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24
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Normal file
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|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ButtonAction.cs.meta
Normal file
11
Assets/Scripts/ButtonAction.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5383d580c7e5c0d41a73c7791506ead1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
63
Assets/Scripts/EnvChanger.cs
Normal file
63
Assets/Scripts/EnvChanger.cs
Normal file
@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnvChanger : MonoBehaviour
|
||||
{
|
||||
private float initAmbientIntensity;
|
||||
private float initRefIntensity;
|
||||
[SerializeField]
|
||||
private float targetAmbientIntensity, targetRefIntensity;
|
||||
[SerializeField]
|
||||
private bool enterFromLeft = true;
|
||||
[SerializeField]
|
||||
private Transform playerPos;
|
||||
private bool isInEnviro = false;
|
||||
public void ChangeEnvironnement(){
|
||||
|
||||
if(ExitOnCorrectSide()){
|
||||
isInEnviro = !isInEnviro;
|
||||
if(isInEnviro){
|
||||
initAmbientIntensity = RenderSettings.ambientIntensity;
|
||||
initRefIntensity = RenderSettings.reflectionIntensity;
|
||||
RenderSettings.ambientIntensity = targetAmbientIntensity;
|
||||
RenderSettings.reflectionIntensity = targetRefIntensity;
|
||||
|
||||
}else{
|
||||
RenderSettings.ambientIntensity = initAmbientIntensity;
|
||||
RenderSettings.reflectionIntensity = initRefIntensity;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private bool ExitOnCorrectSide(){
|
||||
|
||||
if(enterFromLeft){
|
||||
if(!isInEnviro){
|
||||
if(playerPos.position.x > transform.position.x){
|
||||
|
||||
return true;
|
||||
}
|
||||
}else{
|
||||
if(playerPos.position.x < transform.position.x){
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
}else{
|
||||
if(!isInEnviro){
|
||||
if(playerPos.position.x < transform.position.x){
|
||||
return true;
|
||||
}
|
||||
}else{
|
||||
if(playerPos.position.x > transform.position.x){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/EnvChanger.cs.meta
Normal file
11
Assets/Scripts/EnvChanger.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d472a146f9945154b9f33e0da19e3c69
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -2,12 +2,18 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GameController : MonoBehaviour
|
||||
{
|
||||
private static GameController instance;
|
||||
[SerializeField]
|
||||
private string startScene, mainScene, endScene;
|
||||
[SerializeField]
|
||||
private float fadeSpeed;
|
||||
[SerializeField]
|
||||
private Image fadeImg;
|
||||
private Coroutine fadeCoroutine;
|
||||
public static GameController Instance{
|
||||
get{
|
||||
if(instance is null)Debug.LogError("Game controller is null");
|
||||
@ -16,28 +22,62 @@ public class GameController : MonoBehaviour
|
||||
}
|
||||
|
||||
private void Awake() {
|
||||
instance = this;
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
if(GameController.Instance is null){
|
||||
instance = this;
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
SceneManager.activeSceneChanged += ChangedScene;
|
||||
}else{
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void StartGame(){
|
||||
SceneManager.LoadScene(mainScene);
|
||||
fadeCoroutine = StartCoroutine(FadeToBlack(mainScene, true,fadeSpeed));
|
||||
}
|
||||
|
||||
public void EndGame(){
|
||||
Debug.Log("Game is over");
|
||||
SceneManager.LoadScene(endScene);
|
||||
fadeCoroutine = StartCoroutine(FadeToBlack(endScene, true,fadeSpeed));
|
||||
}
|
||||
|
||||
public void QuitGame(){
|
||||
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void Options(){
|
||||
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
|
||||
Debug.Log("Clicked options");
|
||||
}
|
||||
|
||||
public void MainMenu(){
|
||||
SceneManager.LoadScene(startScene);
|
||||
fadeCoroutine = StartCoroutine(FadeToBlack(startScene, true,fadeSpeed));
|
||||
}
|
||||
|
||||
private void ChangedScene(Scene curr, Scene next){
|
||||
fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed));
|
||||
}
|
