add ship, camera shake and 2nd fractal

This commit is contained in:
Cat Flynn 2021-01-07 05:44:42 +00:00
parent 470c1676ab
commit eb7826c7c7
19 changed files with 666 additions and 90 deletions

131
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@ -11,17 +11,18 @@ using UnityEngine.Rendering.Universal;
public class AudioVisualizer : MonoBehaviour public class AudioVisualizer : MonoBehaviour
{ {
[SerializeField] private Renderer _ship;
[SerializeField] private Renderer _fractal; [SerializeField] private Renderer _fractal;
[SerializeField] private Renderer _tunnel; [SerializeField] private Renderer _tunnel;
[SerializeField] private AudioVisualizerSettings _settings; [SerializeField] private AudioVisualizerSettings _settings;
// https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2 // https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
// private FMOD.Studio.EventInstance _event; // private FMOD.Studio.EventInstance _event;
private FMOD.DSP _fft; private FMOD.DSP _fft;
private float _initialPower; private float _initialPower;
private void Start() private void Start()
{ {
// _event = RuntimeManager.CreateInstance("event:/Music"); // _event = RuntimeManager.CreateInstance("event:/Music");
@ -29,12 +30,12 @@ public class AudioVisualizer : MonoBehaviour
RuntimeManager.CoreSystem.createDSPByType(FMOD.DSP_TYPE.FFT, out _fft); RuntimeManager.CoreSystem.createDSPByType(FMOD.DSP_TYPE.FFT, out _fft);
RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup); RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft); channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
_settings.Initialise(_fractal.material, _tunnel.material); _settings.Initialise(_fractal.material, _tunnel.material, _ship.material);
} }
private void LateUpdate() private void LateUpdate()
{ {
_settings.Update(_fft, _fractal, _tunnel); _settings.Update(_fft, _fractal, _tunnel, _ship);
} }
} }

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@ -2,6 +2,7 @@ using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using FMOD; using FMOD;
using UnityEngine; using UnityEngine;
using INITFLAGS = FMOD.Studio.INITFLAGS;
[CreateAssetMenu(menuName = "Audio Visualizer Settings")] [CreateAssetMenu(menuName = "Audio Visualizer Settings")]
public class AudioVisualizerSettings : ScriptableObject public class AudioVisualizerSettings : ScriptableObject
@ -21,25 +22,26 @@ public class AudioVisualizerSettings : ScriptableObject
[SerializeField] private ShaderPropertyAnimation[] _fractalAnimations; [SerializeField] private ShaderPropertyAnimation[] _fractalAnimations;
[SerializeField] private ShaderPropertyAnimation[] _tunnelAnimations; [SerializeField] private ShaderPropertyAnimation[] _tunnelAnimations;
[SerializeField] private ShaderPropertyAnimation[] _shipAnimations;
public void Initialise(Material fractal, Material tunnel) public void Initialise(Material fractal, Material tunnel, Material ship)
{ {
for (int i = 0; i < _fractalAnimations.Length; i++) InitialiseAnimations(_fractalAnimations, fractal);
{ InitialiseAnimations(_tunnelAnimations, tunnel);
var anim = _fractalAnimations[i]; InitialiseAnimations(_shipAnimations, ship);
anim.Initial = fractal.GetFloat(anim.name); }
_fractalAnimations[i] = anim;
}
for (int i = 0; i < _tunnelAnimations.Length; i++) private void InitialiseAnimations(ShaderPropertyAnimation[] animations, Material material)
{
for (int i = 0; i < animations.Length; i++)
{ {
var anim = _tunnelAnimations[i]; var anim = animations[i];
anim.Initial = tunnel.GetFloat(anim.name); anim.Initial = material.GetFloat(anim.name);
_tunnelAnimations[i] = anim; animations[i] = anim;
} }
} }
public void Update(DSP fft, Renderer fractal, Renderer tunnel) public void Update(DSP fft, Renderer fractal, Renderer tunnel, Renderer ship)
{ {
fft.getParameterData((int) FMOD.DSP_FFT.SPECTRUMDATA, out var unmanagedData, out var length); fft.getParameterData((int) FMOD.DSP_FFT.SPECTRUMDATA, out var unmanagedData, out var length);
var fftData = (FMOD.DSP_PARAMETER_FFT) Marshal.PtrToStructure(unmanagedData, typeof(FMOD.DSP_PARAMETER_FFT)); var fftData = (FMOD.DSP_PARAMETER_FFT) Marshal.PtrToStructure(unmanagedData, typeof(FMOD.DSP_PARAMETER_FFT));
@ -63,5 +65,17 @@ public class AudioVisualizerSettings : ScriptableObject
tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a); tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
} }
UpdateAnimations(spectrum, _shipAnimations, ship);
}
private void UpdateAnimations(float[][] spectrum, ShaderPropertyAnimation[] animations, Renderer renderer)
{
for (int i = 0; i < animations.Length; i++)
{
var anim = animations[i];
var a = spectrum[anim.channel][anim.sample];
renderer.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
}
} }
} }

