This commit is contained in:
Cat Flynn 2021-01-10 05:55:45 +00:00
parent 8ae6993dab
commit b0804f2181
30 changed files with 512 additions and 79 deletions

View File

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@ -112,7 +112,7 @@ Material:
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@ -102,31 +102,41 @@ Material:
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@ -136,17 +146,19 @@ Material:
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@ -102,32 +102,38 @@ Material:
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@ -137,17 +143,20 @@ Material:
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@ -107,26 +107,32 @@ Material:
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- _NebulaWeight: 0.2 - _NebulaWeight: 0
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@ -136,16 +142,18 @@ Material:
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View File

@ -1,5 +1,6 @@
using System; using System;
using Ktyl.Util; using Ktyl.Util;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.UI; using UnityEngine.UI;
@ -11,6 +12,7 @@ public class MovePlayer : MonoBehaviour
[SerializeField] private RectOffset extents; [SerializeField] private RectOffset extents;
[SerializeField] private float lerpAmount = 0.95f; [SerializeField] private float lerpAmount = 0.95f;
[SerializeField] private SerialFloat horizontalInput; [SerializeField] private SerialFloat horizontalInput;
[SerializeField] private SerialFloat horizontalPosition;
private PlayerInput _input; private PlayerInput _input;
@ -44,16 +46,30 @@ public class MovePlayer : MonoBehaviour
_input.Default.Move.performed -= DoMove; _input.Default.Move.performed -= DoMove;
} }
private float _x;
private void Update() private void Update()
{ {
_transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime; _transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime;
var w = Mathf.Abs(extents.right - extents.left);
var x = _transform.localPosition.x;
if (x > extents.right)
{
x -= w;
}
else if (x < extents.left)
{
x += w;
}
_transform.localPosition = new Vector3( _transform.localPosition = new Vector3(
Mathf.Clamp(_transform.localPosition.x, extents.left, extents.right), x,
_yPos, _yPos,
_zPos); _zPos);
horizontalInput.Value = _currentInput.x; horizontalInput.Value = _currentInput.x;
horizontalPosition.Value = _transform.localPosition.x;
} }
private void DoMove(InputAction.CallbackContext context) private void DoMove(InputAction.CallbackContext context)

View File

@ -30,7 +30,7 @@ Transform:
m_GameObject: {fileID: 1738226812227614583} m_GameObject: {fileID: 1738226812227614583}
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: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.5, y: 0.4, z: 0.6} m_LocalScale: {x: 0.1, y: 0.05, z: 0.6}
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 0 m_RootOrder: 0

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@ -58,7 +58,7 @@ Camera:
height: 1 height: 1
near clip plane: 0.3 near clip plane: 0.3
far clip plane: 1000 far clip plane: 1000
field of view: 60 field of view: 50
orthographic: 0 orthographic: 0
orthographic size: 5 orthographic size: 5
m_Depth: -1 m_Depth: -1

View File

@ -12,6 +12,7 @@ GameObject:
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- component: {fileID: 5276750110334005506} - component: {fileID: 5276750110334005506}
- component: {fileID: 8761754940900000814}
m_Layer: 6 m_Layer: 6
m_Name: Ship m_Name: Ship
m_TagString: Untagged m_TagString: Untagged
@ -95,3 +96,21 @@ BoxCollider:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 1, y: 1, z: 1} m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0} m_Center: {x: 0, y: 0, z: 0}
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m_Name:
m_EditorClassIdentifier:
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_distanceSinceLastBeat: {fileID: 11400000, guid: 8d22f3ed946820445adcc586d2cc6e5a, type: 2}
_bounce: 0
_maxTilt: 30
_tiltSensitivity: 10

