add camera shake
This commit is contained in:
parent
af752bdb68
commit
cc2150a88e
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ktyl.Util;
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using UnityEngine;
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public class CameraShake : MonoBehaviour
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{
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[SerializeField] private SerialFloat _intensity;
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[SerializeField] private SerialFloat _duration;
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[SerializeField] private AnimationCurve _anim;
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private float _start = -1;
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private void Awake()
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{
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Shader.SetGlobalFloat("_CameraShake", 0);
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}
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void LateUpdate()
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{
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var elapsed = Time.time - _start;
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if (elapsed > _duration) return;
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var normalisedElapsed = elapsed / _duration;
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Shader.SetGlobalFloat("_CameraShake", _anim.Evaluate(normalisedElapsed) * _intensity);
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}
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public void Shake()
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{
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_start = Time.time;
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}
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}
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m_Name: Camera Shake Duration
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m_Name: Camera Shake Intensity
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@ -115,7 +115,7 @@ Material:
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- _Color1: {r: 0.5411765, g: 1.8509804, b: 2, a: 1}
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- _Color1: {r: 0.5411765, g: 1.8509804, b: 2, a: 1}
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- _Color2: {r: 1.2078432, g: 0, b: 1.1058824, a: 1}
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- _Color2: {r: 1.2078432, g: 0, b: 1.1058824, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _FlashColor: {r: 1.1, g: 1.1, b: 1.1, a: 1}
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- _FlashColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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--- !u!114 &1642389398374086642
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--- !u!114 &1642389398374086642
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@ -549,6 +549,7 @@ GameObject:
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serializedVersion: 6
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serializedVersion: 6
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m_Component:
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m_Component:
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- component: {fileID: 3397488661916228001}
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- component: {fileID: 3397488661916228001}
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- component: {fileID: 5076175860835241000}
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m_Layer: 0
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m_Layer: 0
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m_Name: Tunnel
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m_Name: Tunnel
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m_TagString: Untagged
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m_TagString: Untagged
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@ -572,6 +573,44 @@ Transform:
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m_Father: {fileID: 3397488660859550701}
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m_RootOrder: 1
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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_anim:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: -2
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outSlope: -2
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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time: 1
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value: 0
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inSlope: -0
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outSlope: -0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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--- !u!1 &3859152818583472155
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--- !u!1 &3859152818583472155
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -277,6 +277,49 @@ MonoBehaviour:
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pauseOnBeat: 16
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pauseOnBeat: 16
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pauseLengthInBeats: 0
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pauseLengthInBeats: 0
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beatOffset: 2
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beatOffset: 2
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_anim:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: -2
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outSlope: -2
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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- serializedVersion: 3
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time: 1
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value: 0
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inSlope: -0
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outSlope: -0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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propertyPath: m_LocalScale.x
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propertyPath: m_LocalScale.x
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value: 2309.1313
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propertyPath: m_LocalScale.y
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propertyPath: m_LocalScale.y
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@ -763,6 +806,7 @@ MonoBehaviour:
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- {fileID: 1611642542}
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- {fileID: 1611642542}
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- {fileID: 728836294}
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- {fileID: 728836294}
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polygon: {fileID: 1639649353}
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polygon: {fileID: 1639649353}
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_cameraShake: {fileID: 0}
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--- !u!1 &1215971662
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--- !u!1 &1215971662
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -43,6 +43,8 @@ public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
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private void Awake()
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private void Awake()
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{
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{
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DOTween.Init();
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_secPerBeat = 60f / bpm;
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_secPerBeat = 60f / bpm;
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RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup);
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RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup);
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RuntimeManager.CoreSystem.getSoftwareFormat(out _sampleRate, out _, out _);
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RuntimeManager.CoreSystem.getSoftwareFormat(out _sampleRate, out _, out _);
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using DG.Tweening;
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using DG.Tweening;
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using Ktyl.Util;
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using UnityEngine;
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using UnityEngine;
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using Weapons.Scripts;
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using Weapons.Scripts;
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@ -9,6 +10,8 @@ public class LoseLife : MonoBehaviour
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{
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{
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[SerializeField] private Renderer[] healthMarkers;
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[SerializeField] private Renderer[] healthMarkers;
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[SerializeField] private Renderer polygon;
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[SerializeField] private Renderer polygon;
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[SerializeField] private CameraShake _cameraShake;
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private EntityHealth _health;
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private EntityHealth _health;
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sequence.Append(polygon.material.DOFloat(0,"_FlashAmount", 0.2f).SetUpdate(true));
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sequence.Append(polygon.material.DOFloat(0,"_FlashAmount", 0.2f).SetUpdate(true));
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}
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}
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_cameraShake.Shake();
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sequence.Play().OnComplete(() =>
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sequence.Play().OnComplete(() =>
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{
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{
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_health.enabled = true;
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_health.enabled = true;
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@ -27,7 +27,7 @@ Shader "custom/tunnel"
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_StarMap("Star Map", 2D) = "black"
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_StarMap("Star Map", 2D) = "black"
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_FractalMap("Fractal Map", 2D) = "black"
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_FractalMap("Fractal Map", 2D) = "black"
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_ShakeStrength("Shake Strength", Float) = 0.01
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// _ShakeStrength("Shake Strength", Float) = 0.01
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_Intensity("Intensity", Float) = 1.0
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_Intensity("Intensity", Float) = 1.0
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}
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}
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float _StarsWeight;
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float _StarsWeight;
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float _Intensity;
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float _Intensity;
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float _ShakeStrength;
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float _CameraShake = 0.0;
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TEXTURE2D(_NebulaMap);
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TEXTURE2D(_NebulaMap);
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SAMPLER(sampler_NebulaMap);
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SAMPLER(sampler_NebulaMap);
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float shake = _Time*50;
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float shake = _Time*50;
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cameraShake.x = cos(shake*12.3341)+sin(shake*19.231057);
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cameraShake.x = cos(shake*12.3341)+sin(shake*19.231057);
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cameraShake.y = cos(shake*17.12311)+sin(shake*14.2315165);
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cameraShake.y = cos(shake*17.12311)+sin(shake*14.2315165);
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cameraShake*=_ShakeStrength;
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cameraShake*=_CameraShake;
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// p += cameraShake;
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p += cameraShake;
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// shared tunnel vars
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// shared tunnel vars
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float r = length(p);
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float r = length(p);
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