||||
|
||||
public IEnumerator FadeToBlack(string sceneToLoad,bool fadeToBlack = true, float fadeSpeed = 2.5f){
|
||||
Color imgColor = fadeImg.color;
|
||||
float fadeAmount;
|
||||
if(fadeToBlack){
|
||||
while(fadeImg.color.a < 1){
|
||||
fadeAmount = imgColor.a + (fadeSpeed * Time.deltaTime);
|
||||
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
|
||||
fadeImg.color = imgColor;
|
||||
yield return null;
|
||||
}
|
||||
SceneManager.LoadScene(sceneToLoad);
|
||||
}else{
|
||||
while(fadeImg.color.a > 0){
|
||||
fadeAmount = imgColor.a - (fadeSpeed * Time.deltaTime);
|
||||
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
|
||||
fadeImg.color = imgColor;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
8
Assets/Scripts/Shaders.meta
Normal file
8
Assets/Scripts/Shaders.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c25c3458146a19a42898a05920f05bcf
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
28
Assets/Scripts/Shaders/CustomEffectComponent.cs
Normal file
28
Assets/Scripts/Shaders/CustomEffectComponent.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
|
||||
/**
|
||||
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
|
||||
*/
|
||||
|
||||
namespace Shaders
|
||||
{
|
||||
[Serializable,
|
||||
VolumeComponentMenuForRenderPipeline("Custom/"+nameof(CustomEffectComponent), typeof(UniversalRenderPipeline))]
|
||||
public class CustomEffectComponent : VolumeComponent, IPostProcessComponent
|
||||
{
|
||||
// For example, an intensity parameter that goes from 0 to 1
|
||||
public ClampedFloatParameter intensity =
|
||||
new ClampedFloatParameter(value: 0, min: 0, max: 1, overrideState: true);
|
||||
|
||||
// Other 'Parameter' variables you might have
|
||||
|
||||
public bool IsActive() => intensity.value > 0 && this.active;
|
||||
|
||||
// I have no idea what this does yet but I'll update the post once I find an usage
|
||||
public bool IsTileCompatible() => true;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Shaders/CustomEffectComponent.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomEffectComponent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2dce45078901e8743bb35a183fe9b463
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
117
Assets/Scripts/Shaders/CustomPostProcessPass.cs
Normal file
117
Assets/Scripts/Shaders/CustomPostProcessPass.cs
Normal file
@ -0,0 +1,117 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
/**
|
||||
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
|
||||
*
|
||||
*/
|
||||
|
||||
namespace Shaders
|
||||
{
|
||||
[System.Serializable]
|
||||
public class CustomPostProcessPass : ScriptableRenderPass
|
||||
{
|
||||
// Used to render from camera to post processings
|
||||
// back and forth, until we render the final image to
|
||||
// the camera
|
||||
RenderTargetIdentifier source;
|
||||
RenderTargetIdentifier destinationA;
|
||||
RenderTargetIdentifier destinationB;
|
||||
RenderTargetIdentifier latestDest;
|
||||
|
||||
readonly int temporaryRTIdA = Shader.PropertyToID("_TempRT");
|
||||
readonly int temporaryRTIdB = Shader.PropertyToID("_TempRTB");
|
||||
|
||||
public CustomPostProcessPass()
|
||||
{
|
||||
// Set the render pass event
|
||||
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
||||
}
|
||||
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
// Grab the camera target descriptor. We will use this when creating a temporary render texture.
|
||||
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
|
||||
descriptor.depthBufferBits = 0;
|
||||
|
||||
var renderer = renderingData.cameraData.renderer;
|
||||
source = renderer.cameraColorTarget;
|
||||
|
||||
// Create a temporary render texture using the descriptor from above.
|
||||
cmd.GetTemporaryRT(temporaryRTIdA , descriptor, FilterMode.Bilinear);
|
||||
destinationA = new RenderTargetIdentifier(temporaryRTIdA);
|
||||
cmd.GetTemporaryRT(temporaryRTIdB , descriptor, FilterMode.Bilinear);
|
||||
destinationB = new RenderTargetIdentifier(temporaryRTIdB);
|
||||
}
|
||||
|
||||
// The actual execution of the pass. This is where custom rendering occurs.
