chore: initial commit
This commit is contained in:
64
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMAutoFocus_URP.cs
vendored
Normal file
64
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMAutoFocus_URP.cs
vendored
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@@ -0,0 +1,64 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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#if MM_URP
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using UnityEngine.Rendering.Universal;
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||||
#endif
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using MoreMountains.Feedbacks;
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// This class will set the URP depth of field to focus on the set of targets specified in its inspector.
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/// </summary>
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#if MM_URP
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[RequireComponent(typeof(Volume))]
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#endif
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[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMAutoFocus_URP")]
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public class MMAutoFocus_URP : MonoBehaviour
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{
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[Header("Bindings")]
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/// the position of the camera
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[Tooltip("the position of the camera")]
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public Transform CameraTransform;
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/// a list of all possible targets
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[Tooltip("a list of all possible targets")]
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public Transform[] FocusTargets;
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[Header("Setup")]
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/// the current target of this auto focus
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[Tooltip("the current target of this auto focus")]
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public float FocusTargetID;
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[Header("Desired Aperture")]
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/// the aperture to work with
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[Tooltip("the aperture to work with")]
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[Range(0.1f, 20f)]
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public float Aperture = 0.1f;
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#if MM_URP
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protected Volume _volume;
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protected VolumeProfile _profile;
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protected DepthOfField _depthOfField;
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/// <summary>
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/// On Start, stores volume, profile and DoF
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/// </summary>
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void Start()
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{
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_volume = GetComponent<Volume>();
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_profile = _volume.profile;
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_profile.TryGet<DepthOfField>(out _depthOfField);
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}
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/// <summary>
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/// On update we set our focus distance and aperture
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/// </summary>
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void Update()
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{
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float distance = Vector3.Distance(CameraTransform.position, FocusTargets[Mathf.FloorToInt(FocusTargetID)].position);
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_depthOfField.focusDistance.Override(distance);
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_depthOfField.aperture.Override(Aperture);
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}
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#endif
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}
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}
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11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMAutoFocus_URP.cs.meta
vendored
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11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMAutoFocus_URP.cs.meta
vendored
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 97e17950a649fa84189ca3446539280b
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||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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assetBundleVariant:
|
||||
222
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMBloomShaker_URP.cs
vendored
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222
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMBloomShaker_URP.cs
vendored
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@@ -0,0 +1,222 @@
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using UnityEngine;
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using MoreMountains.Feedbacks;
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using MoreMountains.Tools;
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using UnityEngine.Rendering;
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#if MM_URP
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using UnityEngine.Rendering.Universal;
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#endif
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// Add this class to a Camera with a URP bloom post processing and it'll be able to "shake" its values by getting events
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/// </summary>
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#if MM_URP
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[RequireComponent(typeof(Volume))]
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#endif
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[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMBloomShaker_URP")]
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public class MMBloomShaker_URP : MMShaker
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{
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/// whether or not to add to the initial value
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public bool RelativeValues = true;
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[MMInspectorGroup("Bloom Intensity", true, 51)]
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/// the curve used to animate the intensity value on
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[Tooltip("the curve used to animate the intensity value on")]
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public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the curve's 0 to
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[Tooltip("the value to remap the curve's 0 to")]
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public float RemapIntensityZero = 0f;
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/// the value to remap the curve's 1 to
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[Tooltip("the value to remap the curve's 1 to")]
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public float RemapIntensityOne = 1f;
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[MMInspectorGroup("Bloom Threshold", true, 52)]
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/// the curve used to animate the threshold value on
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[Tooltip("the curve used to animate the threshold value on")]
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public AnimationCurve ShakeThreshold = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the curve's 0 to
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[Tooltip("the value to remap the curve's 0 to")]
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public float RemapThresholdZero = 0f;
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/// the value to remap the curve's 1 to
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[Tooltip("the value to remap the curve's 1 to")]
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public float RemapThresholdOne = 0f;
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#if MM_URP
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protected Volume _volume;