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value:
objectReference: {fileID: 11400000, guid: 25280515e18c66c44827faf0cb01ca42, type: 2}
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3} - target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: _anim.m_Curve.Array.size propertyPath: _anim.m_Curve.Array.size
value: 3 value: 3
@ -758,6 +758,7 @@ MonoBehaviour:
m_Bottom: -4 m_Bottom: -4
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}
--- !u!114 &1173812010 --- !u!114 &1173812010
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -822,7 +823,7 @@ MonoBehaviour:
- {fileID: 1611642542} - {fileID: 1611642542}
- {fileID: 728836294} - {fileID: 728836294}
polygon: {fileID: 1639649353} polygon: {fileID: 1639649353}
_cameraShake: {fileID: 531937975} _tunnelController: {fileID: 531937975}
--- !u!1 &1215971662 --- !u!1 &1215971662
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -1261,5 +1262,9 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z propertyPath: m_LocalEulerAnglesHint.z
value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 8761754940900000814, guid: bd5f27d2b3a6b4a40aab2af5c3c4586e, type: 3}
propertyPath: _ship
value:
objectReference: {fileID: 1173812008}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: bd5f27d2b3a6b4a40aab2af5c3c4586e, type: 3} m_SourcePrefab: {fileID: 100100000, guid: bd5f27d2b3a6b4a40aab2af5c3c4586e, type: 3}

View File

@ -11,7 +11,7 @@ public class LoseLife : MonoBehaviour
[SerializeField] private Renderer[] healthMarkers; [SerializeField] private Renderer[] healthMarkers;
[SerializeField] private Renderer polygon; [SerializeField] private Renderer polygon;
[SerializeField] private CameraShake _cameraShake; [SerializeField] private TunnelController _tunnelController;
private EntityHealth _health; private EntityHealth _health;
@ -22,7 +22,7 @@ public class LoseLife : MonoBehaviour
public void LifeLost(int livesLeft) public void LifeLost(int livesLeft)
{ {
_cameraShake.Shake(); _tunnelController.LoseLifeShake();
healthMarkers[livesLeft].transform.DOScale(Vector3.zero, 1f).SetEase(Ease.InBack).SetUpdate(true); healthMarkers[livesLeft].transform.DOScale(Vector3.zero, 1f).SetEase(Ease.InBack).SetUpdate(true);
_health.enabled = false; _health.enabled = false;

View File

@ -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 // update beat-based things
Shader.SetGlobalFloat("_DistanceSinceLastBeat", _distanceSinceLastBeat); Shader.SetGlobalFloat("_DistanceSinceLastBeat", _distanceSinceLastBeat);

View File

@ -38,6 +38,6 @@ public class AudioVisualizerRuntime : MonoBehaviour
private void LateUpdate() private void LateUpdate()
{ {
_system.Update(_fft, _fractal, _tunnel, _ship); _system.UpdateAudio(_fft, _fractal, _tunnel, _ship);
} }
} }

View File

@ -1,15 +1,37 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Ktyl.Util;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(Renderer))] [RequireComponent(typeof(Renderer))]
public class ShipGraphics : MonoBehaviour 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 Renderer _renderer;
private float _tilt;
private void Awake() private void Awake()
{ {
_renderer = GetComponent<Renderer>(); _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;
}
} }