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
// Skipping post processing rendering inside the scene View
|
||||
if(renderingData.cameraData.isSceneViewCamera)
|
||||
return;
|
||||
|
||||
// Here you get your materials from your custom class
|
||||
// (It's up to you! But here is how I did it)
|
||||
var materials = CustomPostProcessingMaterials.Instance;
|
||||
if (materials == null)
|
||||
{
|
||||
Debug.LogError("Custom Post Processing Materials instance is null");
|
||||
return;
|
||||
}
|
||||
|
||||
CommandBuffer cmd = CommandBufferPool.Get("Custom Post Processing");
|
||||
cmd.Clear();
|
||||
|
||||
// This holds all the current Volumes information
|
||||
// which we will need later
|
||||
var stack = VolumeManager.instance.stack;
|
||||
|
||||
#region Local Methods
|
||||
|
||||
// Swaps render destinations back and forth, so that
|
||||
// we can have multiple passes and similar with only a few textures
|
||||
void BlitTo(Material mat, int pass = 0)
|
||||
{
|
||||
var first = latestDest;
|
||||
var last = first == destinationA ? destinationB : destinationA;
|
||||
Blit(cmd, first, last, mat, pass);
|
||||
|
||||
latestDest = last;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Starts with the camera source
|
||||
latestDest = source;
|
||||
|
||||
//---Custom effect here---
|
||||
var customEffect = stack.GetComponent<CustomEffectComponent>();
|
||||
// Only process if the effect is active
|
||||
if (customEffect.IsActive())
|
||||
{
|
||||
var customMaterial = materials.customEffect;
|
||||
// P.s. optimize by caching the property ID somewhere else
|
||||
customMaterial.SetFloat(Shader.PropertyToID("_Intensity"), customEffect.intensity.value);
|
||||
|
||||
BlitTo(customMaterial);
|
||||
}
|
||||
|
||||
// Add any other custom effect/component you want, in your preferred order
|
||||
// Custom effect 2, 3 , ...
|
||||
|
||||
// DONE! Now that we have processed all our custom effects, applies the final result to camera
|
||||
Blit(cmd, latestDest, source);
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
//Cleans the temporary RTs when we don't need them anymore
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
cmd.ReleaseTemporaryRT(temporaryRTIdA);
|
||||
cmd.ReleaseTemporaryRT(temporaryRTIdB);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Shaders/CustomPostProcessPass.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomPostProcessPass.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37e69f1d36604e44e8313672cbb7efd4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
20
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs
Normal file
20
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs
Normal file
@ -0,0 +1,20 @@
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace Shaders
|
||||
{
|
||||
[System.Serializable]
|
||||
public class CustomPostProcessRenderer : ScriptableRendererFeature
|
||||
{
|
||||
CustomPostProcessPass pass;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
pass = new CustomPostProcessPass();
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
renderer.EnqueuePass(pass);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4a5752e025fc3d4c98d3aad409aac42
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
35
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs
Normal file
35
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
/**
|
||||
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
|
||||
*/
|
||||
|
||||
namespace Shaders
|
||||
{
|
||||
[System.Serializable,
|
||||
CreateAssetMenu(fileName = "CustomPostProcessingMaterials", menuName = "CustomMaterial/CustomPostProcessingMaterials")]
|
||||
public class CustomPostProcessingMaterials : UnityEngine.ScriptableObject
|
||||
{
|
||||
//---Your Materials---
|
||||
public Material customEffect;
|
||||
|
||||
//---Accessing the data from the Pass---
|
||||
static CustomPostProcessingMaterials _instance;
|
||||
|
||||
public static CustomPostProcessingMaterials Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance != null) return _instance;
|
||||
// TODO check if application is quitting
|
||||
// and avoid loading if that is the case
|
||||
|
||||
_instance =
|
||||
UnityEngine.Resources.Load("Shaders/CustomPostProcessingMaterials") as CustomPostProcessingMaterials;
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0517c7201b6a73841950436abd2ee35f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -27,7 +27,7 @@ public class SlidingDoor : Triggerable
|
||||
}
|
||||
}
|
||||
|
||||
public override void TriggerEvent(){
|
||||
public override void TriggerEvent(Collider other){
|
||||
|
||||
isOpen = !isOpen;
|
||||
}
|
||||
|
||||
@ -16,7 +16,7 @@ public class TriggerZone : MonoBehaviour
|
||||
private void OnTriggerEnter(Collider other) {
|
||||
if(!onEnter)return;
|
||||
if(other.gameObject.tag.Equals("Player")){
|
||||
linkedObj.TriggerEvent();
|
||||
linkedObj?.TriggerEvent(other);
|
||||
enterEvent?.Invoke();
|
||||
}
|
||||
}
|
||||
@ -24,7 +24,7 @@ public class TriggerZone : MonoBehaviour
|
||||
private void OnTriggerStay(Collider other) {
|
||||
if(!onStay)return;
|
||||
if(other.gameObject.tag.Equals("Player")){
|
||||
linkedObj.TriggerEvent();
|
||||
linkedObj?.TriggerEvent(other);
|
||||
stayEvent?.Invoke();
|
||||
}
|
||||
}
|
||||
@ -32,7 +32,7 @@ public class TriggerZone : MonoBehaviour
|
||||
private void OnTriggerExit(Collider other) {
|
||||
if(!OnExit)return;
|
||||
if(other.gameObject.tag.Equals("Player")){
|
||||
linkedObj.TriggerEvent();
|
||||
linkedObj?.TriggerEvent(other);
|
||||
exitEvent?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,5 +4,5 @@ using UnityEngine;
|
||||
|
||||
public abstract class Triggerable : MonoBehaviour
|
||||
{
|
||||
public abstract void TriggerEvent();
|
||||
public abstract void TriggerEvent(Collider other = null);
|
||||
}
|
||||
|
||||
26
Assets/Scripts/UIController.cs
Normal file
26
Assets/Scripts/UIController.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UIController : MonoBehaviour
|
||||
{
|
||||
public void StartGame(){
|
||||
GameController.Instance.StartGame();
|
||||
}
|
||||
|
||||
public void EndGame(){
|
||||
GameController.Instance.EndGame();
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u_scanline_speed_2("Scanline Speed 2",float) = 0.5
|
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u_scanline_amount("Scanline Amount",range(0, 1)) = 0.5
|
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u_vignette_size("Vignette Size",range(0, 10)) = 0.5
|
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u_vignette_smoothness("Vignette Smoothness",range(0, 2)) = 0.5
|
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u_vignette_edge_round("Vignette Edge Round",range(0, 100)) = 0.5
|
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u_noise_size("Noise Size",range(0, 500 )) = 0.5
|
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u_noise_amount("Noise Amount",range(0, 0.15)) = 0.5
|
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u_red_offset_y("Red Offset",range(-0.01,0.01)) = 0