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protected Bloom _bloom;
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protected float _initialIntensity;
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protected float _initialThreshold;
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protected float _originalShakeDuration;
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protected bool _originalRelativeIntensity;
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protected AnimationCurve _originalShakeIntensity;
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protected float _originalRemapIntensityZero;
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protected float _originalRemapIntensityOne;
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protected AnimationCurve _originalShakeThreshold;
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protected float _originalRemapThresholdZero;
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||||
protected float _originalRemapThresholdOne;
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||||
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/// <summary>
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/// On init we initialize our values
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/// </summary>
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protected override void Initialization()
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{
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base.Initialization();
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_volume = this.gameObject.GetComponent<Volume>();
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_volume.profile.TryGet(out _bloom);
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}
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/// <summary>
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/// Shakes values over time
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/// </summary>
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protected override void Shake()
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{
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float newIntensity = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeValues, _initialIntensity);
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_bloom.intensity.Override(newIntensity);
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float newThreshold = ShakeFloat(ShakeThreshold, RemapThresholdZero, RemapThresholdOne, RelativeValues, _initialThreshold);
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_bloom.threshold.Override(newThreshold);
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}
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/// <summary>
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/// Collects initial values on the target
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/// </summary>
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protected override void GrabInitialValues()
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{
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_initialIntensity = _bloom.intensity.value;
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_initialThreshold = _bloom.threshold.value;
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}
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/// <summary>
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/// When we get the appropriate event, we trigger a shake
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/// </summary>
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/// <param name="intensity"></param>
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/// <param name="duration"></param>
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/// <param name="amplitude"></param>
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/// <param name="relativeIntensity"></param>
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/// <param name="attenuation"></param>
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/// <param name="channel"></param>
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public virtual void OnBloomShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax,
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AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
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float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
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bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
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{
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if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
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{
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return;
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}
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if (stop)
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{
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Stop();
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return;
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}
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if (restore)
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{
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ResetTargetValues();
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return;
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}
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_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
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_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
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if (resetShakerValuesAfterShake)
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{
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_originalShakeDuration = ShakeDuration;
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_originalShakeIntensity = ShakeIntensity;
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_originalRemapIntensityZero = RemapIntensityZero;
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_originalRemapIntensityOne = RemapIntensityOne;
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_originalRelativeIntensity = RelativeValues;
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_originalShakeThreshold = ShakeThreshold;
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_originalRemapThresholdZero = RemapThresholdZero;
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_originalRemapThresholdOne = RemapThresholdOne;
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}
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if (!OnlyUseShakerValues)
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{
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TimescaleMode = timescaleMode;
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ShakeDuration = duration;
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ShakeIntensity = intensity;
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RemapIntensityZero = remapMin * attenuation;
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RemapIntensityOne = remapMax * attenuation;
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RelativeValues = relativeIntensity;
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ShakeThreshold = threshold;
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RemapThresholdZero = remapThresholdMin;
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RemapThresholdOne = remapThresholdMax;
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ForwardDirection = forwardDirection;
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}
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Play();
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}
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||||
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/// <summary>
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/// Resets the target's values
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/// </summary>
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protected override void ResetTargetValues()
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{
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base.ResetTargetValues();
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_bloom.intensity.Override(_initialIntensity);
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_bloom.threshold.Override(_initialThreshold);
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}
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/// <summary>
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/// Resets the shaker's values
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/// </summary>
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protected override void ResetShakerValues()
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{
