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Nip in the Bud Updates & VHS Effect for Retro TV! (#12)
* KILLING THE ASSETS. BURN THEM * Revert "KILLING THE ASSETS. BURN THEM" This reverts commitb6e8cf0525
. * Reapply "KILLING THE ASSETS. BURN THEM" This reverts commitd67c730d10
. * Unkill meta files might want those tbh * Update GraphicsSettings.asset --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
This commit is contained in:
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66 changed files with 5461 additions and 153 deletions
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@ -419,6 +419,13 @@ AnimationClip:
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assetBundleName: pcovenus/common
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assetBundleVariant:
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@ -168,6 +168,13 @@ AnimationClip:
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|
|
@ -21,6 +21,7 @@ public class Mayfly : MonoBehaviour
|
|||
public bool isApproaching;
|
||||
public bool isFleeing;
|
||||
public bool isExiting;
|
||||
public bool reaction = false;
|
||||
|
||||
public BezierCurve3D startCurve;
|
||||
public BezierCurve3D approachCurve;
|
||||
|
@ -103,17 +104,20 @@ public class Mayfly : MonoBehaviour
|
|||
{
|
||||
game.StopPrepare();
|
||||
if (state >= 1f || state <= -1f) {
|
||||
Leilani.DoScaledAnimationAsync("SnapMiss", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("SnapMiss", 0.5f, 0);
|
||||
|
||||
SoundByte.PlayOneShotGame("nipInTheBud/barely");
|
||||
isApproaching = false;
|
||||
isFleeing = true;
|
||||
fleeBeat = game.conductor.songPositionInBeatsAsDouble;
|
||||
transform.Rotate(new Vector3 (0,180,0));
|
||||
if (reaction) game.bopExpression = "Sad";
|
||||
|
||||
}
|
||||
else {
|
||||
Leilani.DoScaledAnimationAsync("Snap", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("Snap", 0.5f, 0);
|
||||
SoundByte.PlayOneShotGame("nipInTheBud/catch");
|
||||
if (reaction) game.bopExpression = "Happy";
|
||||
Destroy(gameObject);
|
||||
|
||||
}
|
||||
|
@ -124,7 +128,8 @@ public class Mayfly : MonoBehaviour
|
|||
public void Miss (PlayerActionEvent caller)
|
||||
{
|
||||
if (!game.preparing) return;
|
||||
Leilani.DoScaledAnimationAsync("Unprepare", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("Unprepare", 0.5f, 0);
|
||||
if (reaction) game.bopExpression = "Sad";
|
||||
game.StopPrepare();
|
||||
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@ public class Mosquito : MonoBehaviour
|
|||
public bool isStarting;
|
||||
public bool isApproaching;
|
||||
public bool isFleeing;
|
||||
public bool reaction = false;
|
||||
|
||||
public BezierCurve3D startCurve;
|
||||
public BezierCurve3D approachCurve;
|
||||
|
@ -60,6 +61,7 @@ public class Mosquito : MonoBehaviour
|
|||
body.sortingOrder = bodySort;
|
||||
wingA.sortingOrder = wingSort;
|
||||
wingB.sortingOrder = wingSort;
|
||||
|
||||
|
||||
if (isStarting)
|
||||
{
|
||||
|
@ -75,7 +77,7 @@ public class Mosquito : MonoBehaviour
|
|||
|
||||
float flyPosApproach = game.conductor.GetPositionFromBeat(approachBeat, 1f);
|
||||
transform.position = approachCurve.GetPoint(flyPosApproach);
|
||||
if (flyPosApproach == 1f) {
|
||||
if (flyPosApproach > 1f) {
|
||||
bodySort = 1000;
|
||||
wingSort = 1001;
|
||||
}
|
||||
|
@ -95,18 +97,25 @@ public class Mosquito : MonoBehaviour
|
|||
|
||||
public void Hit (PlayerActionEvent caller, float state)
|
||||
{
|
||||
|
||||
double hitBeat = game.conductor.songPositionInBeatsAsDouble;
|
||||
game.StopPrepare();
|
||||
if (state >= 1f || state <= -1f) {
|
||||
Leilani.DoScaledAnimationAsync("SnapMiss", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("SnapMiss", 0.5f, 0);
|
||||
if (reaction) game.bopExpression = "Sad";
|
||||
SoundByte.PlayOneShotGame("nipInTheBud/barely");
|
||||
isApproaching = false;
|
||||
isFleeing = true;
|
||||
fleeBeat = game.conductor.songPositionInBeatsAsDouble;
