color;
|
||||
|
||||
float b = _DistanceToNextBeat;
|
||||
b*=b;
|
||||
|
||||
color *= 1.0+b;
|
||||
|
||||
return max(color, 0);
|
||||
}
|
||||
|
||||
float4 filled_circle(float2 p, float r)
|
||||
{
|
||||
float inside = step(length(p),r);
|
||||
return lerp(float4(0,0,0,0),float4(1,1,1,1),inside);
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
|
@ -233,36 +290,100 @@ Shader "custom/tunnel"
|
|||
fuv1 = rotateUV(fuv1,_Time*_FractalRotateSpeed);
|
||||
half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1);
|
||||
fractal1 *= _FractalColor;
|
||||
fractal1 *= max(0, r-_FractalInner);
|
||||
// fractal1 *= max(0, r-_CoreRadius);
|
||||
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);
|
||||
fuv2.x=1.0-fuv2.x;
|
||||
fuv2 = rotateUV(fuv2,PI*-(_PlayerXPos/20.0));
|
||||
// fuv2.x=1.0-fuv2.x;
|
||||
half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2);
|
||||
fractal2 *= _FractalColor * sin(_Time*3);
|
||||
fractal2 *= max(0, r-_FractalInner);
|
||||
// fractal2 *= max(0, r-_CoreRadius);
|
||||
fractal2 *= _FractalWeight;
|
||||
fractal2 *= _Intensity;
|
||||
fractal2 *= max(2.0*normalize(p).y+0.25,0);
|
||||
|
||||
float4 color = _BackgroundColor;
|
||||
color += fractal1;
|
||||
color += fractal2;
|
||||
|
||||
color -= ground(p, r, a);
|
||||
// precalc some stuff
|
||||
float f = fractal1 + fractal2;
|
||||
// float f = fractal2;
|
||||
float 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);
|
||||
|
||||
// fractal
|
||||
// color += fractal_both;
|
||||
|
||||
// nebula
|
||||
// float4 normal_bars = normalize(bars(r,p));
|
||||
// color += normal_bars;
|
||||
// float4 nebula_bars = bars(r, p) * _DistanceSinceLastBeat * 5;
|
||||
// color += stars(r, a);
|
||||
// color += circle(p, r);
|
||||
// float4 neb = nebula(r, a);
|
||||
// color += neb;
|
||||
|
||||
color += nebula(r, a);
|
||||
color += bars(r, p);
|
||||
color += stars(r, a);
|
||||
// sky
|
||||
float4 sky = _BackgroundColor;
|
||||
sky += f * _FractalColor; // fractal
|
||||
sky += s; // stars
|
||||
float4 clouds = n;
|
||||
clouds *= (1.0-g); // mask out ground
|
||||
sky += clouds;
|
||||
sky *= (1.0-g); // mask out ground
|
||||
|
||||
// sky = max(f,s);
|
||||
// stars masked by ground
|
||||
// color += max(0,s,g_mask);
|
||||
|
||||
|
||||
// ground
|
||||
float4 ground_color = float4(0,0,0,0);
|
||||
// hazy ground base
|
||||
ground_color += g;
|
||||
// speedy boye
|
||||
float4 ground_fast = n * g;
|
||||
ground_color += ground_fast;
|
||||
ground_color *= _GroundColor;
|
||||
color = max(color, ground_color);
|
||||
|
||||
// bars
|
||||
float4 bars_color = b;
|
||||
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;
|
||||
|
||||
// core
|
||||
float4 core_color = blurry_circle(p, _CoreRadius, _CoreThiccness);
|
||||
core_color *= _CoreColor;
|
||||
color += core_color;
|
||||
// color = lerp(color, core_color, step(0.001,core_color));
|
||||
|
||||
// rays
|
||||
float4 rays_colour;
|
||||
|
||||
// spee
|
||||
// color += lerp(sky, n, g);
|
||||
|
||||
|
||||
// float4 outer_circle = blurry_circle(p,_OuterCircleRadius,_OuterCircleThickness);
|
||||
// color += lerp(0,outer_circle,ground(p,r,a));
|
||||
|
||||
// float4 core = filled_circle(p,_CoreRadius);
|
||||
// color += core;
|
||||
|
||||
// color = float4(1,1,1,1)*outer_circle;
|
||||
// bars, nebula, fractal,
|
||||
// average across all fx
|
||||
|
||||
color = saturate(color);
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
|
|
|
@ -4,11 +4,13 @@ using System.Collections.Generic;
|
|||
using Ktyl.Util;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraShake : MonoBehaviour
|
||||
public class TunnelController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private SerialFloat _intensity;
|
||||
[SerializeField] private SerialFloat _duration;
|
||||
[SerializeField] private AnimationCurve _anim;
|
||||
[SerializeField] private SerialFloat _playerXPos;
|
||||
[SerializeField] private SerialFloat _playerXMove;
|
||||
|
||||
private float _start = -1;
|
||||
|
||||
|
@ -19,14 +21,18 @@ public class CameraShake : MonoBehaviour
|
|||
|
||||
void LateUpdate()
|
||||
{
|
||||
Shader.SetGlobalFloat("_PlayerXMove", _playerXMove);
|
||||
Shader.SetGlobalFloat("_PlayerXPos", _playerXPos);
|
||||
|
||||
var elapsed = Time.time - _start;
|
||||
if (elapsed > _duration) return;
|
||||
|
||||
var normalisedElapsed = elapsed / _duration;
|
||||
|
||||
Shader.SetGlobalFloat("_CameraShake", _anim.Evaluate(normalisedElapsed) * _intensity);
|
||||
}
|
||||
|
||||
public void Shake()
|
||||
public void LoseLifeShake()
|
||||
{
|
||||
_start = Time.time;
|
||||
}
|
Loading…
Reference in New Issue