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base.ResetShakerValues();
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ShakeDuration = _originalShakeDuration;
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ShakeIntensity = _originalShakeIntensity;
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RemapIntensityZero = _originalRemapIntensityZero;
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RemapIntensityOne = _originalRemapIntensityOne;
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RelativeValues = _originalRelativeIntensity;
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ShakeThreshold = _originalShakeThreshold;
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RemapThresholdZero = _originalRemapThresholdZero;
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RemapThresholdOne = _originalRemapThresholdOne;
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}
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/// <summary>
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/// Starts listening for events
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/// </summary>
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||||
public override void StartListening()
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{
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base.StartListening();
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MMBloomShakeEvent_URP.Register(OnBloomShakeEvent);
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}
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/// <summary>
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/// Stops listening for events
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/// </summary>
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public override void StopListening()
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{
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base.StopListening();
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MMBloomShakeEvent_URP.Unregister(OnBloomShakeEvent);
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}
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#endif
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}
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/// <summary>
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/// An event used to trigger vignette shakes
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/// </summary>
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||||
public struct MMBloomShakeEvent_URP
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{
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static private event Delegate OnEvent;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
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||||
static public void Register(Delegate callback) { OnEvent += callback; }
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static public void Unregister(Delegate callback) { OnEvent -= callback; }
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public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax,
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AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
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float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
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||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
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||||
|
||||
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax,
|
||||
AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
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float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, threshold, remapThresholdMin, remapThresholdMax, relativeIntensity,
|
||||
attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
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||||
}
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||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMBloomShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMBloomShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 485e02e02c638cf4b9ca8344fd6213a9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
279
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMChannelMixerShaker_URP.cs
vendored
Normal file
279
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMChannelMixerShaker_URP.cs
vendored
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@@ -0,0 +1,279 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMChannelMixerShaker_URP")]
|
||||
public class MMChannelMixerShaker_URP : MMShaker
|
||||
{
|
||||
/// whether or not to add to the initial value
|
||||
public bool RelativeValues = true;
|
||||
|
||||
[MMInspectorGroup("Red", true, 43)]
|
||||
/// the curve used to animate the red value on
|
||||
[Tooltip("the curve used to animate the red value on")]
|
||||
public AnimationCurve ShakeRed = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapRedZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapRedOne = 200f;
|
||||
|
||||
[MMInspectorGroup("Green", true, 44)]
|
||||
/// the curve used to animate the green value on
|
||||
[Tooltip("the curve used to animate the green value on")]
|
||||
public AnimationCurve ShakeGreen = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapGreenZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapGreenOne = 200f;
|
||||
|
||||
[MMInspectorGroup("Blue", true, 45)]
|
||||
/// the curve used to animate the blue value on
|
||||
[Tooltip("the curve used to animate the blue value on")]
|
||||
public AnimationCurve ShakeBlue = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapBlueZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapBlueOne = 200f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected ChannelMixer _channelMixer;
|
||||
protected float _initialRed;
|
||||
protected float _initialGreen;
|
||||
protected float _initialBlue;
|
||||
protected float _initialContrast;
|
||||
protected Color _initialColorFilterColor;
|
||||
protected float _originalShakeDuration;
|
||||
protected bool _originalRelativeValues;
|
||||
|
||||
protected AnimationCurve _originalShakeRed;
|
||||
protected float _originalRemapRedZero;
|
||||
protected float _originalRemapRedOne;
|
||||
protected AnimationCurve _originalShakeGreen;
|
||||
protected float _originalRemapGreenZero;
|
||||
protected float _originalRemapGreenOne;
|
||||
protected AnimationCurve _originalShakeBlue;
|
||||
protected float _originalRemapBlueZero;
|
||||
protected float _originalRemapBlueOne;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _channelMixer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When that shaker gets added, we initialize its shake duration
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
ShakeDuration = 0.8f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newRed = ShakeFloat(ShakeRed, RemapRedZero, RemapRedOne, RelativeValues, _initialRed);
|
||||
_channelMixer.redOutRedIn.Override(newRed);
|
||||
float newGreen = ShakeFloat(ShakeGreen, RemapGreenZero, RemapGreenOne, RelativeValues, _initialGreen);
|
||||
_channelMixer.greenOutGreenIn.Override(newGreen);
|
||||
float newBlue = ShakeFloat(ShakeBlue, RemapBlueZero, RemapBlueOne, RelativeValues, _initialBlue);
|
||||
_channelMixer.blueOutBlueIn.Override(newBlue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialRed = _channelMixer.redOutRedIn.value;
|
||||
_initialGreen = _channelMixer.greenOutGreenIn.value;
|
||||
_initialBlue = _channelMixer.blueOutBlueIn.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnMMChannelMixerShakeEvent(AnimationCurve shakeRed, float remapRedZero, float remapRedOne,
|
||||
AnimationCurve shakeGreen, float remapGreenZero, float remapGreenOne,
|
||||
AnimationCurve shakeBlue, float remapBlueZero, float remapBlueOne,
|
||||
float duration, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalRelativeValues = RelativeValues;
|
||||
_originalShakeRed = ShakeRed;
|
||||
_originalRemapRedZero = RemapRedZero;
|
||||
_originalRemapRedOne = RemapRedOne;
|
||||
_originalShakeGreen = ShakeGreen;
|
||||
_originalRemapGreenZero = RemapGreenZero;
|
||||
_originalRemapGreenOne = RemapGreenOne;
|
||||
_originalShakeBlue = ShakeBlue;
|
||||
_originalRemapBlueZero = RemapBlueZero;
|
||||
_originalRemapBlueOne = RemapBlueOne;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
RelativeValues = relativeValues;
|
||||
ShakeRed = shakeRed;
|
||||
RemapRedZero = remapRedZero;
|
||||
RemapRedOne = remapRedOne;
|
||||
ShakeGreen = shakeGreen;
|
||||
RemapGreenZero = remapGreenZero;
|
||||
RemapGreenOne = remapGreenOne;
|
||||
ShakeBlue = shakeBlue;
|
||||
RemapBlueZero = remapBlueZero;
|
||||
RemapBlueOne = remapBlueOne;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_channelMixer.redOutRedIn.Override(_initialRed);
|
||||
_channelMixer.greenOutGreenIn.Override(_initialGreen);
|
||||
_channelMixer.blueOutBlueIn.Override(_initialBlue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