|
||||
transform.Rotate(new Vector3 (0,180,0));
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Leilani.DoScaledAnimationAsync("Snap", 0.5f);
|
||||
|
||||
Leilani.DoScaledAnimationAsync("Snap", 0.5f, 0);
|
||||
if (reaction) game.bopExpression = "Happy";
|
||||
|
||||
SoundByte.PlayOneShotGame("nipInTheBud/catch");
|
||||
Destroy(gameObject);
|
||||
|
||||
|
@ -118,7 +127,8 @@ public class Mosquito : MonoBehaviour
|
|||
public void Miss (PlayerActionEvent caller)
|
||||
{
|
||||
if (!game.preparing) return;
|
||||
Leilani.DoScaledAnimationAsync("Unprepare", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("Unprepare", 0.5f, 0);
|
||||
if (reaction) game.bopExpression = "Sad";
|
||||
game.StopPrepare();
|
||||
|
||||
}
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("nipInTheBud", "Nip In the Bud", "ffffff", false, false, new List<GameAction>()
|
||||
return new Minigame("nipInTheBud", "Nip In the Bud", "85cbff", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
|
@ -59,20 +59,40 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("spawnMosquito", "Mosquito")
|
||||
{
|
||||
function = delegate {NipInTheBud.instance.QueueMosquito(eventCaller.currentEntity.beat);},
|
||||
function = delegate {NipInTheBud.instance.QueueMosquito(eventCaller.currentEntity.beat, eventCaller.currentEntity["reaction"]);},
|
||||
defaultLength = 3f,
|
||||
resizable = false,
|
||||
parameters = new List<Param>{
|
||||
new Param("reaction", false, "Reaction", "Toggle if Leilani displays a reaction after the input."),
|
||||
}
|
||||
},
|
||||
new GameAction("spawnMayfly", "Mayfly")
|
||||
{
|
||||
function = delegate {NipInTheBud.instance.QueueMayfly(eventCaller.currentEntity.beat);},
|
||||
function = delegate {NipInTheBud.instance.QueueMayfly(eventCaller.currentEntity.beat, eventCaller.currentEntity["reaction"]);},
|
||||
defaultLength = 5f,
|
||||
resizable = false,
|
||||
}
|
||||
parameters = new List<Param>{
|
||||
new Param("reaction", true, "Reaction", "Toggle if Leilani displays a reaction after the input."),
|
||||
}
|
||||
},
|
||||
new GameAction("fade background", "Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; NipInTheBud.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorStart", NipInTheBud.defaultBGColor, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("colorEnd", NipInTheBud.defaultBGColor, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
new List<string>() {"pco", "normal"}
|
||||
//"pcovenus", "en",
|
||||
new List<string>() {"pco", "normal"},
|
||||
"pcovenus", "en",
|
||||
new List<string>() {},
|
||||
chronologicalSortKey: 20240612
|
||||
);
|
||||
|
||||
}
|
||||
|
@ -89,20 +109,34 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public static NipInTheBud instance;
|
||||
|
||||
public string bopExpression = "Neutral";
|
||||
|
||||
bool goBop;
|
||||
public bool noBop = false;
|
||||
public bool queuePrepare;
|
||||
public bool preparing;
|
||||
public bool queueBopReset;
|
||||
|
||||
[Header("Animators")]
|
||||
public Animator Leilani;
|
||||
public Animator Bubble;
|
||||
|
||||
[Header("Objects")]
|
||||
[Header("Components")]
|
||||
[SerializeField] Mosquito Mosquito;
|
||||
[SerializeField] Mayfly Mayfly;
|
||||
[SerializeField] GameObject mosquitoStart;
|
||||
[SerializeField] GameObject mayflyStart;
|
||||
[SerializeField] SpriteRenderer bg;
|
||||
|
||||
public static Color defaultBGColor = new Color(0.5215686274509804f, 0.796078431372549f, 1f);
|
||||
//public static Color defaultBGColor
|
||||
//{
|
||||
// get
|
||||
// {
|
||||
// ColorUtility.TryParseHtmlString("#85cbff", out _defaultBGColor);
|
||||
// return _defaultBGColor;
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
private void Awake()
|
||||
|
@ -116,42 +150,60 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (BeatIsInBopRegion(beat))
|
||||
{
|
||||
Bop();
|
||||
Bop(beat);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
BackgroundColorUpdate();
