scale bounce with intensity, shake camera on calm
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11e47860e2
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c021109b5a
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@ -12,7 +12,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: c271cfa846431634db54fa41238b7b35, type: 3}
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m_Script: {fileID: 11500000, guid: c271cfa846431634db54fa41238b7b35, type: 3}
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m_Name: Accessibility Options
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m_Name: Accessibility Options
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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_mode: 2
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_mode: 0
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_calm:
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_calm:
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_value: 0
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_value: 0
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_tunnel: {fileID: 2100000, guid: e26770f868f0d0d44960f5354b21e17c, type: 2}
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_tunnel: {fileID: 2100000, guid: e26770f868f0d0d44960f5354b21e17c, type: 2}
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@ -34,6 +34,8 @@ public class AudioVisualizerRuntime : MonoBehaviour
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channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
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channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
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_system.Initialise(_fractal.material, _tunnel.Active.material, _ship.material);
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_system.Initialise(_fractal.material, _tunnel.Active.material, _ship.material);
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Shader.SetGlobalFloat("_Intensity", _accessibility.Intensity.Value);
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}
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}
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private void LateUpdate()
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private void LateUpdate()
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@ -81,6 +81,7 @@ Shader "custom/enemy"
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float _PulseIntensity;
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float _PulseIntensity;
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float _BaseTubeRadius;
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float _BaseTubeRadius;
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float _Intensity;
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// float _VertexScale;
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// float _VertexScale;
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// float _FadeStrength;
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// float _FadeStrength;
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@ -122,49 +123,11 @@ Shader "custom/enemy"
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float wpz = mo_wpos.z;
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float wpz = mo_wpos.z;
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float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
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float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
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// compress horiztonally
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// vpos.x = vpos.x * _HorizontalScale;
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// vpos.y = vpos.y * _VerticalScale * 1.0-(r-radius);
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// vpos = mul(UNITY_MATRIX_P,
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// mul(UNITY_MATRIX_MV, float4(0,0,0,1))
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// + float4(vpos.x, vpos.y, 0,0)
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// + float4(1, 1,1,1));
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// recalculate wpos with updated vpos
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// wpos = TransformObjectToWorld(vpos);
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// matrix m = GetObjectToWorldMatrix();
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//float d = 1.0+length(wpos)*0.5;
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//float2 uv = wpos.zx;
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// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5;
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// vpos += _VertexScale*float3(0,0,5)*d;
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// vpos += sin(180)*sin(1800)*float3(0,0,5)*d;
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// noise *= d*d * 0.1;
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// vpos *= lerp (0.9,1.1,noise);
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// float3 owpos = TransformObjectToWorld(float3(0,0,0));
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// calculate position on circle
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// float3 object_origin = TransformObjectToWorld(float3(0,0,0));
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// float r_origin = float
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// float wpz = abs(mo_wpos.z-6); // offset due to player position
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// // wpz *= wpz;
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// r += wpz*_RadiusWithDistance;
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// mo_wpos.z *= _SpeedMultiplier;
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float x = mo_wpos;
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float x = mo_wpos;
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// float x = mo_wpos.x+vpos.x;
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x -= _PlayerXPos;
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x -= _PlayerXPos;
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// x += 0.5*PI;
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float a = 2*PI*(x/d);
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float a = 2*PI*(x/d);
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a -= 0.5*PI;
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a -= 0.5*PI;
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// a *= (radius - r) * -1.0;
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// vpos.y += 0.5*radius*cos(a);
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float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
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float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
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@ -178,7 +141,10 @@ Shader "custom/enemy"
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wpos += float3(noise1, noise2, 0) * 2.0;
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wpos += float3(noise1, noise2, 0) * 2.0;
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wpos += float3(vpos.xy,0);
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wpos += float3(vpos.xy,0);
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wpos.y += radius;
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wpos.y += radius;
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wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
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float bounceStrength=5.0*_Intensity;
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float bounce = (_SpeedMultiplier+bounceStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat));
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wpos.z *= bounce;
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// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
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// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
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vpos = TransformWorldToObject(wpos);
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vpos = TransformWorldToObject(wpos);
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@ -83,6 +83,7 @@ Shader "custom/obstacle"
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float _VerticalScale;
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float _VerticalScale;
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float _BaseTubeRadius;
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float _BaseTubeRadius;
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float _Intensity;
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// float _VertexScale;
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// float _VertexScale;
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// float _FadeStrength;
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// float _FadeStrength;
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@ -222,8 +223,11 @@ Shader "custom/obstacle"
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wpos += float3(vpos.xy,0);
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wpos += float3(vpos.xy,0);
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wpos.y += radius;
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wpos.y += radius;
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wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
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// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
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float boundsStrength = 5.0*_Intensity;
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float bounce = (_SpeedMultiplier+boundsStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat));
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wpos.z *= bounce;
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vpos = TransformWorldToObject(wpos);
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vpos = TransformWorldToObject(wpos);
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// TransformWorldToObject()
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// TransformWorldToObject()
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@ -71,7 +71,7 @@ public class TunnelController : MonoBehaviour
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var normalisedElapsed = elapsed / _duration;
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var normalisedElapsed = elapsed / _duration;
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var shake = Mathf.Max(_anim.Evaluate(normalisedElapsed), _baseCameraShake) * cameraShakeIntensity;
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var shake = Mathf.Max(_anim.Evaluate(normalisedElapsed), _baseCameraShake) * _intensity;
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Shader.SetGlobalFloat("_CameraShake", shake);
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Shader.SetGlobalFloat("_CameraShake", shake);
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}
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}
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