From b91e97984f482497872c95efb45bbd8fef65d0f6 Mon Sep 17 00:00:00 2001 From: Cat Flynn Date: Sat, 24 Apr 2021 02:06:03 +0100 Subject: [PATCH] bunch of glitchy graphics stuff idk --- game/Assets/GlobalPostFX.asset | 31 + game/Assets/Materials/Glitch.meta | 8 + .../Glitch/Debug_Glitch_Blend_Mat.mat | 146 + .../Glitch/Debug_Glitch_Blend_Mat.mat.meta | 8 + .../Materials/Glitch/Debug_Glitch_Mat.mat | 146 + .../Glitch/Debug_Glitch_Mat.mat.meta | 8 + .../Materials/Glitch/Glitch_Blend_Mat.mat | 153 + .../Glitch/Glitch_Blend_Mat.mat.meta | 8 + .../Materials/Glitch/Glitch_Fade_Mat.mat | 158 + .../Materials/Glitch/Glitch_Fade_Mat.mat.meta | 8 + game/Assets/Materials/Glitch/Glitch_Mat.mat | 161 + .../Materials/Glitch/Glitch_Mat.mat.meta | 8 + game/Assets/Prefabs/Cameras.prefab | 155 +- game/Assets/Prefabs/PlayerObjects.prefab | 4 - game/Assets/Scenes/Main.unity | 2730 ++++++++++++++++- game/Assets/Scripts/Rendering.meta | 8 + game/Assets/Scripts/Rendering/BlendPass.cs | 54 + 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b/game/Assets/Scripts/Rendering/BlendPass.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class BlendPass : ScriptableRenderPass +{ + public GlitchFeature.Settings Settings { get; set; } + + private RenderTargetIdentifier _src; + private RenderTargetIdentifier _dest; + + private RenderTargetHandle _tempTex; + private RenderTargetIdentifier _cameraColor; + + public void Setup(RenderTargetIdentifier cameraColor) + { + _cameraColor = cameraColor; + } + + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) + { + base.Configure(cmd, cameraTextureDescriptor); + + _src = new RenderTargetIdentifier(Settings.glitchTex); + _dest = new RenderTargetIdentifier(Settings.blendTex); + + cmd.GetTemporaryRT(_tempTex.id, Settings.blendTex.descriptor); + } + + public override void 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= camera.transform.rotation; + + m_ThisCamera.projectionMatrix = camera.projectionMatrix; + } +} diff --git a/game/Assets/Scripts/Rendering/CameraMatch.cs.meta b/game/Assets/Scripts/Rendering/CameraMatch.cs.meta new file mode 100644 index 0000000..9626972 --- /dev/null +++ b/game/Assets/Scripts/Rendering/CameraMatch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f44657c7f4658f34cbd88b8d33f1ed6a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs b/game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs new file mode 100644 index 0000000..0fdf18a --- /dev/null +++ b/game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs @@ -0,0 +1,47 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering.Universal; + +public enum BufferType +{ + CameraColor, + Custom +} + +public class DrawFullscreenFeature : ScriptableRendererFeature +{ + [Serializable] + public class Settings + { + public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + public Material blitMaterial = null; + public int blitMaterialPassIndex = -1; + public BufferType sourceType = BufferType.CameraColor; + public BufferType destinationType = BufferType.CameraColor; + public string sourceTextureId = "_SourceTexture"; + public string destinationTextureId = "_DestinationTexture"; + } + + [SerializeField] private Settings _settings = new Settings(); + private DrawFullscreenPass _blitPass; + + public override void Create() + { + _blitPass = new DrawFullscreenPass(name); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + if (_settings.blitMaterial == null) + { + Debug.LogWarning($"missing blit material. {GetType().Name} blit pass will not execute. check for missing references."); + return; + } + + _blitPass.renderPassEvent = _settings.renderPassEvent; + _blitPass.Settings = _settings; + renderer.EnqueuePass(_blitPass); + } +} diff --git a/game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs.meta b/game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs.meta new file mode 100644 index 0000000..2461c2f --- /dev/null +++ b/game/Assets/Scripts/Rendering/DrawFullscreenFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1803cf2a36a1a8b47bb8caa89d2d6684 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/DrawFullscreenPass.cs b/game/Assets/Scripts/Rendering/DrawFullscreenPass.cs new file mode 100644 index 0000000..7542eef --- /dev/null +++ b/game/Assets/Scripts/Rendering/DrawFullscreenPass.cs @@ -0,0 +1,96 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class DrawFullscreenPass : ScriptableRenderPass +{ + public FilterMode FilterMode { get; set; } + public DrawFullscreenFeature.Settings Settings { get; set; } + + private RenderTargetIdentifier _source; + private RenderTargetIdentifier _destination; + private int _temporaryRTId = Shader.PropertyToID("TempRT"); + + private int _sourceId; + private int _destinationId; + private bool _isSourceAndDestinationSameTarget; + + private string _profilerTag; + + public DrawFullscreenPass(string tag) + { + _profilerTag = tag; + } + + public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) + { + RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor; + blitTargetDescriptor.depthBufferBits = 0; + _isSourceAndDestinationSameTarget = + Settings.sourceType == Settings.destinationType && + (Settings.sourceType == BufferType.CameraColor || + Settings.sourceTextureId == Settings.destinationTextureId); + + var renderer = renderingData.cameraData.renderer; + if (Settings.sourceType == BufferType.CameraColor) + { + _sourceId = -1; + _source = renderer.cameraColorTarget; + } + else + { + _sourceId = Shader.PropertyToID(Settings.sourceTextureId); + cmd.GetTemporaryRT(_sourceId, blitTargetDescriptor, FilterMode); + _source = new RenderTargetIdentifier(_sourceId); + } + + if (_isSourceAndDestinationSameTarget) + { + _destinationId = _temporaryRTId; + cmd.GetTemporaryRT(_destinationId, blitTargetDescriptor, FilterMode); + _destination = new RenderTargetIdentifier(_destinationId); + } + else if (Settings.destinationType == BufferType.CameraColor) + { + _destinationId = -1; + _destination = renderer.cameraColorTarget; + } + else + { + _destinationId = Shader.PropertyToID(Settings.destinationTextureId); + cmd.GetTemporaryRT(_destinationId, blitTargetDescriptor, FilterMode); + _destination = new RenderTargetIdentifier(_destinationId); + } + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + CommandBuffer cmd = CommandBufferPool.Get(_profilerTag); + + if (_isSourceAndDestinationSameTarget) + { + cmd.Blit(_source, _destination, Settings.blitMaterial, Settings.blitMaterialPassIndex); + cmd.Blit(_destination, _source); + } + else + { + cmd.Blit(_source, _destination, Settings.blitMaterial, Settings.blitMaterialPassIndex); + } + + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + } + + public override void FrameCleanup(CommandBuffer cmd) + { + if (_destinationId != -1) + { + cmd.ReleaseTemporaryRT(_destinationId); + } + + if (_source == _destination && _source != -1) + { + cmd.ReleaseTemporaryRT(_sourceId); + } + } +} \ No newline at end of file diff --git a/game/Assets/Scripts/Rendering/DrawFullscreenPass.cs.meta b/game/Assets/Scripts/Rendering/DrawFullscreenPass.cs.meta new file mode 100644 index 0000000..b99bbf3 --- /dev/null +++ b/game/Assets/Scripts/Rendering/DrawFullscreenPass.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fbb0015bca8532241bf2cd83414e49d4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/Editor.meta b/game/Assets/Scripts/Rendering/Editor.meta new file mode 100644 index 0000000..7376f82 --- /dev/null +++ b/game/Assets/Scripts/Rendering/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1060c58e7b49c69408424109e5c6f39b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/Editor/DrawFullscreenFeatureDrawer.cs b/game/Assets/Scripts/Rendering/Editor/DrawFullscreenFeatureDrawer.cs new file mode 100644 index 0000000..75f02bd --- /dev/null +++ b/game/Assets/Scripts/Rendering/Editor/DrawFullscreenFeatureDrawer.cs @@ -0,0 +1,82 @@ +using UnityEditor; + +namespace UnityEngine.Rendering.Universal +{ + [CustomPropertyDrawer(typeof(DrawFullscreenFeature.Settings))] + public class DrawFullScreenFeatureDrawer : PropertyDrawer + { + static class Styles + { + public static readonly GUIContent materialLabel = EditorGUIUtility.TrTextContent("Material"); + public static readonly GUIContent materialPassLabel = EditorGUIUtility.TrTextContent("Material Pass"); + public static readonly GUIContent sourceTypeLabel = EditorGUIUtility.TrTextContent("Source Type"); + public static readonly GUIContent destinationTypeLabel = EditorGUIUtility.TrTextContent("Destination Type"); + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + var renderPassEventProperty = property.FindPropertyRelative("renderPassEvent"); + var materialProperty = property.FindPropertyRelative("blitMaterial"); + var materialPassProperty = property.FindPropertyRelative("blitMaterialPassIndex"); + var sourceTypeProperty = property.FindPropertyRelative("sourceType"); + var destinationTypeProperty = property.FindPropertyRelative("destinationType"); + var sourceTextureIdProperty = property.FindPropertyRelative("sourceTextureId"); + var destinationTextureIdProperty = property.FindPropertyRelative("destinationTextureId"); + + EditorGUI.BeginProperty(position, label, property); + EditorGUILayout.PropertyField(renderPassEventProperty); + + EditorGUI.BeginChangeCheck(); + Material material = EditorGUILayout.ObjectField(Styles.materialLabel, materialProperty.objectReferenceValue, typeof(Material), allowSceneObjects: false) as Material; + if (EditorGUI.EndChangeCheck()) + materialProperty.objectReferenceValue = material; + + DisplayPassPopup(material, materialPassProperty); + + EditorGUI.BeginChangeCheck(); + var selectedSourceType = (BufferType)EditorGUILayout.EnumPopup(Styles.sourceTypeLabel, (BufferType)sourceTypeProperty.enumValueIndex); + if (EditorGUI.EndChangeCheck()) + sourceTypeProperty.enumValueIndex = (int)selectedSourceType; + + if (selectedSourceType != BufferType.CameraColor) + EditorGUILayout.PropertyField(sourceTextureIdProperty); + + EditorGUI.BeginChangeCheck(); + var selectedDestinationType = (BufferType)EditorGUILayout.EnumPopup(Styles.destinationTypeLabel, (BufferType)destinationTypeProperty.enumValueIndex); + if (EditorGUI.EndChangeCheck()) + destinationTypeProperty.enumValueIndex = (int)selectedDestinationType; + + if (selectedDestinationType != BufferType.CameraColor) + EditorGUILayout.PropertyField(destinationTextureIdProperty); + + EditorGUI.EndProperty(); + } + + void DisplayPassPopup(Material material, SerializedProperty materialPassProperty) + { + if (material != null) + { + int passCount = material.passCount; + if (passCount == 0) + return; + + string[] labels = new string[passCount]; + int[] options = new int[passCount]; + for (int i = 0; i < passCount; ++i) + { + string passName = material.GetPassName(i); + if (passName.Length == 0) + passName = "Unnamed Pass"; + + labels[i] = string.Format("{0}: {1}", i, passName); + options[i] = i; + } + + EditorGUI.BeginChangeCheck(); + int option = EditorGUILayout.IntPopup("Material Pass", materialPassProperty.intValue, labels, options); + if (EditorGUI.EndChangeCheck()) + materialPassProperty.intValue = option; + } + } + } +} diff --git a/game/Assets/Scripts/Rendering/Editor/DrawFullscreenFeatureDrawer.cs.meta b/game/Assets/Scripts/Rendering/Editor/DrawFullscreenFeatureDrawer.cs.meta new file mode 100644 index 0000000..eee6b03 --- /dev/null +++ b/game/Assets/Scripts/Rendering/Editor/DrawFullscreenFeatureDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ccf14f127679b1a43b655c351139666c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GlitchFeature.cs b/game/Assets/Scripts/Rendering/GlitchFeature.cs new file mode 100644 index 0000000..c09f2b2 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchFeature.cs @@ -0,0 +1,45 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using Debug = UnityEngine.Debug; + +public class GlitchFeature : ScriptableRendererFeature +{ + [Serializable] + public class Settings + { + public RenderTexture glitchTex; + public RenderTexture blendTex; + + public Material blendMat; + public Material fadeMat; + + public float sample; + public float fadeStrength; + } + + [SerializeField] private Settings _settings = new Settings(); + + private GlitchPass _glitchPass; + private BlendPass _blendPass; + + public override void Create() + { + _blendPass = new BlendPass(); + _glitchPass = new GlitchPass(); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + _blendPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; + _blendPass.Settings = _settings; + renderer.EnqueuePass(_blendPass); + + _glitchPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + _glitchPass.Settings = _settings; + renderer.EnqueuePass(_glitchPass); + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchFeature.cs.meta b/game/Assets/Scripts/Rendering/GlitchFeature.cs.meta new file mode 100644 index 0000000..45bd0c1 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f285233ce6e4cb49861d6718985fe9b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GlitchPass.cs b/game/Assets/Scripts/Rendering/GlitchPass.cs new file mode 100644 index 0000000..3113898 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchPass.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class GlitchPass : ScriptableRenderPass +{ + public GlitchFeature.Settings Settings { get; set; } + + private RenderTargetIdentifier _src; + private RenderTargetIdentifier _dest; + + public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) + { + } + + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) + { + base.Configure(cmd, cameraTextureDescriptor); + + // _src = new RenderTargetIdentifier(Settings.glitchTex); + // _dest = new RenderTargetIdentifier(Settings.blendTex); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var cmd = CommandBufferPool.Get(); + + // set properties on material + // var blend = Settings.blendMaterial; + // blend.SetFloat("_Sample", Settings.sample); + // blend.SetFloat("_DeltaTime", Time.deltaTime); + // + // blend.SetTexture("_GlitchTex", Settings.glitchTex); + // blend.SetTexture("_BlendTex", Settings.blendTex); + + // cmd.Blit(_src,_dest,blend); + + context.ExecuteCommandBuffer(cmd); + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchPass.cs.meta b/game/Assets/Scripts/Rendering/GlitchPass.cs.meta new file mode 100644 index 0000000..a64dc65 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchPass.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dfc051b81da947d40a1d9cbcb3059aab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs b/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs new file mode 100644 index 0000000..2abbbc0 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + +[CreateAssetMenu(menuName = "KernelPanic/Rendering/Glitch Render Pipeline Asset")] +public class GlitchRenderPipelineAsset : RenderPipelineAsset +{ + protected override RenderPipeline CreatePipeline() + { + return new GlitchRenderPipelineInstance(); + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs.meta b/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs.meta new file mode 100644 index 0000000..d811eb8 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchRenderPipelineAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 879f16b1896298449925c7338d9ef380 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs b/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs new file mode 100644 index 0000000..b4eee4a --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + +public class GlitchRenderPipelineInstance : RenderPipeline +{ + protected override void Render(ScriptableRenderContext context, Camera[] cameras) + { + } +} diff --git a/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs.meta b/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs.meta new file mode 100644 index 0000000..db827d3 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GlitchRenderPipelineInstance.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0daf9bba963ce0241a6a03944bd7e5eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Rendering/GraphicsInit.cs b/game/Assets/Scripts/Rendering/GraphicsInit.cs new file mode 100644 index 0000000..3e491f5 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GraphicsInit.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[ExecuteAlways] +public class GraphicsInit : MonoBehaviour +{ + private RenderTexture _glitchRT; + + private const string _GlitchTex = "_GlitchTex"; + + void Awake() + { + // _glitchRT = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32); + // _glitchRT.name = _GlitchTex; + // _glitchRT.enableRandomWrite = true; + // _glitchRT.Create(); + // + // Shader.SetGlobalTexture(_GlitchTex, _glitchRT); + // + // Graphics.ClearRandomWriteTargets(); + // Graphics.SetRandomWriteTarget(1, _glitchRT); + } +} diff --git a/game/Assets/Scripts/Rendering/GraphicsInit.cs.meta b/game/Assets/Scripts/Rendering/GraphicsInit.cs.meta new file mode 100644 index 0000000..7858c96 --- /dev/null +++ b/game/Assets/Scripts/Rendering/GraphicsInit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fc9d9e1b80fbe114cafed6d091a95437 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/GraphicsSettings.cs