|
||||
if (queuePrepare && !preparing && (Leilani.IsAnimationNotPlaying() || Leilani.IsPlayingAnimationNames("Bop")))
|
||||
{
|
||||
Leilani.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("Prepare", 0.5f, 0);
|
||||
Leilani.DoScaledAnimationAsync("PrepFace", 0.5f, 1);
|
||||
preparing = true;
|
||||
queuePrepare = false;
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !GameManager.instance.autoplay && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
|
||||
{
|
||||
// queuePrepare = true;
|
||||
Leilani.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("Prepare", 0.5f, 0);
|
||||
Leilani.DoScaledAnimationAsync("PrepFace", 0.5f, 1);
|
||||
preparing = true;
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && (!IsExpectingInputNow(InputAction_BasicRelease)) && (!GameManager.instance.autoplay) && PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch)
|
||||
{
|
||||
StopPrepare();
|
||||
Leilani.DoScaledAnimationAsync("Unprepare", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("Unprepare", 0.5f, 0);
|
||||
Leilani.DoScaledAnimationAsync(bopExpression, 0.5f, 1);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
|
||||
{
|
||||
Leilani.DoScaledAnimationAsync("Snap", 0.5f);
|
||||
Leilani.DoScaledAnimationAsync("SnapWhiff", 0.5f, 0);
|
||||
SoundByte.PlayOneShotGame("nipInTheBud/whiff");
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void DoPrepare()
|
||||
{
|
||||
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && PlayerInput.PlayerHasControl()) return;
|
||||
Leilani.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||
|
||||
Leilani.DoScaledAnimationAsync("PrepFace", 0.5f, 1);
|
||||
Leilani.DoScaledAnimationAsync("Prepare", 0.5f, 0);
|
||||
preparing = true;
|
||||
|
||||
}
|
||||
|
||||
public void StopPrepare()
|
||||
|
@ -160,6 +212,16 @@ namespace HeavenStudio.Games
|
|||
queuePrepare = false;
|
||||
}
|
||||
|
||||
public void ResetBopExpression(double beat)
|
||||
{
|
||||
BeatAction.New(this, new() {
|
||||
new(beat+1, delegate{
|
||||
bopExpression = "Neutral";
|
||||
queueBopReset = false;
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
public void BopToggle(double beat, float length, bool toggle, bool autoBop)
|
||||
{
|
||||
|
||||
|
@ -168,26 +230,58 @@ namespace HeavenStudio.Games
|
|||
List<BeatAction.Action> bops = new List<BeatAction.Action>();
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
bops.Add(new BeatAction.Action(beat + i, delegate { Bop(); }));
|
||||
bops.Add(new BeatAction.Action(beat + i, delegate { Bop(beat); }));
|
||||
}
|
||||
BeatAction.New(instance, bops);
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
public void Bop(double beat)
|
||||
{
|
||||
if (!noBop && !preparing && !queuePrepare && (Leilani.IsAnimationNotPlaying() || Leilani.IsPlayingAnimationNames("Idle"))) Leilani.DoScaledAnimationAsync("Bop", 0.5f, 0);
|
||||
if (!noBop && !preparing && !queuePrepare && (Leilani.IsAnimationNotPlaying() || Leilani.IsPlayingAnimationNames("Idle")))
|
||||
{ Leilani.DoScaledAnimationAsync("Bop", 0.5f, 0);
|
||||
Leilani.DoScaledAnimationAsync(bopExpression, 0.5f, 1);
|
||||
|
||||
if ((bopExpression == "Happy" || bopExpression == "Sad") && !queueBopReset)
|
||||
{
|
||||
ResetBopExpression(beat); //change beat to beat+1, remove beat+1 from ResetBopExpression
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void QueueMosquito (double beat)
|
||||
private ColorEase bgColorEase = new(defaultBGColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
SummonMosquito(beat);
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("nipInTheBud", new string[] { "fade background" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void QueueMosquito (double beat, bool react)
|
||||
{
|
||||
SummonMosquito(beat, react);
|
||||
BeatAction.New(this, new() {
|
||||
new(beat+1, () => queuePrepare = PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
|
||||
});
|
||||
}
|
||||
|
||||