View File

@ -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
}
}
}

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 3fbfd755d973879408e445fecb08c7ae
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -7,11 +7,14 @@ Shader "custom/enemy"
{ {
[HDR] _Color1("Color1", Color) = (1,1,1,1) [HDR] _Color1("Color1", Color) = (1,1,1,1)
[HDR] _Color2("Color2", 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 _Alpha("Alpha", Float) = 1.0
// [HDR] _Color2("Color 2", Color) = (1,1,1,1) // [HDR] _Color2("Color 2", Color) = (1,1,1,1)
// _FadeStrength("Fade Strength", Float) = 0.1 // _FadeStrength("Fade Strength", Float) = 0.1
// _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
_M("M", Float) = 0.5 _M("M", Float) = 0.5
_C("C", Float) = 0.0 _C("C", Float) = 0.0
@ -54,9 +57,13 @@ Shader "custom/enemy"
float _C = 0.0; float _C = 0.0;
float4 _Color1; float4 _Color1;
float4 _Color2; float4 _Color2;
float4 _FarColor;
float _Alpha; float _Alpha;
float _PulseIntensity; float _PulseIntensity;
float _TrackWidth;
float _PlayerXPos;
float _DistanceToNextBeat; float _DistanceToNextBeat;
float _DistanceFromLastBeat; float _DistanceFromLastBeat;
@ -77,7 +84,7 @@ Shader "custom/enemy"
float4 _BaseMap_ST; float4 _BaseMap_ST;
float4 _NoiseMap_ST; float4 _NoiseMap_ST;
CBUFFER_END CBUFFER_END
Varyings vert(Attributes IN) Varyings vert(Attributes IN)
{ {
Varyings OUT; Varyings OUT;
@ -88,6 +95,8 @@ Shader "custom/enemy"
float beat = _DistanceToNextBeat*_DistanceToNextBeat; float beat = _DistanceToNextBeat*_DistanceToNextBeat;
vpos *= 1.0+beat*_PulseIntensity; vpos *= 1.0+beat*_PulseIntensity;
vpos.x *= 0.3;
//float d = 1.0+length(wpos)*0.5; //float d = 1.0+length(wpos)*0.5;
//float2 uv = wpos.zx; //float2 uv = wpos.zx;
// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5; // float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5;
@ -96,15 +105,33 @@ Shader "custom/enemy"
// noise *= d*d * 0.1; // noise *= d*d * 0.1;
// vpos *= lerp (0.9,1.1,noise); // vpos *= lerp (0.9,1.1,noise);
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
// calculate position on circle
float3 wpos = TransformObjectToWorld(vpos); float3 wpos = TransformObjectToWorld(vpos);
float3 fromCentre = normalize(wpos); float radius = 4.0;
float3 distanceFromCentre = length(wpos); float d = _TrackWidth;
float3 wposOffset = float3(0,0,fromCentre.y*fromCentre.x)*distanceFromCentre*beat;
wpos += wpos;
vpos += wposOffset;
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.wpos = wpos;
OUT.positionHCS = TransformObjectToHClip(vpos); OUT.positionHCS = TransformObjectToHClip(vpos);
@ -130,6 +157,8 @@ 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); float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
c = lerp(c, _FarColor, IN.wpos.z * 0.0075);
return c; return c;
} }
ENDHLSL ENDHLSL

View File

@ -9,6 +9,7 @@ Shader "custom/julia"
_Color2("Color 2", Color) = (1,1,1,1) _Color2("Color 2", Color) = (1,1,1,1)
_BassPower("Bass Power", Float) = 0.0 _BassPower("Bass Power", Float) = 0.0
_TimeOffset("Time Offset", Float) = 10.0
_Fractality("Fractality", Float) = 1.02 _Fractality("Fractality", Float) = 1.02
} }
@ -44,6 +45,7 @@ Shader "custom/julia"
float4 _Color1; float4 _Color1;
float4 _Color2; float4 _Color2;
float _Fractality; float _Fractality;
float _TimeOffset;
float _BassAmplitude; float _BassAmplitude;
// This macro declares _BaseMap as a Texture2D object. // This macro declares _BaseMap as a Texture2D object.
@ -76,7 +78,7 @@ Shader "custom/julia"
float2 z = p * 1.5; float2 z = p * 1.5;
float2 c; float2 c;
float an = _Time + _BassAmplitude; float an = _TimeOffset + _Time + _BassAmplitude;
c.x = 0.5*cos(an) - 0.25*cos(2.0*an); 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.y = 0.5*sin(an) - 0.25*sin(2.0*an);
c *= _Fractality; c *= _Fractality;

View File

@ -48,6 +48,7 @@ Shader "custom/ship"
float _VertexScale; float _VertexScale;
float _FadeStrength; float _FadeStrength;
float _FlashAmount; float _FlashAmount;
float _PlayerXPos;
// This macro declares _BaseMap as a Texture2D object. // This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap); TEXTURE2D(_BaseMap);
@ -72,10 +73,12 @@ Shader "custom/ship"
float3 wpos = TransformObjectToWorld(vpos); float3 wpos = TransformObjectToWorld(vpos);
float d = 1.0+length(wpos)*0.5; 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; // 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; // noise *= d*d * 0.1;

