camera pass and start temple prefab
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|
@ -0,0 +1,44 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class CollisionGraphics : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private bool _showWhenEditing;
|
||||||
|
[SerializeField] private bool _showWhenPlaying;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
UpdateGraphics();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
UpdateGraphics();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateGraphics()
|
||||||
|
{
|
||||||
|
|
||||||
|
foreach (var renderer in GetComponentsInChildren<Renderer>())
|
||||||
|
{
|
||||||
|
renderer.enabled = Application.isPlaying
|
||||||
|
? _showWhenPlaying
|
||||||
|
: _showWhenEditing;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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|
@ -30,7 +30,7 @@ public class PlayerPower : ScriptableObject
|
||||||
public float timeSinceConsume => _timeSinceConsume;
|
public float timeSinceConsume => _timeSinceConsume;
|
||||||
public float _timeSinceConsume;
|
public float _timeSinceConsume;
|
||||||
|
|
||||||
private UnityEvent _onUnlock = new UnityEvent();
|
[SerializeField] private UnityEvent _onUnlock = new UnityEvent();
|
||||||
public UnityEvent OnUnlock => _onUnlock;
|
public UnityEvent OnUnlock => _onUnlock;
|
||||||
|
|
||||||
[SerializeField] private GameEvent _onConsume;
|
[SerializeField] private GameEvent _onConsume;
|
||||||
|
|
|
@ -0,0 +1,21 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(menuName = "KernelPanic/Rendering/Glitch Buffers")]
|
||||||
|
public class GlitchBuffers : ScriptableObject
|
||||||
|
{
|
||||||
|
// put normals and shit in here?
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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|
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assetBundleVariant:
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|
@ -4,14 +4,12 @@ using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
[ExecuteAlways]
|
||||||
public class GlitchInit : MonoBehaviour
|
public class GlitchInit : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Renderer[] _glitchRenderers;
|
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
_glitchRenderers = GetComponentsInChildren<Renderer>();
|
foreach (var glitchRenderer in GetComponentsInChildren<Renderer>())
|
||||||
foreach (var glitchRenderer in _glitchRenderers)
|
|
||||||
{
|
{
|
||||||
var mpb = new MaterialPropertyBlock();
|
var mpb = new MaterialPropertyBlock();
|
||||||
mpb.SetVector(
|
mpb.SetVector(
|
||||||
|
|
|
@ -16,4 +16,19 @@ MonoBehaviour:
|
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_regenerateInAir: 0
|
_regenerateInAir: 0
|
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_regenerateTime: 1.5
|
_regenerateTime: 1.5
|
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_timeSinceConsume: 0
|
_timeSinceConsume: 0
|
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|
_onUnlock:
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m_PersistentCalls:
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m_Calls:
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|
m_TargetAssemblyTypeName: Ktyl.Util.GameEvent, Assembly-CSharp
|
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|
m_MethodName: Raise
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m_Mode: 1
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m_Arguments:
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|
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|
||||||
|
|
|
@ -17,6 +17,7 @@ Shader "KernelPanic/glitch"
|
||||||
_Intensity("Intensity", Float) = 1
|
_Intensity("Intensity", Float) = 1
|
||||||
_TrailScatter("Trail Scatter", Float) = 0.02
|
_TrailScatter("Trail Scatter", Float) = 0.02
|
||||||
_VertShake("Vertex Shake", Float) = 0.05
|
_VertShake("Vertex Shake", Float) = 0.05
|
||||||
|
_VertFloat("Vertex Float", Float) = 0.1
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
|
@ -69,6 +70,7 @@ Shader "KernelPanic/glitch"
|
||||||
float _Intensity;
|
float _Intensity;
|
||||||
float _TrailScatter;
|
float _TrailScatter;
|
||||||
float _VertShake;
|
float _VertShake;
|
||||||
|
float _VertFloat;
|
||||||
|
|
||||||
float4 _NoiseColor;
|
float4 _NoiseColor;
|
||||||
float4 _BaseColor;
|
float4 _BaseColor;
|
||||||
|
@ -116,7 +118,7 @@ Shader "KernelPanic/glitch"
|
||||||
float t = sin(p.y*_Time.w + p.x*6.28);
|
float t = sin(p.y*_Time.w + p.x*6.28);
|
||||||
|
|
||||||
float3 wpos = TransformObjectToWorld(pos);
|
float3 wpos = TransformObjectToWorld(pos);
|
||||||
wpos += float3(0,t*p.z*0.1,0);
|
wpos += float3(0,t*p.z*_VertFloat,0);
|
||||||
pos = TransformWorldToObject(wpos);
|
pos = TransformWorldToObject(wpos);
|
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Loading…
Reference in New Issue