public void SummonMosquito(double beat)
|
||||
public void SummonMosquito(double beat, bool react)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
|
@ -196,12 +290,13 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
Mosquito newMosquito = Instantiate(Mosquito, mosquitoStart.transform);
|
||||
newMosquito.startBeat = beat;
|
||||
newMosquito.reaction = react;
|
||||
newMosquito.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void QueueMayfly (double beat)
|
||||
public void QueueMayfly (double beat, bool react)
|
||||
{
|
||||
SummonMayfly(beat+2);
|
||||
SummonMayfly(beat+2, react);
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
|
@ -219,7 +314,7 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
}
|
||||
|
||||
public void SummonMayfly(double beat)
|
||||
public void SummonMayfly(double beat, bool react)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
|
@ -228,6 +323,7 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
Mayfly newMayfly = Instantiate(Mayfly, mayflyStart.transform);
|
||||
newMayfly.startBeat = beat;
|
||||
newMayfly.reaction = react;
|
||||
newMayfly.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
|
|
|
@ -1232,11 +1232,44 @@ namespace HeavenStudio
|
|||
new("bottomEnd", new EntityTypes.Float(0f, 1f, 0.02f), "End Bottom Collapse", "Set the bottom collapse at the end of the event."),
|
||||
|
||||
new("noiseStart", new EntityTypes.Float(0f, 1f, 0.3f), "Start Noise", "Set the noise at the start of the event."),
|
||||
new("noiseEnd", new EntityTypes.Float(0f, 1f, 0.3f), "End Noise", "Set the noise knee at the end of the event."),
|
||||
new("noiseEnd", new EntityTypes.Float(0f, 1f, 0.3f), "End Noise", "Set the noise at the end of the event."),
|
||||
|
||||
new("HSonVHS", false, "VHS Effects", "Toggle if VHS effects are enabled." , new()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "bleedIntStart","bleedIntEnd","bleedIteration","vhsGrainStart","vhsGrainEnd",
|
||||
"grainScaleStart","grainScaleEnd","stripeDenStart","stripeDenEnd","stripeOpacStart","stripeOpacEnd","edgeIntStart","edgeIntEnd","edgeDistStart","edgeDistEnd"
|
||||
})
|
||||
}
|
||||
),
|
||||
|
||||
new("bleedIntStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Bleed", "Set the color bleeding at the start of the event."),
|
||||
new("bleedIntEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Bleed", "Set the color bleeding at the end of the event."),
|
||||
|
||||
new("bleedIteration", new EntityTypes.Integer(2,8,2), "Bleed Iterations", "Sets the amount of iterations of color bleeding."),
|
||||
|
||||
new("vhsGrainStart", new EntityTypes.Float(0f,1f,0.1f), "Start Grain", "Sets the intensity of the grain at the start of the event. Grain looks different than the Grain block."),
|
||||
new("vhsGrainEnd", new EntityTypes.Float(0f,1f,0.1f), "End Grain", "Sets the intensity of the grain at the end of the event. Grain looks different than the Grain block."),
|
||||
|
||||
new("grainScaleStart", new EntityTypes.Float(0f,1f,0.1f), "Start Grain Scale", "Sets the size of the grain at the start of the event.Grain looks different than the Grain block."),
|
||||
new("grainScaleEnd", new EntityTypes.Float(0f,1f,0.1f), "End Grain Scale", "Sets the size of the grain at the end of the event.Grain looks different than the Grain block."),
|
||||
|
||||
new("stripeDenStart", new EntityTypes.Float(0f, 1f, 0.1f), "Start Stripe Density", "Set the stripe density at the start of the event."),
|
||||
new("stripeDenEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Stripe Density", "Set the stripe density at the end of the event."),
|
||||
|
||||
new("stripeOpacStart", new EntityTypes.Float(0f, 1f, 1f), "Start Stripe Opacity", "Set the stripe opacity at the start of the event."),
|
||||
new("stripeOpacEnd", new EntityTypes.Float(0f, 1f, 1f), "End Stripe Opacity", "Set the stripe opacity at the end of the event."),
|
||||
|
||||
