camera pass and start temple prefab

This commit is contained in:
Cat Flynn 2021-04-25 05:16:35 +01:00
parent 39998a30e4
commit 3344196f49
41 changed files with 11516 additions and 7578 deletions

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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;
}
}
}

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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;

View File

@ -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()
{
}
}

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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(

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_regenerateTime: 1.5 _regenerateTime: 1.5
_timeSinceConsume: 0 _timeSinceConsume: 0
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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);
OUT.positionHCS = TransformObjectToHClip(pos); OUT.positionHCS = TransformObjectToHClip(pos);

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