HeavenStudioPlus/Assets/Scripts/PostProcessingVFX.cs
Rapandrasmus f14203a662 Post Processing Effects + Screen Tiling (#583)
* scene setup

* post processing script

* vignette effect

* small change

* chromatic abberation added

* bloom added

* lens distortion added

* collapse param stuff

* Color grading

* screen tiling added
2023-11-23 21:31:23 +00:00

236 lines
9 KiB
C#

using Jukebox;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
namespace HeavenStudio
{
public class PostProcessingVFX : MonoBehaviour
{
private PostProcessVolume _volume;
// events
private List<RiqEntity> _vignettes = new();
private List<RiqEntity> _cabbs = new();
private List<RiqEntity> _blooms = new();
private List<RiqEntity> _lensDs = new();
private List<RiqEntity> _grains = new();
private List<RiqEntity> _colorGradings = new();
private void Awake()
{
_volume = GetComponent<PostProcessVolume>();
}
private void Start()
{
GameManager.instance.onBeatChanged += OnBeatChanged;
}
public void OnBeatChanged(double beat)
{
_vignettes = EventCaller.GetAllInGameManagerList("vfx", new string[] { "vignette" });
_cabbs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "cabb" });
_blooms = EventCaller.GetAllInGameManagerList("vfx", new string[] { "bloom" });
_lensDs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "lensD" });
_grains = EventCaller.GetAllInGameManagerList("vfx", new string[] { "grain" });
_colorGradings = EventCaller.GetAllInGameManagerList("vfx", new string[] { "colorGrading" });
UpdateVignette();
UpdateChromaticAbberations();
UpdateBlooms();
UpdateLensDistortions();
UpdateGrain();
UpdateColorGrading();
}
private void Update()
{
UpdateVignette();
UpdateChromaticAbberations();
UpdateBlooms();
UpdateLensDistortions();
UpdateGrain();
UpdateColorGrading();
}
private void UpdateVignette()
{
if (!_volume.profile.TryGetSettings<Vignette>(out var v)) return;
v.enabled.Override(false);
foreach (var e in _vignettes)
{
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (normalized < 0) break;
float clampNormal = Mathf.Clamp01(normalized);
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
v.enabled.Override(newIntensity != 0);
if (!v.enabled) continue;
v.rounded.Override(e["rounded"]);
Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
v.color.Override(newColor);
v.intensity.Override(newIntensity);
float newSmoothness = func(e["smoothStart"], e["smoothEnd"], clampNormal);
v.smoothness.Override(newSmoothness);
float newRoundness = func(e["roundStart"], e["roundEnd"], clampNormal);
v.roundness.Override(newRoundness);
}
}
private void UpdateChromaticAbberations()
{
if (!_volume.profile.TryGetSettings<ChromaticAberration>(out var c)) return;
c.enabled.Override(false);
foreach (var e in _cabbs)
{
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (normalized < 0) break;
float clampNormal = Mathf.Clamp01(normalized);
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
c.enabled.Override(newIntensity != 0);
if (!c.enabled) continue;
c.intensity.Override(newIntensity);
}
}
private void UpdateBlooms()
{
if (!_volume.profile.TryGetSettings<Bloom>(out var b)) return;
b.enabled.Override(false);
foreach (var e in _blooms)
{
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (normalized < 0) break;
float clampNormal = Mathf.Clamp01(normalized);
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
b.enabled.Override(newIntensity != 0);
if (!b.enabled) continue;
b.intensity.Override(newIntensity);
Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
b.color.Override(newColor);
float newThreshold = func(e["thresholdStart"], e["thresholdEnd"], clampNormal);
b.threshold.Override(newThreshold);
float newSoftKnee = func(e["softKneeStart"], e["softKneeEnd"], clampNormal);
b.softKnee.Override(newSoftKnee);
float newAna = func(e["anaStart"], e["anaEnd"], clampNormal);
b.anamorphicRatio.Override(newAna);
}
}
private void UpdateLensDistortions()
{
if (!_volume.profile.TryGetSettings<LensDistortion>(out var l)) return;
l.enabled.Override(false);
foreach (var e in _lensDs)
{
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (normalized < 0) break;
float clampNormal = Mathf.Clamp01(normalized);
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
l.enabled.Override(newIntensity != 0);
if (!l.enabled) continue;
l.intensity.Override(newIntensity);
float newX = func(e["xStart"], e["xEnd"], clampNormal);
l.intensityX.Override(newX);
float newY = func(e["yStart"], e["yEnd"], clampNormal);
l.intensityY.Override(newY);
}
}
private void UpdateGrain()
{
if (!_volume.profile.TryGetSettings<Grain>(out var g)) return;
g.enabled.Override(false);
foreach (var e in _grains)
{
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (normalized < 0) break;
float clampNormal = Mathf.Clamp01(normalized);
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
g.enabled.Override(newIntensity != 0);
if (!g.enabled) continue;
g.intensity.Override(newIntensity);
g.colored.Override(e["colored"]);
float newSize = func(e["sizeStart"], e["sizeEnd"], clampNormal);
g.size.Override(newSize);
}
}
private void UpdateColorGrading()
{
if (!_volume.profile.TryGetSettings<ColorGrading>(out var c)) return;
c.enabled.Override(false);
foreach (var e in _colorGradings)
{
c.enabled.Override(true);
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (normalized < 0) break;
float clampNormal = Mathf.Clamp01(normalized);
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newTemp = func(e["tempStart"], e["tempEnd"], clampNormal);
c.temperature.Override(newTemp);
float newTint = func(e["tintStart"], e["tintEnd"], clampNormal);
c.tint.Override(newTint);
Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
c.colorFilter.Override(newColor);
float newHue = func(e["hueShiftStart"], e["hueShiftEnd"], clampNormal);
c.hueShift.Override(newHue);
float newSat = func(e["satStart"], e["satEnd"], clampNormal);
c.saturation.Override(newSat);
float newBright = func(e["brightStart"], e["brightEnd"], clampNormal);
c.brightness.Override(newBright);
float newCon = func(e["conStart"], e["conEnd"], clampNormal);
c.contrast.Override(newCon);
}
}
private Color ColorEase(Color start, Color end, float time, Util.EasingFunction.Function func)
{
float newR = func(start.r, end.r, time);
float newG = func(start.g, end.g, time);
float newB = func(start.b, end.b, time);
return new Color(newR, newG, newB, 1);
}
}
}