new("edgeIntStart", new EntityTypes.Float(0f, 2f, 0.5f), "Start Edge Sharpness", "Set the edge sharpness at the start of the event."),
|
||||
new("edgeIntEnd", new EntityTypes.Float(0f, 2f, 0.5f), "End Edge Sharpness", "Set the edge sharpness at the end of the event."),
|
||||
|
||||
new("edgeDistStart", new EntityTypes.Float(0f, 0.005f, 0.002f), "Start Edge Distance", "Set the edge sharpness at the start of the event."),
|
||||
new("edgeDistEnd", new EntityTypes.Float(0f, 0.005f, 0.002f), "End Edge Distance", "Set the edge sharpness at the end of the event."),
|
||||
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "rgbStart", "bottomStart", "noiseStart"})
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "rgbStart", "bottomStart", "noiseStart",
|
||||
"bleedIntStart","vhsGrainStart","grainScaleStart","stripeDenStart","stripeOpacStart","edgeIntStart","edgeDistStart"})
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
|
|
@ -265,6 +265,7 @@ namespace HeavenStudio
|
|||
|
||||
private void UpdateRetroTV()
|
||||
{
|
||||
UpdateVHS();
|
||||
if (!_volume.profile.TryGetSettings<CRT>(out var t)) return;
|
||||
t.enabled.Override(false);
|
||||
foreach (var e in _retroTvs)
|
||||
|
@ -289,6 +290,50 @@ namespace HeavenStudio
|
|||
float newNoiseAmount = func(e["noiseStart"], e["noiseEnd"], clampNormal);
|
||||
t.NoiseAmount.Override(newNoiseAmount);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void UpdateVHS()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<VHS>(out var tb)) return;
|
||||
tb.enabled.Override(false);
|
||||
foreach (var e in _retroTvs)
|
||||
{
|
||||
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
tb.enabled.Override(e["HSonVHS"]);
|
||||
if (!tb.enabled) return;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newBleedIntensity = func(e["bleedIntStart"], e["bleedIntEnd"], clampNormal);
|
||||
tb.colorBleedingIntensity.Override(newBleedIntensity);
|
||||
|
||||
tb.colorBleedIterations.Override(e["bleedIteration"]) ;
|
||||
|
||||
float newGrainIntensity = func(e["vhsGrainStart"], e["vhsGrainEnd"], clampNormal);
|
||||
tb.grainIntensity.Override(newGrainIntensity);
|
||||
|
||||
float newGrainScale = func(e["grainScaleStart"], e["grainScaleEnd"], clampNormal);
|
||||
tb.grainScale.Override(newGrainScale);
|
||||
|
||||
float newStripeDensity = func(e["stripeDenStart"], e["stripeDenEnd"], clampNormal);
|
||||
tb.stripeNoiseDensity.Override(newStripeDensity);
|
||||
|
||||
float newStripeOpacity = func(e["stripeOpacStart"], e["stripeOpacEnd"], clampNormal);
|
||||
tb.stripeNoiseOpacity.Override(newStripeOpacity);
|
||||
|
||||
float newEdgeSharpness = func(e["edgeIntStart"], e["edgeIntEnd"], clampNormal);
|
||||
tb.edgeIntensity.Override(newEdgeSharpness);
|
||||
|
||||
float newEdgeDistance = func(e["edgeDistStart"], e["edgeDistEnd"], clampNormal);
|
||||
tb.edgeDistance.Override(newEdgeDistance);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScanJitter()
|
||||
|
|
8
Assets/VHSEffect-main.meta
Normal file
8
Assets/VHSEffect-main.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2c00aeb122e473b49bedf1f664b42be1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
2
Assets/VHSEffect-main/.gitattributes
vendored
Normal file
2
Assets/VHSEffect-main/.gitattributes
vendored
Normal file
|
@ -0,0 +1,2 @@
|
|||
# Auto detect text files and perform LF normalization
|
||||
* text=auto
|
72
Assets/VHSEffect-main/.gitignore
vendored
Normal file
72
Assets/VHSEffect-main/.gitignore
vendored
Normal file
|
@ -0,0 +1,72 @@
|
|||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
|
||||
/[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
|
||||
/[Mm]emoryCaptures/
|
||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
/[Aa]ssets/Plugins/Editor/JetBrains*
|
||||
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
# Autogenerated VS/MD/Consulo solution and project files
|
||||
ExportedObj/
|
||||
.consulo/
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
|