b/game/Assets/Scripts/Rendering/GraphicsSettings.cs similarity index 100% rename from game/Assets/Scripts/GraphicsSettings.cs rename to game/Assets/Scripts/Rendering/GraphicsSettings.cs diff --git a/game/Assets/Scripts/GraphicsSettings.cs.meta b/game/Assets/Scripts/Rendering/GraphicsSettings.cs.meta similarity index 100% rename from game/Assets/Scripts/GraphicsSettings.cs.meta rename to game/Assets/Scripts/Rendering/GraphicsSettings.cs.meta diff --git a/game/Assets/Settings/Rendering/ForwardRenderer.asset b/game/Assets/Settings/Rendering/ForwardRenderer.asset index b9a801c..5553812 100644 --- a/game/Assets/Settings/Rendering/ForwardRenderer.asset +++ b/game/Assets/Settings/Rendering/ForwardRenderer.asset @@ -12,8 +12,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3} m_Name: ForwardRenderer m_EditorClassIdentifier: - m_RendererFeatures: [] - m_RendererFeatureMap: + m_RendererFeatures: + - {fileID: 3169617004834053176} + m_RendererFeatureMap: 38dc2b5fdfbdfc2b postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2} xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2} shaders: @@ -34,11 +35,31 @@ MonoBehaviour: m_Bits: 4294967295 m_DefaultStencilState: overrideStencilState: 0 - stencilReference: 0 + stencilReference: 1 stencilCompareFunction: 8 - passOperation: 0 - failOperation: 0 - zFailOperation: 0 + passOperation: 2 + failOperation: 2 + zFailOperation: 2 m_ShadowTransparentReceive: 1 m_RenderingMode: 0 m_AccurateGbufferNormals: 0 +--- !u!114 &3169617004834053176 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 0 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 1f285233ce6e4cb49861d6718985fe9b, type: 3} + m_Name: Glitch Renderer + m_EditorClassIdentifier: + m_Active: 1 + _settings: + glitchTex: {fileID: 8400000, guid: 643f93434e571d744a700fb58c7fd2c2, type: 2} + blendTex: {fileID: 8400000, guid: 36a2435496603f54cb0ed075dccd1146, type: 2} + blendMat: {fileID: 2100000, guid: da580221ba039484c9583941b62b78c5, type: 2} + fadeMat: {fileID: 2100000, guid: eaee005f02a8524439f9f42ab8dc0001, type: 2} + sample: 0.5 + fadeStrength: 1 diff --git a/game/Assets/Settings/Rendering/UniversalRP-HighQuality.asset b/game/Assets/Settings/Rendering/UniversalRP-HighQuality.asset index 2ac23c8..1594157 100644 --- a/game/Assets/Settings/Rendering/UniversalRP-HighQuality.asset +++ b/game/Assets/Settings/Rendering/UniversalRP-HighQuality.asset @@ -12,16 +12,17 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} m_Name: UniversalRP-HighQuality m_EditorClassIdentifier: - k_AssetVersion: 5 + k_AssetVersion: 6 k_AssetPreviousVersion: 5 m_RendererType: 1 m_RendererData: {fileID: 0} m_RendererDataList: - {fileID: 11400000, guid: 4a8e21d5c33334b11b34a596161b9360, type: 2} m_DefaultRendererIndex: 0 - m_RequireDepthTexture: 0 - m_RequireOpaqueTexture: 0 + m_RequireDepthTexture: 1 + m_RequireOpaqueTexture: 1 m_OpaqueDownsampling: 1 + m_SupportsTerrainHoles: 1 m_SupportsHDR: 1 m_MSAA: 2 m_RenderScale: 1 @@ -33,8 +34,9 @@ MonoBehaviour: m_AdditionalLightShadowsSupported: 1 m_AdditionalLightsShadowmapResolution: 512 m_ShadowDistance: 50 - m_ShadowCascades: 1 + m_ShadowCascadeCount: 2 m_Cascade2Split: 0.25 + m_Cascade3Split: {x: 0.1, y: 0.3} m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467} m_ShadowDepthBias: 1 m_ShadowNormalBias: 1 @@ -43,6 +45,7 @@ MonoBehaviour: m_SupportsDynamicBatching: 0 m_MixedLightingSupported: 1 m_DebugLevel: 0 + m_UseAdaptivePerformance: 1 m_ColorGradingMode: 0 m_ColorGradingLutSize: 32 m_ShadowType: 1 @@ -51,3 +54,4 @@ MonoBehaviour: m_MaxPixelLights: 0 m_ShadowAtlasResolution: 256 m_ShaderVariantLogLevel: 0 + m_ShadowCascades: 1 diff --git a/game/Assets/Shaders/add.shader b/game/Assets/Shaders/add.shader new file mode 100644 index 0000000..411e65e --- /dev/null +++ b/game/Assets/Shaders/add.shader @@ -0,0 +1,76 @@ +Shader "KernelPanic/add" +{ + Properties + { +// _NoiseTex ("Noise Tex", 2D) = "black" +// [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} +// _GlitchTex ("Glitch Tex", 2D) = "black" +// [Range(0,1)] _Sample ("Sample", Float) = 0.5 + } + SubShader + { + Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + return o; + } + + // This macro declares _BaseMap as a Texture2D object. + // TEXTURE2D(_MainTex); + // TEXTURE2D(_NoiseMap); + + // This