added stencil operation shaders for lockstep
set default mixer snapshot to the main one (idk why it wasn't before)
This commit is contained in:
minenice55 2024-05-12 23:59:34 -04:00
parent 45d4483765
commit fab949c916
21 changed files with 1054 additions and 587 deletions

View file

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@ -59,23 +63,43 @@ Material:
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@ -201,10 +201,10 @@ namespace HeavenStudio.Games
// rendertextures update when the slave steppers change sprites // rendertextures update when the slave steppers change sprites
[SerializeField] Vector2 rtSize; [SerializeField] Vector2 rtSize;
[SerializeField] Camera cameraNear1, cameraNear2, cameraDV; [SerializeField] Camera cameraNear1, cameraNear2, cameraDV;
[SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN;
[SerializeField] SpriteRenderer background; [SerializeField] SpriteRenderer background;
[SerializeField] Material stepperMaterial; [SerializeField] Material playerMaterial, stepperMaterial;
[SerializeField] Material topNear, bottomNear, distantView;
[Header("Properties")] [Header("Properties")]
static List<QueuedMarch> queuedInputs = new(); static List<QueuedMarch> queuedInputs = new();
@ -267,12 +267,16 @@ namespace HeavenStudio.Games
cameraNear2.targetTexture = renderTextures[1]; cameraNear2.targetTexture = renderTextures[1];
cameraDV.targetTexture = renderTextures[2]; cameraDV.targetTexture = renderTextures[2];
topT.texture = renderTextures[2]; // topT.texture = renderTextures[2];
topN.texture = renderTextures[0]; // topN.texture = renderTextures[0];
bottomL.texture = renderTextures[2]; // bottomL.texture = renderTextures[2];
bottomC.texture = renderTextures[2]; // bottomC.texture = renderTextures[2];
bottomR.texture = renderTextures[2]; // bottomR.texture = renderTextures[2];
bottomN.texture = renderTextures[1]; // bottomN.texture = renderTextures[1];
topNear.SetTexture("_MainTex", renderTextures[0]);
bottomNear.SetTexture("_MainTex", renderTextures[1]);
distantView.SetTexture("_MainTex", renderTextures[2]);
} }
void OnDestroy() void OnDestroy()
@ -347,6 +351,10 @@ namespace HeavenStudio.Games
stepperMaterial.SetColor("_ColorBravo", stepperDark); stepperMaterial.SetColor("_ColorBravo", stepperDark);
stepperMaterial.SetColor("_ColorDelta", stepperLight); stepperMaterial.SetColor("_ColorDelta", stepperLight);
playerMaterial.SetColor("_ColorAlpha", stepperOut);
playerMaterial.SetColor("_ColorBravo", stepperDark);
playerMaterial.SetColor("_ColorDelta", stepperLight);
EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble); EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
@ -772,7 +780,10 @@ namespace HeavenStudio.Games
private void MissOn(PlayerActionEvent caller) private void MissOn(PlayerActionEvent caller)
{ {
if (currentMissStage == HowMissed.MissedOn) return; if (currentMissStage == HowMissed.MissedOn) return;
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0); if (stepswitcherPlayer is not null)
{
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
}
SoundByte.PlayOneShotGame("lockstep/wayOff"); SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOn; currentMissStage = HowMissed.MissedOn;
} }
@ -780,7 +791,10 @@ namespace HeavenStudio.Games
private void MissOff(PlayerActionEvent caller) private void MissOff(PlayerActionEvent caller)
{ {
if (currentMissStage == HowMissed.MissedOff) return; if (currentMissStage == HowMissed.MissedOff) return;
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0); if (stepswitcherPlayer is not null)
{
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
}
SoundByte.PlayOneShotGame("lockstep/wayOff"); SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOff; currentMissStage = HowMissed.MissedOff;
} }
@ -816,6 +830,10 @@ namespace HeavenStudio.Games
stepperMaterial.SetColor("_ColorAlpha", outlineColor); stepperMaterial.SetColor("_ColorAlpha", outlineColor);
stepperMaterial.SetColor("_ColorBravo", darkColor); stepperMaterial.SetColor("_ColorBravo", darkColor);
stepperMaterial.SetColor("_ColorDelta", lightColor); stepperMaterial.SetColor("_ColorDelta", lightColor);
playerMaterial.SetColor("_ColorAlpha", outlineColor);
playerMaterial.SetColor("_ColorBravo", darkColor);
playerMaterial.SetColor("_ColorDelta", lightColor);
} }
public void Nothing(PlayerActionEvent caller) {} public void Nothing(PlayerActionEvent caller) {}

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Shader "Custom/Copy Alpha"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent+2"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Stencil
{
Ref 1
Comp equal
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}

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View file

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Shader "Custom/Set Alpha"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent+1"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref 1
Comp always
Pass replace
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip (col.a - 0.001);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}

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