RelativeValues = _originalRelativeValues;
|
||||
ShakeRed = _originalShakeRed;
|
||||
RemapRedZero = _originalRemapRedZero;
|
||||
RemapRedOne = _originalRemapRedOne;
|
||||
ShakeGreen = _originalShakeGreen;
|
||||
RemapGreenZero = _originalRemapGreenZero;
|
||||
RemapGreenOne = _originalRemapGreenOne;
|
||||
ShakeBlue = _originalShakeBlue;
|
||||
RemapBlueZero = _originalRemapBlueZero;
|
||||
RemapBlueOne = _originalRemapBlueOne;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMChannelMixerShakeEvent_URP.Register(OnMMChannelMixerShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMChannelMixerShakeEvent_URP.Unregister(OnMMChannelMixerShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMChannelMixerShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(
|
||||
AnimationCurve shakeRed, float remapRedZero, float remapRedOne,
|
||||
AnimationCurve shakeGreen, float remapGreenZero, float remapGreenOne,
|
||||
AnimationCurve shakeBlue, float remapBlueZero, float remapBlueOne,
|
||||
float duration, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(
|
||||
AnimationCurve shakeRed, float remapRedZero, float remapRedOne,
|
||||
AnimationCurve shakeGreen, float remapGreenZero, float remapGreenOne,
|
||||
AnimationCurve shakeBlue, float remapBlueZero, float remapBlueOne,
|
||||
float duration, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(shakeRed, remapRedZero, remapRedOne,
|
||||
shakeGreen, remapGreenZero, remapGreenOne,
|
||||
shakeBlue, remapBlueZero, remapBlueOne,
|
||||
duration, relativeValues, attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMChannelMixerShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMChannelMixerShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e79061224d0604740b66d87c50047581
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
193
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMChromaticAberrationShaker_URP.cs
vendored
Normal file
193
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMChromaticAberrationShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,193 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP chromatic aberration post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMChromaticAberrationShaker_URP")]
|
||||
public class MMChromaticAberrationShaker_URP : MMShaker
|
||||
{
|
||||
[MMInspectorGroup("Chromatic Aberration Intensity", true, 45)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeIntensity = false;
|
||||
/// the curve used to animate the intensity value on
|
||||
[Tooltip("the curve used to animate the intensity value on")]
|
||||
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected ChromaticAberration _chromaticAberration;
|
||||
protected float _initialIntensity;
|
||||
protected float _originalShakeDuration;
|
||||
protected AnimationCurve _originalShakeIntensity;
|
||||
protected float _originalRemapIntensityZero;
|
||||
protected float _originalRemapIntensityOne;
|
||||
protected bool _originalRelativeIntensity;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _chromaticAberration);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
|
||||
_chromaticAberration.intensity.Override(newValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialIntensity = _chromaticAberration.intensity.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnMMChromaticAberrationShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeIntensity = ShakeIntensity;
|
||||
_originalRemapIntensityZero = RemapIntensityZero;
|
||||
_originalRemapIntensityOne = RemapIntensityOne;
|
||||
_originalRelativeIntensity = RelativeIntensity;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeIntensity = intensity;
|
||||
RemapIntensityZero = remapMin * attenuation;
|
||||
RemapIntensityOne = remapMax * attenuation;
|
||||
RelativeIntensity = relativeIntensity;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_chromaticAberration.intensity.Override(_initialIntensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeIntensity = _originalShakeIntensity;
|
||||
RemapIntensityZero = _originalRemapIntensityZero;
|
||||
RemapIntensityOne = _originalRemapIntensityOne;
|
||||
RelativeIntensity = _originalRelativeIntensity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMChromaticAberrationShakeEvent_URP.Register(OnMMChromaticAberrationShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMChromaticAberrationShakeEvent_URP.Unregister(OnMMChromaticAberrationShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMChromaticAberrationShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
|
||||
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d01154bce0123949a8800d85a063092
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
361
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMColorAdjustmentsShaker_URP.cs
vendored
Normal file
361
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMColorAdjustmentsShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,361 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMColorAdjustmentsShaker_URP")]
|
||||
public class MMColorAdjustmentsShaker_URP : MMShaker
|
||||
{
|
||||
/// whether or not to add to the initial value
|
||||
public bool RelativeValues = true;
|
||||
|
||||
[MMInspectorGroup("Post Exposure", true, 43)]
|
||||
/// the curve used to animate the focus distance value on
|
||||
[Tooltip("the curve used to animate the focus distance value on")]
|
||||
public AnimationCurve ShakePostExposure = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapPostExposureZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapPostExposureOne = 1f;
|
||||
|
||||
[MMInspectorGroup("Hue Shift", true, 44)]
|
||||
/// the curve used to animate the aperture value on
|
||||
[Tooltip("the curve used to animate the aperture value on")]
|
||||
public AnimationCurve ShakeHueShift = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Range(-180f, 180f)]
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapHueShiftZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-180f, 180f)]
|
||||
public float RemapHueShiftOne = 180f;
|
||||
|
||||
[MMInspectorGroup("Saturation", true, 45)]
|
||||
/// the curve used to animate the focal length value on
|
||||
[Tooltip("the curve used to animate the focal length value on")]
|
||||
public AnimationCurve ShakeSaturation = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapSaturationZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapSaturationOne = 100f;
|
||||
|
||||
[MMInspectorGroup("Contrast", true, 47)]
|
||||
/// the curve used to animate the focal length value on
|
||||
[Tooltip("the curve used to animate the focal length value on")]
|
||||
public AnimationCurve ShakeContrast = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapContrastZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapContrastOne = 100f;
|
||||
|
||||
public enum ColorFilterModes { None, Gradient, Interpolate }
|
||||
|
||||
[MMInspectorGroup("Color Filter", true, 48)]
|
||||
/// the color filter mode to work with (none, over a gradient, or interpolate to a destination color
|
||||
[Tooltip("the color filter mode to work with (none, over a gradient, or interpolate to a destination color")]
|
||||
public ColorFilterModes ColorFilterMode = ColorFilterModes.None;
|
||||
/// the gradient over which to modify the color filter
|
||||
[Tooltip("the gradient over which to modify the color filter")]
|
||||
[MMFEnumCondition("ColorFilterMode", (int)ColorFilterModes.Gradient)]
|
||||
[GradientUsage(true)]
|
||||
public Gradient ColorFilterGradient;
|
||||
/// the destination color to match when in Interpolate mode
|
||||
[Tooltip("the destination color to match when in Interpolate mode")]
|
||||
[MMFEnumCondition("ColorFilterMode", (int) ColorFilterModes.Interpolate)]
|
||||
public Color ColorFilterDestination = Color.yellow;
|
||||
/// the curve over which to interpolate the color filter
|
||||
[Tooltip("the curve over which to interpolate the color filter")]
|
||||
[MMFEnumCondition("ColorFilterMode", (int) ColorFilterModes.Interpolate)]
|
||||
public AnimationCurve ColorFilterCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected ColorAdjustments _colorAdjustments;
|
||||
protected float _initialPostExposure;
|
||||
protected float _initialHueShift;
|
||||
protected float _initialSaturation;
|
||||
protected float _initialContrast;
|
||||
protected Color _initialColorFilterColor;
|
||||
protected float _originalShakeDuration;
|
||||
protected bool _originalRelativeValues;
|
||||
protected AnimationCurve _originalShakePostExposure;
|
||||
protected float _originalRemapPostExposureZero;
|
||||
protected float _originalRemapPostExposureOne;
|
||||
protected AnimationCurve _originalShakeHueShift;
|
||||
protected float _originalRemapHueShiftZero;
|
||||
protected float _originalRemapHueShiftOne;
|
||||
protected AnimationCurve _originalShakeSaturation;
|
||||
protected float _originalRemapSaturationZero;
|
||||
protected float _originalRemapSaturationOne;
|
||||
protected AnimationCurve _originalShakeContrast;