||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
||||
# Unity3D generated file on crash reports
|
||||
sysinfo.txt
|
||||
|
||||
# Builds
|
||||
*.apk
|
||||
*.aab
|
||||
*.unitypackage
|
||||
*.app
|
||||
|
||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
|
||||
|
||||
# Packed Addressables
|
||||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
|
||||
|
||||
# Temporary auto-generated Android Assets
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
6
Assets/VHSEffect-main/.vsconfig
Normal file
6
Assets/VHSEffect-main/.vsconfig
Normal file
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
|
8
Assets/VHSEffect-main/Assets.meta
Normal file
8
Assets/VHSEffect-main/Assets.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e533f5c0c4e435940bc454afdc683f57
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/VHSEffect-main/Assets/VHSEffect.meta
Normal file
8
Assets/VHSEffect-main/Assets/VHSEffect.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 372ce0e2ed8829b4781314eb072d8545
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/VHSEffect-main/Assets/VHSEffect/Resources.meta
Normal file
8
Assets/VHSEffect-main/Assets/VHSEffect/Resources.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ef8aa041803e06f428640649cacee97d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,70 @@
|
|||
Shader "Hidden/VHSComposite"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
|
||||
|
||||
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
|
||||
TEXTURE2D_SAMPLER2D(_SlightBlurredTex, sampler_SlightBlurredTex);
|
||||
TEXTURE2D_SAMPLER2D(_BlurredTex, sampler_BlurredTex);
|
||||
TEXTURE2D_SAMPLER2D(_Grain, sampler_Grain);
|
||||
TEXTURE2D(_Noise);
|
||||
float _NoiseOpacity;
|
||||
float _ColorBleedIntensity;
|
||||
float _EdgeIntensity;
|
||||
float _EdgeDistance;
|
||||
float _GrainIntensity;
|
||||
float4 _GrainScaleOffset;
|
||||
|
||||
|
||||
float3 RGBToYCbCr(float3 rgb) {
|
||||
return float3(0.0625 + 0.257 * rgb.r + 0.50412 * rgb.g + 0.0979 * rgb.b,
|
||||
0.5 - 0.14822 * rgb.r - 0.290 * rgb.g + 0.43921 * rgb.b,
|
||||
0.5 + 0.43921 * rgb.r - 0.3678 * rgb.g - 0.07142 * rgb.b);
|
||||
}
|
||||
float3 YCbCrToRGB(float3 ycbcr) {
|
||||
|
||||
ycbcr -= float3(0.0625, 0.5, 0.5);
|
||||
return float3(1.164 * ycbcr.x + 1.596 * ycbcr.z,
|
||||
1.164 * ycbcr.x - 0.392 * ycbcr.y - 0.813 * ycbcr.z,
|
||||
1.164 * ycbcr.x + 2.017 * ycbcr.y);
|
||||
}
|
||||
|
||||
float4 Frag(VaryingsDefault i) : SV_Target
|
||||
{
|
||||
float4 sharpColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
||||
sharpColor.rgb += SAMPLE_TEXTURE2D(_Noise, sampler_MainTex, i.texcoord).r * _NoiseOpacity;
|
||||
|
||||
float3 edges = sharpColor.rgb + 0.5 - (SAMPLE_TEXTURE2D(_SlightBlurredTex, sampler_SlightBlurredTex, i.texcoord - float2(_EdgeDistance, 0)).rgb);
|
||||
sharpColor.rgb += (edges - 0.5) * _EdgeIntensity;
|
||||
|
||||
sharpColor.xyz = RGBToYCbCr(sharpColor.rgb);
|
||||
float2 blurredColor = RGBToYCbCr(SAMPLE_TEXTURE2D(_BlurredTex, sampler_BlurredTex, i.texcoord).rgb).yz;
|
||||
float2 colorGrain = RGBToYCbCr(SAMPLE_TEXTURE2D(_Grain, sampler_Grain, (i.texcoord - _GrainScaleOffset.zw) * _GrainScaleOffset.xy).rgb).yz;
|
||||
float lumGrain = SAMPLE_TEXTURE2D(_Grain, sampler_Grain, (i.texcoord - _GrainScaleOffset.zw) * _GrainScaleOffset.xy * 4 - 0.5).g;
|
||||
sharpColor.yz = lerp(sharpColor.yz, blurredColor.xy, _ColorBleedIntensity);
|
||||
sharpColor.yz += (colorGrain.xy - 0.5) * _GrainIntensity * sharpColor.x;
|
||||
sharpColor.x *= 1 + (lumGrain - 0.5) * _GrainIntensity * 0.5;
|
||||
|
||||
|
||||
|
||||
return float4(YCbCrToRGB(sharpColor.rgb), sharpColor.a);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e1c715a3f75f9a047aa997ebf0645f50
|
||||
ShaderImporter:
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BIN
Assets/VHSEffect-main/Assets/VHSEffect/Resources/vhsNoise.png~
Normal file
BIN
Assets/VHSEffect-main/Assets/VHSEffect/Resources/vhsNoise.png~
Normal file
Binary file not shown.
