Nip in the Bud Updates & VHS Effect for Retro TV! (#12)

* KILLING THE ASSETS. BURN THEM

* Revert "KILLING THE ASSETS. BURN THEM"

This reverts commit b6e8cf0525.

* Reapply "KILLING THE ASSETS. BURN THEM"

This reverts commit d67c730d10.

* Unkill meta files

might want those tbh

* Update GraphicsSettings.asset

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
This commit is contained in:
wookywok 2024-08-29 13:45:21 -05:00 committed by GitHub
parent 349c06a006
commit a47865ae37
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
66 changed files with 5461 additions and 153 deletions

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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();
}

View file

@ -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();
}

View file

@ -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);
}

View file

@ -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"})
}),
}
},

View file

@ -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()

View file

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2
Assets/VHSEffect-main/.gitattributes vendored Normal file
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@ -0,0 +1,2 @@
# Auto detect text files and perform LF normalization
* text=auto

72
Assets/VHSEffect-main/.gitignore vendored Normal file
View 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/*

View file

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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@ -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
}
}
}

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Shader "Hidden/VHSDownsample"
{
HLSLINCLUDE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4 _MainTex_TexelSize;
float _Blend;
TEXTURE2D(_Noise);
float _NoiseOpacity;
float4 FragDown(VaryingsDefault i) : SV_Target
{
float2 offset = _MainTex_TexelSize.xy;
offset.x *= 2;
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(offset.x, offset.y))
+ SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(-offset.x, offset.y))
+ SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(offset.x, -offset.y))
+ SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + float2(-offset.x, -offset.y));
color *= 0.25;
color.rgb += SAMPLE_TEXTURE2D(_Noise, sampler_MainTex, i.texcoord).r * _NoiseOpacity;
return color;
}
float _UpsampleBlend;
float4 FragUp(VaryingsDefault i) : SV_Target
{
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
color.a = _UpsampleBlend;
return color;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDown
ENDHLSL
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragUp
ENDHLSL
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}
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Shader "Hidden/VHSNoiseGen"
{
HLSLINCLUDE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_HorizontalNoise, sampler_HorizontalNoise);
TEXTURE2D_SAMPLER2D(_SpeckNoise, sampler_SpeckNoise);
float _HorizontalNoisePos;
float _HorizontalNoisePower;
float4 _SpeckNoiseScaleOffset;
float _Blend;
float NoiseFrag(VaryingsDefault i) : SV_Target
{
float horizontalNoise = SAMPLE_TEXTURE2D(_HorizontalNoise, sampler_HorizontalNoise, float2(_HorizontalNoisePos, i.texcoord.y)).r;
float speckNoise = SAMPLE_TEXTURE2D(_SpeckNoise, sampler_SpeckNoise, (i.texcoord - _SpeckNoiseScaleOffset.zw) * _SpeckNoiseScaleOffset.xy).r;
return speckNoise > pow(saturate((1 - horizontalNoise) * (1 - horizontalNoise)), _HorizontalNoisePower);
}
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4 _MainTex_TexelSize;
float2 _SmearOffsetAttenuation;
#define SMEAR_LENGTH 4
float SmearFrag(VaryingsDefault i) : SV_Target
{
float color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).r;
[unroll]
for (uint o = 1; o <= SMEAR_LENGTH; o++)
{
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - float2(_MainTex_TexelSize.x * _SmearOffsetAttenuation.x * o, 0)).r* exp(-_SmearOffsetAttenuation.y * o);
}
return color;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment NoiseFrag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment SmearFrag
ENDHLSL
}
}
}

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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);
}
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