|
||||
protected float _originalRemapContrastZero;
|
||||
protected float _originalRemapContrastOne;
|
||||
protected ColorFilterModes _originalColorFilterMode;
|
||||
protected Gradient _originalColorFilterGradient;
|
||||
protected Color _originalColorFilterDestination;
|
||||
protected AnimationCurve _originalColorFilterCurve;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _colorAdjustments);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When that shaker gets added, we initialize its shake duration
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
ShakeDuration = 0.8f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newPostExposure = ShakeFloat(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne, RelativeValues, _initialPostExposure);
|
||||
_colorAdjustments.postExposure.Override(newPostExposure);
|
||||
float newHueShift = ShakeFloat(ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne, RelativeValues, _initialHueShift);
|
||||
_colorAdjustments.hueShift.Override(newHueShift);
|
||||
float newSaturation = ShakeFloat(ShakeSaturation, RemapSaturationZero, RemapSaturationOne, RelativeValues, _initialSaturation);
|
||||
_colorAdjustments.saturation.Override(newSaturation);
|
||||
float newContrast = ShakeFloat(ShakeContrast, RemapContrastZero, RemapContrastOne, RelativeValues, _initialContrast);
|
||||
_colorAdjustments.contrast.Override(newContrast);
|
||||
|
||||
_remappedTimeSinceStart = MMFeedbacksHelpers.Remap(Time.time - _shakeStartedTimestamp, 0f, ShakeDuration, 0f, 1f);
|
||||
|
||||
if (ColorFilterMode == ColorFilterModes.Gradient)
|
||||
{
|
||||
_colorAdjustments.colorFilter.Override(ColorFilterGradient.Evaluate(_remappedTimeSinceStart));
|
||||
}
|
||||
else if (ColorFilterMode == ColorFilterModes.Interpolate)
|
||||
{
|
||||
float factor = ColorFilterCurve.Evaluate(_remappedTimeSinceStart);
|
||||
_colorAdjustments.colorFilter.Override(Color.LerpUnclamped(_initialColorFilterColor, ColorFilterDestination, factor));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialPostExposure = _colorAdjustments.postExposure.value;
|
||||
_initialHueShift = _colorAdjustments.hueShift.value;
|
||||
_initialSaturation = _colorAdjustments.saturation.value;
|
||||
_initialContrast = _colorAdjustments.contrast.value;
|
||||
_initialColorFilterColor = _colorAdjustments.colorFilter.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnMMColorGradingShakeEvent(AnimationCurve shakePostExposure, float remapPostExposureZero, float remapPostExposureOne,
|
||||
AnimationCurve shakeHueShift, float remapHueShiftZero, float remapHueShiftOne,
|
||||
AnimationCurve shakeSaturation, float remapSaturationZero, float remapSaturationOne,
|
||||
AnimationCurve shakeContrast, float remapContrastZero, float remapContrastOne,
|
||||
ColorFilterModes colorFilterMode, Gradient colorFilterGradient, Color colorFilterDestination,AnimationCurve colorFilterCurve,
|
||||
float duration, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalRelativeValues = RelativeValues;
|
||||
_originalShakePostExposure = ShakePostExposure;
|
||||
_originalRemapPostExposureZero = RemapPostExposureZero;
|
||||
_originalRemapPostExposureOne = RemapPostExposureOne;
|
||||
_originalShakeHueShift = ShakeHueShift;
|
||||
_originalRemapHueShiftZero = RemapHueShiftZero;
|
||||
_originalRemapHueShiftOne = RemapHueShiftOne;
|
||||
_originalShakeSaturation = ShakeSaturation;
|
||||
_originalRemapSaturationZero = RemapSaturationZero;
|
||||
_originalRemapSaturationOne = RemapSaturationOne;
|
||||
_originalShakeContrast = ShakeContrast;
|
||||
_originalRemapContrastZero = RemapContrastZero;
|
||||
_originalRemapContrastOne = RemapContrastOne;
|
||||
_originalColorFilterMode = ColorFilterMode;
|
||||
_originalColorFilterGradient = ColorFilterGradient;
|
||||
_originalColorFilterDestination = ColorFilterDestination;
|
||||
_originalColorFilterCurve = ColorFilterCurve;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
RelativeValues = relativeValues;
|
||||
ShakePostExposure = shakePostExposure;
|
||||
RemapPostExposureZero = remapPostExposureZero;
|
||||
RemapPostExposureOne = remapPostExposureOne;
|
||||
ShakeHueShift = shakeHueShift;
|
||||
RemapHueShiftZero = remapHueShiftZero;
|
||||
RemapHueShiftOne = remapHueShiftOne;
|
||||
ShakeSaturation = shakeSaturation;
|
||||
RemapSaturationZero = remapSaturationZero;
|
||||
RemapSaturationOne = remapSaturationOne;
|
||||
ShakeContrast = shakeContrast;
|
||||
RemapContrastZero = remapContrastZero;
|
||||
RemapContrastOne = remapContrastOne;
|
||||
ColorFilterMode = colorFilterMode;
|
||||
ColorFilterGradient = colorFilterGradient;
|
||||
ColorFilterDestination = colorFilterDestination;
|
||||
ColorFilterCurve = colorFilterCurve;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_colorAdjustments.postExposure.Override(_initialPostExposure);
|
||||
_colorAdjustments.hueShift.Override(_initialHueShift);
|
||||
_colorAdjustments.saturation.Override(_initialSaturation);
|
||||
_colorAdjustments.contrast.Override(_initialContrast);
|
||||
_colorAdjustments.colorFilter.Override(_initialColorFilterColor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
RelativeValues = _originalRelativeValues;
|
||||
ShakePostExposure = _originalShakePostExposure;
|
||||
RemapPostExposureZero = _originalRemapPostExposureZero;
|
||||
RemapPostExposureOne = _originalRemapPostExposureOne;
|
||||
ShakeHueShift = _originalShakeHueShift;
|
||||
RemapHueShiftZero = _originalRemapHueShiftZero;
|
||||
RemapHueShiftOne = _originalRemapHueShiftOne;
|
||||
ShakeSaturation = _originalShakeSaturation;
|
||||
RemapSaturationZero = _originalRemapSaturationZero;
|
||||
RemapSaturationOne = _originalRemapSaturationOne;
|
||||
ShakeContrast = _originalShakeContrast;
|
||||
RemapContrastZero = _originalRemapContrastZero;
|
||||
RemapContrastOne = _originalRemapContrastOne;
|
||||
ColorFilterMode = _originalColorFilterMode;
|
||||
ColorFilterGradient = _originalColorFilterGradient;
|
||||
ColorFilterDestination = _originalColorFilterDestination;
|
||||
ColorFilterCurve = _originalColorFilterCurve;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMColorAdjustmentsShakeEvent_URP.Register(OnMMColorGradingShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMColorAdjustmentsShakeEvent_URP.Unregister(OnMMColorGradingShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMColorAdjustmentsShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve shakePostExposure, float remapPostExposureZero, float remapPostExposureOne,
|
||||
AnimationCurve shakeHueShift, float remapHueShiftZero, float remapHueShiftOne,
|
||||
AnimationCurve shakeSaturation, float remapSaturationZero, float remapSaturationOne,
|
||||
AnimationCurve shakeContrast, float remapContrastZero, float remapContrastOne,
|
||||
MMColorAdjustmentsShaker_URP.ColorFilterModes colorFilterMode, Gradient colorFilterGradient, Color colorFilterDestination,AnimationCurve colorFilterCurve,
|
||||
float duration, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve shakePostExposure, float remapPostExposureZero, float remapPostExposureOne,
|
||||
AnimationCurve shakeHueShift, float remapHueShiftZero, float remapHueShiftOne,
|
||||
AnimationCurve shakeSaturation, float remapSaturationZero, float remapSaturationOne,
|
||||
AnimationCurve shakeContrast, float remapContrastZero, float remapContrastOne,
|
||||
MMColorAdjustmentsShaker_URP.ColorFilterModes colorFilterMode, Gradient colorFilterGradient, Color colorFilterDestination,AnimationCurve colorFilterCurve,
|
||||
float duration, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(shakePostExposure, remapPostExposureZero, remapPostExposureOne,
|
||||
shakeHueShift, remapHueShiftZero, remapHueShiftOne,
|
||||
shakeSaturation, remapSaturationZero, remapSaturationOne,
|
||||
shakeContrast, remapContrastZero, remapContrastOne,
|
||||
colorFilterMode, colorFilterGradient, colorFilterDestination, colorFilterCurve,
|
||||
duration, relativeValues, attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71d1f877a9ca4ed48963fe747f743dfc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
272
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMDepthOfFieldShaker_URP.cs
vendored
Normal file
272
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMDepthOfFieldShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,272 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP depth of field post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMDepthOfFieldShaker_URP")]
|
||||
public class MMDepthOfFieldShaker_URP : MMShaker
|
||||
{
|
||||
/// whether or not to add to the initial value
|
||||
public bool RelativeValues = true;
|
||||
|
||||
[MMInspectorGroup("Focus Distance", true, 51)]
|
||||
/// the curve used to animate the focus distance value on
|
||||
[Tooltip("the curve used to animate the focus distance value on")]
|
||||
public AnimationCurve ShakeFocusDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapFocusDistanceZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapFocusDistanceOne = 3f;
|
||||