View File

@ -10,21 +10,32 @@ Shader "custom/tunnel"
[HDR] _NebulaColor2("Nebula Color 2", 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] _FractalColor("Fractal Color", Color) = (1,1,1,1)
[HDR] _GroundColor("Ground 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 _FractalWeight("Fractal Weight", Range(0.0,1.0)) = 1.0
_NebulaWeight("Nebula 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 _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 _FractalScale("Fractal Scale", Float) = 6.0
_FractalRotateSpeed("Fractal Rotate Speed", Float) = 20.0 _FractalRotateSpeed("Fractal Rotate Speed", Float) = 20.0
_FractalPower("Fractal Power", Float) = 1.0 _FractalPower("Fractal Power", Float) = 1.0
_FractalInner("Fractal Inner", Float) = 0.2 _FractalInner("Fractal Inner", Float) = 0.2
_FractalFadeHeight("Fractal Fade Height", Float) = 0.25
_Nebula1Power("Nebula 1 Power", Float) = 1.0 _Nebula1Power("Nebula 1 Power", Float) = 1.0
_Nebula2Power("Nebula 2 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" _NebulaMap("Nebula Map", 2D) = "black"
_StarMap("Star Map", 2D) = "black" _StarMap("Star Map", 2D) = "black"
_FractalMap("Fractal Map", 2D) = "black" _FractalMap("Fractal Map", 2D) = "black"
@ -67,24 +78,42 @@ Shader "custom/tunnel"
float4 _NebulaColor2; float4 _NebulaColor2;
float4 _FractalColor; float4 _FractalColor;
float4 _GroundColor; float4 _GroundColor;
float4 _CoreColor;
float4 _BarsColor;
float _FractalScale = 6.0; float _FractalScale = 6.0;
float _FractalRotateSpeed = 20.0; float _FractalRotateSpeed = 20.0;
float _FractalPower = 1.0; float _FractalPower = 1.0;
float _FractalInner = 0.2; float _FractalInner = 0.2;
float _FractalWeight = 1.0; float _FractalWeight = 1.0;
float _FractalFadeHeight = 0.25;
float _Nebula1Power = 1.0; float _Nebula1Power = 1.0;
float _Nebula2Power = 1.0; float _Nebula2Power = 1.0;
float _NebulaWeight = 1.0; float _NebulaWeight = 1.0;
float _SkyWeight;
float _BarsWeight; float _BarsWeight;
float _StarsWeight; float _StarsWeight;
float _GroundWeight; float _GroundWeight;
float _GroundMaskAngle;
// circles
float _CoreRadius;
float _CoreThiccness;
float _OuterCircleRadius;
float _OuterCircleThickness;
float _Intensity; float _Intensity;
float _CameraShake = 0.0; float _CameraShake = 0.0;
float _DistanceToNextBeat;
float _DistanceSinceLastBeat;
float _PlayerXPos;
float _PlayerXMove;
float _TrackWidth = 20;
TEXTURE2D(_NebulaMap); TEXTURE2D(_NebulaMap);
SAMPLER(sampler_NebulaMap); SAMPLER(sampler_NebulaMap);
TEXTURE2D(_StarMap); TEXTURE2D(_StarMap);
@ -178,7 +207,6 @@ Shader "custom/tunnel"
fuv1 = rotateUV(fuv1,_Time*_FractalRotateSpeed); fuv1 = rotateUV(fuv1,_Time*_FractalRotateSpeed);
half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1); half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1);
fractal1 *= _FractalColor; fractal1 *= _FractalColor;
fractal1 *= max(0, r-_FractalInner);
fractal1 *= _FractalPower; fractal1 *= _FractalPower;
// fractal 2 // fractal 2
@ -187,7 +215,6 @@ Shader "custom/tunnel"
fuv2.x=1.0-fuv2.x; fuv2.x=1.0-fuv2.x;
half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2); half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2);
fractal2 *= _FractalColor * sin(_Time*3); fractal2 *= _FractalColor * sin(_Time*3);
fractal2 *= max(0, r-_FractalInner);
fractal2 *= _FractalPower; fractal2 *= _FractalPower;
half4 fractal = max(fractal1,fractal2) * _Intensity; half4 fractal = max(fractal1,fractal2) * _Intensity;
@ -201,7 +228,8 @@ Shader "custom/tunnel"
float angle = PI; float angle = PI;
float t = (abs(a/PI)*PI) * -min(p.y, 0); 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 += ;
// t *= (1.0-r*0.5); // t *= (1.0-r*0.5);
@ -209,6 +237,35 @@ Shader "custom/tunnel"
return lerp(nothing, _GroundColor, t) * _GroundWeight; 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 float4 frag(Varyings IN) : SV_Target
{ {
@ -233,36 +290,100 @@ Shader "custom/tunnel"
fuv1 = rotateUV(fuv1,_Time*_FractalRotateSpeed); fuv1 = rotateUV(fuv1,_Time*_FractalRotateSpeed);
half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1); half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1);
fractal1 *= _FractalColor; fractal1 *= _FractalColor;
fractal1 *= max(0, r-_FractalInner); // fractal1 *= max(0, r-_CoreRadius);
fractal1 *= _FractalWeight; fractal1 *= _FractalWeight;
fractal1 *= _Intensity; fractal1 *= _Intensity;
fractal1 *= max(2.0*normalize(p).y+0.25,0);
float2 fuv2 = p / _FractalScale + float2(0.5,0.5); float2 fuv2 = p / _FractalScale + float2(0.5,0.5);
fuv2 = rotateUV(fuv2,-_Time*_FractalRotateSpeed*3.561); fuv2 = rotateUV(fuv2,PI*-(_PlayerXPos/20.0));
fuv2.x=1.0-fuv2.x; // fuv2.x=1.0-fuv2.x;
half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2); half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2);
fractal2 *= _FractalColor * sin(_Time*3); fractal2 *= _FractalColor * sin(_Time*3);
fractal2 *= max(0, r-_FractalInner); // fractal2 *= max(0, r-_CoreRadius);
fractal2 *= _FractalWeight; fractal2 *= _FractalWeight;
fractal2 *= _Intensity; fractal2 *= _Intensity;
fractal2 *= max(2.0*normalize(p).y+0.25,0);
float4 color = _BackgroundColor; 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); // sky
color += bars(r, p); float4 sky = _BackgroundColor;
color += stars(r, a); 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, // bars, nebula, fractal,
// average across all fx // average across all fx
color = saturate(color);
return color; return color;
} }
ENDHLSL ENDHLSL