After Width: | Height: | Size: 170 KiB |
182
Assets/VHSEffect-main/Assets/VHSEffect/VHS.cs
Normal file
182
Assets/VHSEffect-main/Assets/VHSEffect/VHS.cs
Normal file
|
@ -0,0 +1,182 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[Serializable]
|
||||
[PostProcess(typeof(VHSRenderer), PostProcessEvent.AfterStack, "Custom/VHS", true)]
|
||||
public sealed class VHS : PostProcessEffectSettings
|
||||
{
|
||||
[Range(0f, 1f)]
|
||||
public FloatParameter colorBleedingIntensity = new FloatParameter { value = 0.5f };
|
||||
[Range(2, 8), Tooltip("Color bleed iterations")]
|
||||
public IntParameter colorBleedIterations = new IntParameter { value = 2 };
|
||||
[Range(0f, 1f)]
|
||||
public FloatParameter grainIntensity = new FloatParameter { value = 0.1f };
|
||||
[Range(0.0f, 2f)]
|
||||
public FloatParameter grainScale = new FloatParameter { value = 0.1f };
|
||||
[Range(0f, 1f)]
|
||||
public FloatParameter stripeNoiseDensity = new FloatParameter { value = 0.1f };
|
||||
[Range(0f, 1f)]
|
||||
public FloatParameter stripeNoiseOpacity = new FloatParameter { value = 1f };
|
||||
[Range(0f, 2f)]
|
||||
public FloatParameter edgeIntensity = new FloatParameter { value = 0.5f };
|
||||
[Range(0f, 0.005f)]
|
||||
public FloatParameter edgeDistance = new FloatParameter { value = 0.002f };
|
||||
|
||||
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
|
||||
{
|
||||
return base.IsEnabledAndSupported(context) && (colorBleedingIntensity > 0 || edgeIntensity > 0 || (stripeNoiseDensity > 0 && stripeNoiseOpacity > 0) || grainIntensity > 0);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class VHSRenderer : PostProcessEffectRenderer<VHS>
|
||||
{
|
||||
RenderTexture[] blurPyramid;
|
||||
RenderTexture noiseBuffer;
|
||||
RenderTexture noiseBuffer2;
|
||||
|
||||
Texture2D grainTex
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_grainTex == null) _grainTex = (Texture2D)Resources.Load("vhsGrain", typeof(Texture2D));
|
||||
return _grainTex;
|
||||
}
|
||||
}
|
||||
private Texture2D _grainTex;
|
||||
Texture2D horizontalNoiseTex
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_horizontalNoiseTex == null) _horizontalNoiseTex = (Texture2D)Resources.Load("horizontalNoise", typeof(Texture2D));
|
||||
return _horizontalNoiseTex;
|
||||
}
|
||||
}
|
||||
private Texture2D _horizontalNoiseTex;
|
||||
Texture2D speckNoiseTex
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_speckNoiseTex == null) _speckNoiseTex = (Texture2D)Resources.Load("speckNoise", typeof(Texture2D));
|
||||
return _speckNoiseTex;
|
||||
}
|
||||
}
|
||||
private Texture2D _speckNoiseTex;
|
||||
|
||||
Shader shader_downsample
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_shader_downsample == null) _shader_downsample = Shader.Find("Hidden/VHSDownsample");
|
||||
return _shader_downsample;
|
||||
}
|
||||
}
|
||||
private Shader _shader_downsample;
|
||||
Shader shader_noiseGen
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_shader_noiseGen == null) _shader_noiseGen = Shader.Find("Hidden/VHSNoiseGen");
|
||||
return _shader_noiseGen;
|
||||
}
|
||||
}
|
||||
private Shader _shader_noiseGen;
|
||||
Shader shader_composite
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_shader_composite == null) _shader_composite = Shader.Find("Hidden/VHSComposite");
|
||||
return _shader_composite;
|
||||
}
|
||||
}
|
||||
private Shader _shader_composite;
|
||||
|
||||
private class VHSState
|
||||
{
|
||||
public float horizontalNoisePos;
|
||||
}
|
||||
private static Dictionary<Camera, VHSState> cameraStates = new();
|
||||
|
||||
void AllocateTempRT(ref RenderTexture tex, int width, int height, RenderTextureFormat format)
|
||||
{
|
||||
if (tex != null && (tex.width != width || tex.height != height))
|
||||
{
|
||||
RenderTexture.ReleaseTemporary(tex);
|
||||
tex = null;
|
||||
}
|
||||
if (tex == null) tex = RenderTexture.GetTemporary(width, height, 0, format);
|
||||
}
|
||||
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
// update state
|
||||
if (!cameraStates.TryGetValue(context.camera, out VHSState state))
|
||||
{
|
||||
state = new VHSState();
|
||||
cameraStates[context.camera] = state;
|
||||
}
|
||||
state.horizontalNoisePos += Time.deltaTime * 0.004f;
|
||||
if (UnityEngine.Random.value < 0.01f) state.horizontalNoisePos += UnityEngine.Random.value;
|
||||
state.horizontalNoisePos = Mathf.Repeat(state.horizontalNoisePos, 1);
|
||||
|
||||
|
||||
// create noise buffer
|
||||
int nw = Mathf.Min(640, Mathf.RoundToInt(context.width * 0.5f));
|
||||
int nh = Mathf.Min(480, Mathf.RoundToInt(context.height * 0.5f));