|
||||
[MMInspectorGroup("Aperture", true, 52)]
|
||||
/// the curve used to animate the aperture value on
|
||||
[Tooltip("the curve used to animate the aperture value on")]
|
||||
public AnimationCurve ShakeAperture = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Range(0.1f, 32f)]
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapApertureZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Range(0.1f, 32f)]
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapApertureOne = 0f;
|
||||
|
||||
[MMInspectorGroup("Focal Length", true, 53)]
|
||||
/// the curve used to animate the focal length value on
|
||||
[Tooltip("the curve used to animate the focal length value on")]
|
||||
public AnimationCurve ShakeFocalLength = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 300f)]
|
||||
public float RemapFocalLengthZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 300f)]
|
||||
public float RemapFocalLengthOne = 0f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected DepthOfField _depthOfField;
|
||||
protected float _initialFocusDistance;
|
||||
protected float _initialAperture;
|
||||
protected float _initialFocalLength;
|
||||
protected float _originalShakeDuration;
|
||||
protected bool _originalRelativeValues;
|
||||
protected AnimationCurve _originalShakeFocusDistance;
|
||||
protected float _originalRemapFocusDistanceZero;
|
||||
protected float _originalRemapFocusDistanceOne;
|
||||
protected AnimationCurve _originalShakeAperture;
|
||||
protected float _originalRemapApertureZero;
|
||||
protected float _originalRemapApertureOne;
|
||||
protected AnimationCurve _originalShakeFocalLength;
|
||||
protected float _originalRemapFocalLengthZero;
|
||||
protected float _originalRemapFocalLengthOne;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _depthOfField);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newFocusDistance = ShakeFloat(ShakeFocusDistance, RemapFocusDistanceZero, RemapFocusDistanceOne, RelativeValues, _initialFocusDistance);
|
||||
_depthOfField.focusDistance.Override(newFocusDistance);
|
||||
float newAperture = ShakeFloat(ShakeAperture, RemapApertureZero, RemapApertureOne, RelativeValues, _initialAperture);
|
||||
_depthOfField.aperture.Override(newAperture);
|
||||
float newFocalLength = ShakeFloat(ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, _initialFocalLength);
|
||||
_depthOfField.focalLength.Override(newFocalLength);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When that shaker gets added, we initialize its shake duration
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
ShakeDuration = 2f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialFocusDistance = _depthOfField.focusDistance.value;
|
||||
_initialAperture = _depthOfField.aperture.value;
|
||||
_initialFocalLength = _depthOfField.focalLength.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnDepthOfFieldShakeEvent(AnimationCurve focusDistance, float duration, float remapFocusDistanceMin, float remapFocusDistanceMax,
|
||||
AnimationCurve aperture, float remapApertureMin, float remapApertureMax,
|
||||
AnimationCurve focalLength, float remapFocalLengthMin, float remapFocalLengthMax,
|
||||
bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalRelativeValues = RelativeValues;
|
||||
_originalShakeFocusDistance = ShakeFocusDistance;
|
||||
_originalRemapFocusDistanceZero = RemapFocusDistanceZero;
|
||||
_originalRemapFocusDistanceOne = RemapFocusDistanceOne;
|
||||
_originalShakeAperture = ShakeAperture;
|
||||
_originalRemapApertureZero = RemapApertureZero;
|
||||
_originalRemapApertureOne = RemapApertureOne;
|
||||
_originalShakeFocalLength = ShakeFocalLength;
|
||||
_originalRemapFocalLengthZero = RemapFocalLengthZero;
|
||||
_originalRemapFocalLengthOne = RemapFocalLengthOne;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
RelativeValues = relativeValues;
|
||||
ShakeFocusDistance = focusDistance;
|
||||
RemapFocusDistanceZero = remapFocusDistanceMin;
|
||||
RemapFocusDistanceOne = remapFocusDistanceMax;
|
||||
ShakeAperture = aperture;
|
||||
RemapApertureZero = remapApertureMin;
|
||||
RemapApertureOne = remapApertureMax;
|
||||
ShakeFocalLength = focalLength;
|
||||
RemapFocalLengthZero = remapFocalLengthMin;
|
||||
RemapFocalLengthOne = remapFocalLengthMax;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_depthOfField.focusDistance.Override(_initialFocusDistance);
|
||||
_depthOfField.aperture.Override(_initialAperture);
|
||||
_depthOfField.focalLength.Override(_initialFocalLength);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
RelativeValues = _originalRelativeValues;
|
||||
ShakeFocusDistance = _originalShakeFocusDistance;
|
||||
RemapFocusDistanceZero = _originalRemapFocusDistanceZero;
|
||||
RemapFocusDistanceOne = _originalRemapFocusDistanceOne;
|
||||
ShakeAperture = _originalShakeAperture;
|
||||
RemapApertureZero = _originalRemapApertureZero;
|
||||
RemapApertureOne = _originalRemapApertureOne;
|
||||
ShakeFocalLength = _originalShakeFocalLength;
|
||||
RemapFocalLengthZero = _originalRemapFocalLengthZero;
|
||||
RemapFocalLengthOne = _originalRemapFocalLengthOne;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMDepthOfFieldShakeEvent_URP.Register(OnDepthOfFieldShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMDepthOfFieldShakeEvent_URP.Unregister(OnDepthOfFieldShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMDepthOfFieldShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve focusDistance, float duration, float remapFocusDistanceMin, float remapFocusDistanceMax,
|
||||
AnimationCurve aperture, float remapApertureMin, float remapApertureMax,
|
||||
AnimationCurve focalLength, float remapFocalLengthMin, float remapFocalLengthMax,
|
||||
bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve focusDistance, float duration, float remapFocusDistanceMin, float remapFocusDistanceMax,
|
||||
AnimationCurve aperture, float remapApertureMin, float remapApertureMax,
|
||||
AnimationCurve focalLength, float remapFocalLengthMin, float remapFocalLengthMax,
|
||||
bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(focusDistance, duration, remapFocusDistanceMin, remapFocusDistanceMax,
|
||||
aperture, remapApertureMin, remapApertureMax,
|
||||
focalLength, remapFocalLengthMin, remapFocalLengthMax, relativeValues,
|
||||
attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMDepthOfFieldShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMDepthOfFieldShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f39d038dce44a7428bbe3628ec512d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
195
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMFilmGrainShaker_URP.cs
vendored
Normal file
195
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMFilmGrainShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,195 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP FilmGrain post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMFilmGrainShaker_URP")]
|
||||
public class MMFilmGrainShaker_URP : MMShaker
|
||||
{
|
||||
[MMInspectorGroup("Film Grain Intensity", true, 51)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeIntensity = false;
|
||||
/// the curve used to animate the intensity value on
|
||||
[Tooltip("the curve used to animate the intensity value on")]
|
||||
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected FilmGrain _filmGrain;
|
||||
protected float _initialIntensity;
|
||||
protected float _originalShakeDuration;
|
||||
protected AnimationCurve _originalShakeIntensity;
|
||||
protected float _originalRemapIntensityZero;
|
||||
protected float _originalRemapIntensityOne;
|
||||
protected bool _originalRelativeIntensity;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _filmGrain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
|
||||
_filmGrain.intensity.Override(newValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialIntensity = _filmGrain.intensity.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnFilmGrainShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeIntensity = ShakeIntensity;
|
||||
_originalRemapIntensityZero = RemapIntensityZero;
|
||||
_originalRemapIntensityOne = RemapIntensityOne;
|
||||
_originalRelativeIntensity = RelativeIntensity;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeIntensity = intensity;
|
||||
RemapIntensityZero = remapMin * attenuation;
|
||||
RemapIntensityOne = remapMax * attenuation;
|
||||
RelativeIntensity = relativeIntensity;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_filmGrain.intensity.Override(_initialIntensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeIntensity = _originalShakeIntensity;
|
||||
RemapIntensityZero = _originalRemapIntensityZero;
|
||||
RemapIntensityOne = _originalRemapIntensityOne;
|
||||
RelativeIntensity = _originalRelativeIntensity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMFilmGrainShakeEvent_URP.Register(OnFilmGrainShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMFilmGrainShakeEvent_URP.Unregister(OnFilmGrainShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger FilmGrain shakes