View File

@ -4,11 +4,13 @@ using System.Collections.Generic;
using Ktyl.Util; using Ktyl.Util;
using UnityEngine; using UnityEngine;
public class CameraShake : MonoBehaviour public class TunnelController : MonoBehaviour
{ {
[SerializeField] private SerialFloat _intensity; [SerializeField] private SerialFloat _intensity;
[SerializeField] private SerialFloat _duration; [SerializeField] private SerialFloat _duration;
[SerializeField] private AnimationCurve _anim; [SerializeField] private AnimationCurve _anim;
[SerializeField] private SerialFloat _playerXPos;
[SerializeField] private SerialFloat _playerXMove;
private float _start = -1; private float _start = -1;
@ -19,14 +21,18 @@ public class CameraShake : MonoBehaviour
void LateUpdate() void LateUpdate()
{ {
Shader.SetGlobalFloat("_PlayerXMove", _playerXMove);
Shader.SetGlobalFloat("_PlayerXPos", _playerXPos);
var elapsed = Time.time - _start; var elapsed = Time.time - _start;
if (elapsed > _duration) return; if (elapsed > _duration) return;
var normalisedElapsed = elapsed / _duration; var normalisedElapsed = elapsed / _duration;
Shader.SetGlobalFloat("_CameraShake", _anim.Evaluate(normalisedElapsed) * _intensity); Shader.SetGlobalFloat("_CameraShake", _anim.Evaluate(normalisedElapsed) * _intensity);
} }
public void Shake() public void LoseLifeShake()
{ {
_start = Time.time; _start = Time.time;
} }