macro declares the sampler for the _BaseMap texture. + // SAMPLER(sampler_MainTex); + // SAMPLER(sampler_NoiseMap); + + sampler2D _BlendTex; + sampler2D _GlitchTex; + sampler2D _MainTex; + + float _Sample; + float _DeltaTime; + + fixed4 frag (v2f i) : SV_Target + { + + // sample raw glitch + float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample); + + // float a = length(g.xyz)/length(float3(1,1,1)); + // g.a = lerp(a, 0, _Sample); + + // float4 g = float4(tex2D(_GlitchTex, i.uv).rgb, _Sample); + // float4 b = float4(tex2D(_BlendTex, i.uv).rgb, _Sample); + + return g; + } + ENDCG + } + } +} + diff --git a/game/Assets/Shaders/add.shader.meta b/game/Assets/Shaders/add.shader.meta new file mode 100644 index 0000000..003af5d --- /dev/null +++ b/game/Assets/Shaders/add.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 040f4217d393e634788441fc81cf494a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Shaders/fade.shader b/game/Assets/Shaders/fade.shader new file mode 100644 index 0000000..22edcdc --- /dev/null +++ b/game/Assets/Shaders/fade.shader @@ -0,0 +1,87 @@ +Shader "KernelPanic/fade" +{ + Properties + { +// _NoiseTex ("Noise Tex", 2D) = "black" +// [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} +// _GlitchBlendTex ("Glitch", 2D) = "black" {} +// _NoiseTex ("Noise", 2D) = "black" {} +// [Range(0,1)] _Sample ("Sample", Float) = 0.5 + [Range(0,1)] _Strength ("Strength", Float) = 0.5 + } + SubShader + { + // No culling or depth + Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + return o; + } + + sampler2D _MainTex; + // sampler2D _GlitchBlendTex; + // sampler2D _NoiseTex; + // sampler2D _CameraDepthTexture; + // + // float _Sample; + + float _Strength; + + fixed4 frag (v2f i) : SV_Target + { + return tex2D(_MainTex, i.uv) * _Strength; + + // float4 c = tex2D(_MainTex, i.uv); + // return float4(c.rgb,lerp(0,c.a,_Strength)); + + // // depth + // float d = tex2D(_CameraDepthTexture, i.uv); + // + // // sample frame + // float4 c = tex2D(_MainTex, i.uv); + // + // // sample noise + // float2 scroll = float2(sin(_Time.y), cos(_Time.w)); + // float4 n = tex2D(_NoiseTex, i.uv + scroll); + // + // // sample frame but with noise + // float4 cn = tex2D(_MainTex, i.uv + n.xy); + // + // // raw blended glitch used to blend between things + // float4 g = tex2D(_GlitchBlendTex, i.uv); + // + // // c = lerp(c,cn,g); + // c = lerp(c,g,g); + // + // return c; + // return tex2D(_CameraDepthTexture, i.uv); + } + ENDCG + } + } +} + diff --git a/game/Assets/Shaders/fade.shader.meta b/game/Assets/Shaders/fade.shader.meta new file mode 100644 index 0000000..a5c4dbe --- /dev/null +++ b/game/Assets/Shaders/fade.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 6dc91d48fe82b1f4c803647ce64e83c3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Shaders/glitch.shader b/game/Assets/Shaders/glitch.shader new file mode 100644 index 0000000..5515f8f --- /dev/null +++ b/game/Assets/Shaders/glitch.shader @@ -0,0 +1,147 @@ +// This shader draws a texture on the mesh. +Shader "KernelPanic/glitch" +{ + // The _BaseMap variable is visible in the Material's Inspector, as a field + // called Base Map. + Properties + { + [HDR] _BaseColor("Base Color", Color) = (1,1,1,1) + [HDR] _NoiseColor("Noise Color", Color) = (1,1,1,1) + + _BaseMap("Base Map", 2D) = "white" + _NoiseMap1("Noise 1", 2D) = "black" + _NoiseMap2("Noise 2", 2D) = "black" + _NoiseMap3("Noise 3", 2D) = "black" + _GlitchTex("Glitch Tex", 2D) = "black" + + _Distortion("Distortion", Float) = 0 + } + + SubShader + { + Tags { + "RenderType" = "Opaque" + "Queue" = "Geometry" + "RenderPipeline" = "UniversalRenderPipeline" + } + + Pass + { +// Stencil +// { +// Ref 1 +// Pass replace +// Fail replace +// ZFail replace +// } + Cull Off + Zwrite On +// ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + // #pragma target 5.0 + // #pragma only_renderers d3d11 + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Assets/Shaders/random.cginc" + + struct Attributes + { + float4 positionOS : POSITION; + // The uv variable contains the UV coordinate on the texture for the + // given vertex. + float2 uv : TEXCOORD0; + half3 normal : NORMAL; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + // The uv variable contains