|
||||
/// </summary>
|
||||
public struct MMFilmGrainShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
|
||||
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMFilmGrainShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMFilmGrainShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5efb216979c3fd489936ad2e22d7e94
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
212
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLensDistortionShaker_URP.cs
vendored
Normal file
212
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLensDistortionShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,212 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP lens distortion post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMLensDistortionShaker_URP")]
|
||||
public class MMLensDistortionShaker_URP : MMShaker
|
||||
{
|
||||
[MMInspectorGroup("Lens Distortion Intensity", true, 51)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeIntensity = false;
|
||||
/// the curve used to animate the intensity value on
|
||||
[Tooltip("the curve used to animate the intensity value on")]
|
||||
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0),
|
||||
new Keyframe(0.2f, 1),
|
||||
new Keyframe(0.25f, -1),
|
||||
new Keyframe(0.35f, 0.7f),
|
||||
new Keyframe(0.4f, -0.7f),
|
||||
new Keyframe(0.6f, 0.3f),
|
||||
new Keyframe(0.65f, -0.3f),
|
||||
new Keyframe(0.8f, 0.1f),
|
||||
new Keyframe(0.85f, -0.1f),
|
||||
new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapIntensityOne = 0.5f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected LensDistortion _lensDistortion;
|
||||
protected float _initialIntensity;
|
||||
protected float _originalShakeDuration;
|
||||
protected AnimationCurve _originalShakeIntensity;
|
||||
protected float _originalRemapIntensityZero;
|
||||
protected float _originalRemapIntensityOne;
|
||||
protected bool _originalRelativeIntensity;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _lensDistortion);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When that shaker gets added, we initialize its shake duration
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
ShakeDuration = 0.8f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
|
||||
_lensDistortion.intensity.Override(newValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialIntensity = _lensDistortion.intensity.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnMMLensDistortionShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeIntensity = ShakeIntensity;
|
||||
_originalRemapIntensityZero = RemapIntensityZero;
|
||||
_originalRemapIntensityOne = RemapIntensityOne;
|
||||
_originalRelativeIntensity = RelativeIntensity;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeIntensity = intensity;
|
||||
RemapIntensityZero = remapMin * attenuation;
|
||||
RemapIntensityOne = remapMax * attenuation;
|
||||
RelativeIntensity = relativeIntensity;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_lensDistortion.intensity.Override(_initialIntensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeIntensity = _originalShakeIntensity;
|
||||
RemapIntensityZero = _originalRemapIntensityZero;
|
||||
RemapIntensityOne = _originalRemapIntensityOne;
|
||||
RelativeIntensity = _originalRelativeIntensity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMLensDistortionShakeEvent_URP.Register(OnMMLensDistortionShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMLensDistortionShakeEvent_URP.Unregister(OnMMLensDistortionShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMLensDistortionShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
|
||||
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLensDistortionShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLensDistortionShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bbf0ffd851dbe2d4fb5d79335529e131
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
273
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLight2DShaker_URP.cs
vendored
Normal file
273
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLight2DShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,273 @@
|
||||
using MoreMountains.Tools;
|
||||
using UnityEngine;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.Feedbacks
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this to a light 2D to have it receive MMLightShakeEvents from feedbacks or to shake it locally
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/Lights/MMLight2DShaker_URP")]
|
||||
[RequireComponent(typeof(Light2D))]
|
||||
#endif
|
||||
public class MMLight2DShaker_URP : MMShaker
|
||||
{
|
||||
#if MM_URP
|
||||
[MMInspectorGroup("Light", true, 37)]
|
||||
/// the light to affect when playing the feedback
|
||||
[Tooltip("the light to affect when playing the feedback")]
|
||||
public Light2D BoundLight;
|
||||
/// whether or not that light should be turned off on start
|
||||
[Tooltip("whether or not that light should be turned off on start")]
|
||||
public bool StartsOff = true;
|
||||
/// whether or not the values should be relative or not
|
||||
[Tooltip("whether or not the values should be relative or not")]
|
||||
public bool RelativeValues = true;
|
||||
|
||||
[MMInspectorGroup("Color", true, 41)]
|
||||
/// whether or not this shaker should modify color
|
||||
[Tooltip("whether or not this shaker should modify color")]
|
||||
public bool ModifyColor = true;
|
||||
/// the colors to apply to the light over time
|
||||
[Tooltip("the colors to apply to the light over time")]
|
||||
public Gradient ColorOverTime;
|
||||
|
||||
[MMInspectorGroup("Intensity", true, 40)]
|
||||
/// the intensity to apply to the light over time
|
||||
/// the curve to tween the intensity on
|
||||
[Tooltip("the intensity to apply to the light over time")]
|
||||
public AnimationCurve IntensityCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the intensity curve's 0 to
|
||||
[Tooltip("the value to remap the intensity curve's 0 to")]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the intensity curve's 1 to
|
||||
[Tooltip("the value to remap the intensity curve's 1 to")]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
[MMInspectorGroup("Range", true, 39)]
|
||||
/// the range to apply to the light over time
|
||||
[Tooltip("the range to apply to the light over time")]
|
||||
public AnimationCurve FalloffCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the range curve's 0 to
|
||||
[Tooltip("the value to remap the range curve's 0 to")]
|
||||
public float FalloffRangeZero = 0f;
|
||||
/// the value to remap the range curve's 0 to
|
||||
[Tooltip("the value to remap the range curve's 0 to")]
|
||||
public float RemapFalloffOne = 10f;
|
||||
|
||||
[MMInspectorGroup("Shadow Strength", true, 38)]
|
||||
/// the range to apply to the light over time
|
||||
[Tooltip("the range to apply to the light over time")]
|
||||
public AnimationCurve ShadowStrengthCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the shadow strength's curve's 0 to
|
||||
[Tooltip("the value to remap the shadow strength's curve's 0 to")]
|
||||
public float RemapShadowStrengthZero = 0f;
|
||||
/// the value to remap the shadow strength's curve's 1 to
|
||||
[Tooltip("the value to remap the shadow strength's curve's 1 to")]
|
||||
public float RemapShadowStrengthOne = 1f;
|
||||
|
||||
protected Color _initialColor;
|
||||
protected float _initialRange;
|
||||
protected float _initialIntensity;
|
||||
protected float _initialShadowStrength;
|
||||
|
||||
protected bool _originalRelativeValues;
|
||||
protected bool _originalModifyColor;
|
||||
protected float _originalShakeDuration;
|
||||
protected Gradient _originalColorOverTime;
|
||||
protected AnimationCurve _originalIntensityCurve;
|
||||
protected float _originalRemapIntensityZero;
|
||||
protected float _originalRemapIntensityOne;
|
||||
protected AnimationCurve _originalRangeCurve;
|
||||
protected float _originalRemapRangeZero;
|
||||
protected float _originalRemapRangeOne;
|
||||
protected AnimationCurve _originalShadowStrengthCurve;
|
||||
protected float _originalRemapShadowStrengthZero;
|
||||
protected float _originalRemapShadowStrengthOne;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
if (BoundLight == null)
|
||||
{
|
||||
BoundLight = this.gameObject.GetComponent<Light2D>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When that shaker gets added, we initialize its shake duration
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
ShakeDuration = 1f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newRange = ShakeFloat(FalloffCurve, FalloffRangeZero, RemapFalloffOne, RelativeValues, _initialRange);
|
||||
BoundLight.shapeLightFalloffSize = newRange;
|
||||
float newIntensity = ShakeFloat(IntensityCurve, RemapIntensityZero, RemapIntensityOne, RelativeValues, _initialIntensity);
|
||||
BoundLight.intensity = newIntensity;
|
||||
float newShadowStrength = ShakeFloat(ShadowStrengthCurve, RemapShadowStrengthZero, RemapShadowStrengthOne, RelativeValues, _initialShadowStrength);