|
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u_green_offset_y("Green Offset",range(-0.01,0.01)) = 0
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u_blue_offset_y("Blue Offset",range(-0.01,0.01)) = 0
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Tags
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{
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Pass
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{
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#pragma vertex vert
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#pragma fragment frag
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float _Intensity;
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
|
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv = input.uv;
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return output;
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}
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uniform float u_time;
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uniform float u_bend;
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uniform float u_space_bend;
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uniform float u_scanlin_transparence1;
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uniform float u_scanline_size_1;
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uniform float u_scanline_speed_1;
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uniform float u_scanlin_transparence2;
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uniform float u_scanline_amount;
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uniform float u_blue_offset_y;
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half2 u_color_offset(float offset)
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{
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return half2(0, offset);
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}
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half2 crt_coords(half2 uv, float bend)
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{
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uv -= 0.5;
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uv *= 2.;
|
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uv.x *= 1. + pow(abs(uv.y) / bend, 2.);
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uv.y *= 1. + pow(abs(uv.x) / bend, 2.);
|
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|
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uv /= u_space_bend;
|
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return (uv + .5);
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}
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float vignette(half2 uv, float size, float smoothness, float edgeRounding)
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{
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uv -= .5;
|
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uv *= size;
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float amount = sqrt(pow(abs(uv.x), edgeRounding) + pow(abs(uv.y), edgeRounding));
|
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amount = 1. - amount;
|
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return smoothstep(0, smoothness, amount);
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}
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float scanline(half2 uv, float lines, float speed, float transparence)
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{
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return sin(uv.y * lines + u_time * speed) * transparence;
|
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}
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float random(half2 uv)
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{
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return frac(sin(dot(uv, half2(15.1511, 42.5225))) * 12341.51611 * sin(u_time * 0.03));
|
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}
|
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float noise(half2 uv)
|
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{
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half2 i = floor(uv);
|
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half2 f = frac(uv);
|
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|
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float a = random(i);
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float b = random(i + half2(1., 0.));
|
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float c = random(i + half2(0, 1.));
|
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float d = random(i + half2(1., 1.));
|
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half2 u = smoothstep(0., 1., f);
|
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return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
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}
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float4 frag(Varyings i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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u_time = _Time;
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half2 crt_uv = crt_coords(i.uv, u_bend);
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
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|
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color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
|
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color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
|
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color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
|
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color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
|
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|
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float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
|
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float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
|
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|
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color = lerp(color, (s1 + s2), u_scanline_amount);
|
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color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
|
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color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
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return color;
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}
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ENDHLSL
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}
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}
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FallBack "Diffuse"
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}
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Loading…
x
Reference in New Issue
Block a user