|
||||
AllocateTempRT(ref noiseBuffer, nw, nh, RenderTextureFormat.R8);
|
||||
AllocateTempRT(ref noiseBuffer2, nw, nh, RenderTextureFormat.R8);
|
||||
var noiseSheet = context.propertySheets.Get(shader_noiseGen);
|
||||
noiseSheet.properties.SetTexture("_HorizontalNoise", horizontalNoiseTex);
|
||||
noiseSheet.properties.SetFloat("_HorizontalNoisePos", state.horizontalNoisePos);
|
||||
noiseSheet.properties.SetFloat("_HorizontalNoisePower", settings.stripeNoiseDensity * settings.stripeNoiseDensity);
|
||||
noiseSheet.properties.SetTexture("_SpeckNoise", speckNoiseTex);
|
||||
noiseSheet.properties.SetVector("_SpeckNoiseScaleOffset", new Vector4(nw / (float)speckNoiseTex.width, nh / (float)speckNoiseTex.height, UnityEngine.Random.value, UnityEngine.Random.value));
|
||||
context.command.BlitFullscreenTriangle(Texture2D.blackTexture, noiseBuffer, noiseSheet, 0);
|
||||
noiseSheet.properties.SetVector("_SmearOffsetAttenuation", new Vector4(1, 0.2f));
|
||||
context.command.BlitFullscreenTriangle(noiseBuffer, noiseBuffer2, noiseSheet, 1);
|
||||
noiseSheet.properties.SetVector("_SmearOffsetAttenuation", new Vector4(5, 0.8f));
|
||||
context.command.BlitFullscreenTriangle(noiseBuffer2, noiseBuffer, noiseSheet, 1);
|
||||
|
||||
|
||||
// create blur pyramid
|
||||
if (blurPyramid == null || blurPyramid.Length != settings.colorBleedIterations) blurPyramid = new RenderTexture[settings.colorBleedIterations];
|
||||
int w = context.width / 2;
|
||||
int h = context.height / 2;
|
||||
var downsampleSheet = context.propertySheets.Get(shader_downsample);
|
||||
for (int i = 0; i < settings.colorBleedIterations; i++)
|
||||
{
|
||||
w /= 2;
|
||||
h /= 2;
|
||||
if(blurPyramid[i] != null && (blurPyramid[i].width != w || blurPyramid[i].height != h))
|
||||
{
|
||||
RenderTexture.ReleaseTemporary(blurPyramid[i]);
|
||||
blurPyramid[i] = null;
|
||||
}
|
||||
if(blurPyramid[i] == null) blurPyramid[i] = RenderTexture.GetTemporary(w, h, 0, context.sourceFormat);
|
||||
downsampleSheet.properties.SetTexture("_Noise", i == 0 ? noiseBuffer : Texture2D.blackTexture);
|
||||
if(i == 0) downsampleSheet.properties.SetFloat("_NoiseOpacity", settings.stripeNoiseOpacity);
|
||||
context.command.BlitFullscreenTriangle( i == 0 ? context.source : blurPyramid[i - 1], blurPyramid[i], downsampleSheet, 0);
|
||||
}
|
||||
|
||||
for (int i = settings.colorBleedIterations - 1; i > 1; i--)
|
||||
{
|
||||
downsampleSheet.properties.SetFloat("_UpsampleBlend", 0.6f);
|
||||
context.command.BlitFullscreenTriangle(blurPyramid[i], blurPyramid[i - 1], downsampleSheet, 1);
|
||||
}
|
||||
|
||||
|
||||
var compositeSheet = context.propertySheets.Get(shader_composite);
|
||||
compositeSheet.properties.SetFloat("_ColorBleedIntensity", settings.colorBleedingIntensity);
|
||||
compositeSheet.properties.SetTexture("_Grain", grainTex);
|
||||
compositeSheet.properties.SetFloat("_GrainIntensity", settings.grainIntensity);
|
||||
compositeSheet.properties.SetVector("_GrainScaleOffset", new Vector4(0.6f * settings.grainScale, settings.grainScale, UnityEngine.Random.value, UnityEngine.Random.value));
|
||||
compositeSheet.properties.SetTexture("_Noise", noiseBuffer);
|
||||
compositeSheet.properties.SetFloat("_NoiseOpacity", settings.stripeNoiseOpacity);
|
||||
compositeSheet.properties.SetFloat("_EdgeIntensity", settings.edgeIntensity);
|
||||
compositeSheet.properties.SetFloat("_EdgeDistance", settings.edgeDistance);
|
||||
compositeSheet.properties.SetTexture("_SlightBlurredTex", blurPyramid[0]);
|
||||
compositeSheet.properties.SetTexture("_BlurredTex", blurPyramid[1]);
|
||||
context.command.BlitFullscreenTriangle(context.source, context.destination, compositeSheet, 0);
|
||||
}
|
||||
}
|
11
Assets/VHSEffect-main/Assets/VHSEffect/VHS.cs.meta
Normal file
11
Assets/VHSEffect-main/Assets/VHSEffect/VHS.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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externalObjects: {}
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serializedVersion: 2
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assetBundleName:
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assetBundleVariant:
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@ -46,6 +46,9 @@ GraphicsSettings:
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m_PreloadShadersBatchTimeLimit: -1
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m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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Loading…
Reference in a new issue