the UV coordinate on the texture for the + // given vertex. + float2 uv : TEXCOORD0; + half3 normal : NORMAL; + float4 screenPos : TEXCOORD1; + }; + + float _Distortion; + float4 _NoiseColor; + float4 _BaseColor; + + // This macro declares _BaseMap as a Texture2D object. + TEXTURE2D(_BaseMap); + TEXTURE2D(_NoiseMap1); + TEXTURE2D(_NoiseMap2); + TEXTURE2D(_NoiseMap3); + TEXTURE2D(_GlitchTex); + TEXTURE2D(_CameraDepthTexture); + + // This macro declares the sampler for the _BaseMap texture. + SAMPLER(sampler_BaseMap); + SAMPLER(sampler_NoiseMap1); + SAMPLER(sampler_NoiseMap2); + SAMPLER(sampler_NoiseMap3); + SAMPLER(sampler_GlitchTex); + SAMPLER(sampler_CameraDepthTexture); + + + 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; + OUT.normal = TransformObjectToWorldDir(IN.normal); + // OUT.normal = IN.normal; + + OUT.positionHCS = TransformObjectToHClip(IN.positionOS); + // The TRANSFORM_TEX macro performs the tiling and offset + // transformation. + OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); + OUT.screenPos = ComputeScreenPos(OUT.positionHCS); + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + + float2 suv = IN.screenPos.xy/IN.screenPos.w; + + float d = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, suv); + + float4 p = float4(.42069, .6969, .1337, .8008); + float t = sin(_Time.y)*0.5+0.5; + float2 nuv = lerp(p.xz, p.yw, t); + + float4 n = SAMPLE_TEXTURE2D(_NoiseMap1, sampler_NoiseMap1, suv + float2(_Time.y*69.6969, _Time.y*23.513)); + n *= _NoiseColor; + + // sample color + float4 c = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, nuv); + // c *= _BaseColor; + + // sample blended glitch + float4 b = SAMPLE_TEXTURE2D(_GlitchTex, sampler_GlitchTex, suv); + c = lerp(c,(1-c),b); + c += n; + + // cheeky bit of top shading + c += dot(float3(0,1,0), IN.normal) * d; + + return c *= _BaseColor; + } + ENDHLSL + } + + UsePass "Universal Render Pipeline/Lit/DepthOnly" + } +} diff --git a/game/Assets/Shaders/glitch.shader.meta b/game/Assets/Shaders/glitch.shader.meta new file mode 100644 index 0000000..189b17d --- /dev/null +++ b/game/Assets/Shaders/glitch.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 91517451bf5416c44a73fd65d42c122a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Shaders/glitch_blend.compute b/game/Assets/Shaders/glitch_blend.compute new file mode 100644 index 0000000..2775882 --- /dev/null +++ b/game/Assets/Shaders/glitch_blend.compute @@ -0,0 +1,14 @@ +// Each #kernel tells which function to compile; you can have many kernels +#pragma kernel CSMain + +// Create a RenderTexture with enableRandomWrite flag and set it +// with cs.SetTexture +RWTexture2D Result; + +[numthreads(8,8,1)] +void CSMain (uint3 id : SV_DispatchThreadID) +{ + // TODO: insert actual code here! + + Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0); +} diff --git a/game/Assets/Shaders/glitch_blend.compute.meta b/game/Assets/Shaders/glitch_blend.compute.meta new file mode 100644 index 0000000..610dbd0 --- /dev/null +++ b/game/Assets/Shaders/glitch_blend.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8b74862ff1919544a964ee5f33387bc1 +ComputeShaderImporter: + externalObjects: {} + currentAPIMask: 4 + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Shaders/random.cginc b/game/Assets/Shaders/random.cginc new file mode 100644 index 0000000..dd511fd --- /dev/null +++ b/game/Assets/Shaders/random.cginc @@ -0,0 +1,42 @@ +float4 hash42(float2 p) +{ + float4 p4 = frac(float4(p.xyxy) * float4(443.8975, 397.2973, 491.1871, 470.7827)); + p4 += dot(p4.wzxy, p4 + 19.19); + return frac(float4(p4.x * p4.y, p4.x * p4.z, p4.y * p4.w, p4.x * p4.w)); +} + +float hash(float n) +{ + return frac(sin(n) * 43758.5453123); +} + +float n(in float3 x) +{ + float3 p = floor(x); + float3 f = frac(x); + f = f * f * (3.0 - 2.0 * f); + float n = p.x + p.y * 57.0 + 113.0 * p.z; + float res = lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), + lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y), + lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), + lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z); + return res; +} + +//tape noise +float tape_noise(float2 p, float2 t) +{ + float y = p.y; + float s = t.x + 200; + + float v = (n(float3(y * .01 + s, 1., 