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@ -26,3 +26,12 @@ MonoBehaviour:
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channel: 0 channel: 0
sample: 173 sample: 173
- name: _ShakeStrength
multiplier: 2
channel: 0
sample: 355
_shipAnimations:
- name: _VertexScale
multiplier: 3703.2
channel: 1
sample: 874

100
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@ -0,0 +1,100 @@
// This shader draws a texture on the mesh.
Shader "custom/ship"
{
// The _BaseMap variable is visible in the Material's Inspector, as a field
// called Base Map.
Properties
{
[HDR] _Color1("Color 1", Color) = (1,1,1,1)
[HDR] _Color2("Color 2", Color) = (1,1,1,1)
_FadeStrength("Fade Strength", Float) = 0.1
_VertexScale("Vertex Scale", Float) = 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;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
};
float4 _Color1;
float4 _Color2;
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 d = 1.0+length(wpos)*0.5;
float2 uv = wpos.yx;
// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) -0.5;
vpos += _VertexScale*float3(0,0,5)*d;
// noise *= d*d * 0.1;
// vpos *= lerp (0.9,1.1,noise);
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;
float t = length(p);
return lerp(_Color1,_Color2,t * _FadeStrength);
}
ENDHLSL
}
}
}

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@ -13,6 +13,8 @@ Shader "custom/tunnel"
_StarMap("Star Map", 2D) = "black" _StarMap("Star Map", 2D) = "black"
_FractalMap("Fractal Map", 2D) = "black" _FractalMap("Fractal Map", 2D) = "black"
_ShakeStrength("Shake Strength", Float) = 0.01
_OverallPower("Overall Power", Float) = 1.0 _OverallPower("Overall Power", Float) = 1.0
} }
@ -48,6 +50,8 @@ Shader "custom/tunnel"
float4 _NebulaColor2; float4 _NebulaColor2;
float4 _FractalColor; float4 _FractalColor;
float _ShakeStrength;
float _OverallPower; float _OverallPower;
TEXTURE2D(_NebulaMap); TEXTURE2D(_NebulaMap);
@ -91,6 +95,13 @@ Shader "custom/tunnel"
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy; float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
p.x *= res.x/res.y; p.x *= res.x/res.y;
float2 cameraShake;
float shake = _Time*50;
cameraShake.x = cos(shake*12.3341)+sin(shake*19.231057);
cameraShake.y = cos(shake*17.12311)+sin(shake*14.2315165);
cameraShake*=_ShakeStrength;
p += cameraShake;
// shared tunnel vars // shared tunnel vars
float r = length(p); float r = length(p);
float a = atan(p.y/p.x); float a = atan(p.y/p.x);
@ -137,26 +148,38 @@ Shader "custom/tunnel"
star *= r * r * 2.0; star *= r * r * 2.0;
// sample fractal // sample fractal
float fractalScale = 4.0; float fractalScale = 6.0;
float fractalRotateSpeed = 20.0; float fractalRotateSpeed = 20.0;
float fractalPower = 1.0; float fractalPower = 1.0;
float fractal_inner = 0.2; float fractal_inner = 0.2;
// fractal uv // fractal uv
float2 fuv = p / fractalScale + float2(0.5,0.5); float2 fuv1 = p / fractalScale + float2(0.5,0.5);
fuv = rotateUV(fuv,_Time*fractalRotateSpeed); fuv1 = rotateUV(fuv1,_Time*fractalRotateSpeed);
half4 fractal = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv); half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1);
fractal *= _FractalColor; fractal1 *= _FractalColor;
fractal *= max(0, r-fractal_inner); fractal1 *= max(0, r-fractal_inner);
fractal *= fractalPower; fractal1 *= fractalPower*0.5;
// fractal 2
float2 fuv2 = rotateUV(fuv1,-_Time*fractalRotateSpeed*3.561);
fuv2.x=1.0-fuv2.x;
half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2);
fractal2 *= _FractalColor * sin(_Time*3);
fractal2 *= max(0, r-fractal_inner);
fractal2 *= fractalPower*0.5;
half4 fractal = max(fractal1,fractal2);
half4 color = half4(0,0,0,0); half4 color = half4(0,0,0,0);
color += nebula1; color += nebula1;
color += nebula2; color += nebula2;
color += fractal; color += fractal;
// color += fractal1;
// color += fractal2;
color += star; color += star;
saturate(color); color = saturate(color);
color *= _OverallPower; color *= _OverallPower;
return color; return color;

15
Assets/ShipGraphics.cs Normal file
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@ -0,0 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Renderer))]
public class ShipGraphics : MonoBehaviour
{
private Renderer _renderer;
private void Awake()
{
_renderer = GetComponent<Renderer>();
}
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