1.0)) + .0) + * (n(float3(y * .011 + 1000.0 + s, 1., 1.0)) + .0) + * (n(float3(y * .51 + 421.0 + s, 1., 1.0)) + .0); + + v *= hash42(float2(p.x + t.y + 200, p.y)).x + 2; + + + v = abs(pow(v + .3, 1.)); + if (v < .5) v = 0.; //threshold + return v; +} diff --git a/game/Assets/Shaders/random.cginc.meta b/game/Assets/Shaders/random.cginc.meta new file mode 100644 index 0000000..e9097f1 --- /dev/null +++ b/game/Assets/Shaders/random.cginc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c18a64020b4f3264e8daca99bba648a7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Shaders/stencil.shader b/game/Assets/Shaders/stencil.shader new file mode 100644 index 0000000..5f9057f --- /dev/null +++ b/game/Assets/Shaders/stencil.shader @@ -0,0 +1,79 @@ +Shader "KernelPanic/stencil" +{ + Properties + { +// _NoiseTex ("Noise Tex", 2D) = "black" + [HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} + _GlitchBlendTex ("Glitch", 2D) = "black" {} + _NoiseTex ("Noise", 2D) = "black" {} +// [Range(0,1)] _Sample ("Sample", Float) = 0.5 + } + SubShader + { + // No culling or depth + Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + return o; + } + + sampler2D _MainTex; + sampler2D _GlitchBlendTex; + sampler2D _NoiseTex; + sampler2D _CameraDepthTexture; + + float _Sample; + + fixed4 frag (v2f i) : SV_Target + { + // depth + float d = tex2D(_CameraDepthTexture, i.uv); + + // sample frame + float4 c = tex2D(_MainTex, i.uv); + + // sample noise + float2 scroll = float2(sin(_Time.y), cos(_Time.w)); + float4 n = tex2D(_NoiseTex, i.uv + scroll); + + // sample frame but with noise + float4 cn = tex2D(_MainTex, i.uv + n.xy); + + // raw blended glitch used to blend between things + float4 g = tex2D(_GlitchBlendTex, i.uv); + + // c = lerp(c,cn,g); + c = lerp(c,g,g); + + return c; + // return tex2D(_CameraDepthTexture, i.uv); + } + ENDCG + } + } +} + diff --git a/game/Assets/Shaders/stencil.shader.meta b/game/Assets/Shaders/stencil.shader.meta new file mode 100644 index 0000000..8ccacd3 --- /dev/null +++ b/game/Assets/Shaders/stencil.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 85ef2333007a42e4f872817aa0604ab6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Textures/FreeBlueNoiseTextures.meta b/game/Assets/Textures/FreeBlueNoiseTextures.meta new file mode 100644 index 0000000..89b70b8 --- /dev/null +++ b/game/Assets/Textures/FreeBlueNoiseTextures.meta @@ -0,0 +1,8 @@ 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This work is published from: Germany. + +The work is made available under the terms of the Creative Commons CC0 Public +Domain Dedication. + +For more information please visit: +https://creativecommons.org/publicdomain/zero/1.0/ diff --git a/game/Assets/Textures/FreeBlueNoiseTextures/Data/LICENSE.txt.meta b/game/Assets/Textures/FreeBlueNoiseTextures/Data/LICENSE.txt.meta new file mode 100644 index 0000000..31df348 --- /dev/null +++ b/game/Assets/Textures/FreeBlueNoiseTextures/Data/LICENSE.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 14aa4f5e47da92b4cb1f9c830f6387b6 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Textures/GlitchBlend.renderTexture b/game/Assets/Textures/GlitchBlend.renderTexture new file mode 100644 index 0000000..1c255d3 --- /dev/null +++ b/game/Assets/Textures/GlitchBlend.renderTexture @@ -0,0 +1,38 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!84 &8400000 +RenderTexture: + 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a/game/ProjectSettings/ProjectSettings.asset b/game/ProjectSettings/ProjectSettings.asset index ceb220e..1fcbf0b 100644 --- a/game/ProjectSettings/ProjectSettings.asset +++ b/game/ProjectSettings/ProjectSettings.asset @@ -47,7 +47,7 @@ PlayerSettings: defaultScreenWidthWeb: 960 defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 - m_ActiveColorSpace: 1 + m_ActiveColorSpace: 0 m_MTRendering: 1 mipStripping: 0 numberOfMipsStripped: 0 diff --git a/game/ProjectSettings/TagManager.asset b/game/ProjectSettings/TagManager.asset index f529c21..cf6441d 100644 --- a/game/ProjectSettings/TagManager.asset +++ b/game/ProjectSettings/TagManager.asset @@ -5,6 +5,7 @@ TagManager: serializedVersion: 2 tags: - GM + - Glitch layers: - Default - TransparentFX @@ -12,8 +13,8 @@ TagManager: - Checkpoint - Water - UI - - - - + - Glitch + - Player - - -