|
||||
BoundLight.shadowIntensity = Mathf.Clamp01(newShadowStrength);
|
||||
if (ModifyColor)
|
||||
{
|
||||
BoundLight.color = ColorOverTime.Evaluate(_remappedTimeSinceStart);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialColor = BoundLight.color;
|
||||
_initialRange = BoundLight.shapeLightFalloffSize;
|
||||
_initialIntensity = BoundLight.intensity;
|
||||
_initialShadowStrength = BoundLight.shadowIntensity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
BoundLight.color = _initialColor;
|
||||
BoundLight.shapeLightFalloffSize = _initialRange;
|
||||
BoundLight.intensity = _initialIntensity;
|
||||
BoundLight.shadowIntensity = _initialShadowStrength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ModifyColor = _originalModifyColor;
|
||||
RelativeValues = _originalRelativeValues;
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ColorOverTime = _originalColorOverTime;
|
||||
IntensityCurve = _originalIntensityCurve;
|
||||
RemapIntensityZero = _originalRemapIntensityZero;
|
||||
RemapIntensityOne = _originalRemapIntensityOne;
|
||||
FalloffCurve = _originalRangeCurve;
|
||||
FalloffRangeZero =_originalRemapRangeZero;
|
||||
RemapFalloffOne = _originalRemapRangeOne;
|
||||
ShadowStrengthCurve = _originalShadowStrengthCurve;
|
||||
RemapShadowStrengthZero = _originalRemapShadowStrengthZero;
|
||||
RemapShadowStrengthOne = _originalRemapShadowStrengthOne;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMLight2DShakeEvent.Register(OnMMLight2DShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMLight2DShakeEvent.Unregister(OnMMLight2DShakeEvent);
|
||||
}
|
||||
|
||||
public virtual void OnMMLight2DShakeEvent(float shakeDuration, bool relativeValues, bool modifyColor, Gradient colorOverTime,
|
||||
AnimationCurve intensityCurve, float remapIntensityZero, float remapIntensityOne,
|
||||
AnimationCurve rangeCurve, float remapRangeZero, float remapRangeOne,
|
||||
AnimationCurve shadowStrengthCurve, float remapShadowStrengthZero, float remapShadowStrengthOne,
|
||||
float feedbacksIntensity = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool useRange = false, float eventRange = 0f, Vector3 eventOriginPosition = default(Vector3))
|
||||
{
|
||||
if (!CheckEventAllowed(channelData, useRange, eventRange, eventOriginPosition) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalModifyColor = ModifyColor;
|
||||
_originalRelativeValues = RelativeValues;
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalColorOverTime = ColorOverTime;
|
||||
_originalIntensityCurve = IntensityCurve;
|
||||
_originalRemapIntensityZero = RemapIntensityZero;
|
||||
_originalRemapIntensityOne = RemapIntensityOne;
|
||||
_originalRangeCurve = FalloffCurve;
|
||||
_originalRemapRangeZero = FalloffRangeZero;
|
||||
_originalRemapRangeOne = RemapFalloffOne;
|
||||
_originalShadowStrengthCurve = ShadowStrengthCurve;
|
||||
_originalRemapShadowStrengthZero = RemapShadowStrengthZero;
|
||||
_originalRemapShadowStrengthOne = RemapShadowStrengthOne;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
ModifyColor = modifyColor;
|
||||
RelativeValues = relativeValues;
|
||||
ShakeDuration = shakeDuration;
|
||||
ColorOverTime = colorOverTime;
|
||||
IntensityCurve = intensityCurve;
|
||||
RemapIntensityZero = remapIntensityZero;
|
||||
RemapIntensityOne = remapIntensityOne;
|
||||
FalloffCurve = rangeCurve;
|
||||
FalloffRangeZero = remapRangeZero;
|
||||
RemapFalloffOne = remapRangeOne;
|
||||
ShadowStrengthCurve = shadowStrengthCurve;
|
||||
RemapShadowStrengthZero = remapShadowStrengthZero;
|
||||
RemapShadowStrengthOne = remapShadowStrengthOne;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
}
|
||||
|
||||
public struct MMLight2DShakeEvent
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(float shakeDuration, bool relativeValues, bool modifyColor, Gradient colorOverTime,
|
||||
AnimationCurve intensityCurve, float remapIntensityZero, float remapIntensityOne,
|
||||
AnimationCurve rangeCurve, float remapRangeZero, float remapRangeOne,
|
||||
AnimationCurve shadowStrengthCurve, float remapShadowStrengthZero, float remapShadowStrengthOne,
|
||||
float feedbacksIntensity = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool useRange = false, float eventRange = 0f, Vector3 eventOriginPosition = default(Vector3));
|
||||
|
||||
static public void Trigger(float shakeDuration, bool relativeValues, bool modifyColor, Gradient colorOverTime,
|
||||
AnimationCurve intensityCurve, float remapIntensityZero, float remapIntensityOne,
|
||||
AnimationCurve rangeCurve, float remapRangeZero, float remapRangeOne,
|
||||
AnimationCurve shadowStrengthCurve, float remapShadowStrengthZero, float remapShadowStrengthOne,
|
||||
float feedbacksIntensity = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool useRange = false, float eventRange = 0f, Vector3 eventOriginPosition = default(Vector3))
|
||||
{
|
||||
OnEvent?.Invoke(shakeDuration, relativeValues, modifyColor, colorOverTime,
|
||||
intensityCurve, remapIntensityZero, remapIntensityOne,
|
||||
rangeCurve, remapRangeZero, remapRangeOne,
|
||||
shadowStrengthCurve, remapShadowStrengthZero, remapShadowStrengthOne,
|
||||
feedbacksIntensity, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake,
|
||||
useRange, eventRange, eventOriginPosition);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLight2DShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMLight2DShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 869d9e226f9d85148ba6b532ba92aa63
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||||
MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
195
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMMotionBlurShaker_URP.cs
vendored
Normal file
195
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMMotionBlurShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,195 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMMotionBlurShaker_URP")]
|
||||
public class MMMotionBlurShaker_URP : MMShaker
|
||||
{
|
||||
[MMInspectorGroup("Motion Blur Intensity", true, 61)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeIntensity = false;
|
||||
/// the curve used to animate the intensity value on
|
||||
[Tooltip("the curve used to animate the intensity value on")]
|
||||
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected MotionBlur _motionBlur;
|
||||
protected float _initialIntensity;
|
||||
protected float _originalShakeDuration;
|
||||
protected AnimationCurve _originalShakeIntensity;
|
||||
protected float _originalRemapIntensityZero;
|
||||
protected float _originalRemapIntensityOne;
|
||||
protected bool _originalRelativeIntensity;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _motionBlur);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
|
||||
_motionBlur.intensity.Override(newValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialIntensity = _motionBlur.intensity.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnMotionBlurShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeIntensity = ShakeIntensity;
|
||||
_originalRemapIntensityZero = RemapIntensityZero;
|
||||
_originalRemapIntensityOne = RemapIntensityOne;
|
||||
_originalRelativeIntensity = RelativeIntensity;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeIntensity = intensity;
|
||||
RemapIntensityZero = remapMin * attenuation;
|
||||
RemapIntensityOne = remapMax * attenuation;
|
||||
RelativeIntensity = relativeIntensity;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_motionBlur.intensity.Override(_initialIntensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeIntensity = _originalShakeIntensity;
|
||||
RemapIntensityZero = _originalRemapIntensityZero;
|
||||
RemapIntensityOne = _originalRemapIntensityOne;
|
||||
RelativeIntensity = _originalRelativeIntensity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMMotionBlurShakeEvent_URP.Register(OnMotionBlurShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMMotionBlurShakeEvent_URP.Unregister(OnMotionBlurShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMMotionBlurShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
|
||||
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMMotionBlurShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMMotionBlurShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f83ea5980293ee4bb6961962edb0cc1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
195
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMPaniniProjectionShaker_URP.cs
vendored
Normal file
195
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMPaniniProjectionShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,195 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMPaniniProjectionShaker_URP")]
|
||||
public class MMPaniniProjectionShaker_URP : MMShaker
|
||||
{
|
||||
[MMInspectorGroup("Distance", true, 62)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeDistance = false;
|
||||
/// the curve used to animate the distance value on
|
||||
[Tooltip("the curve used to animate the distance value on")]
|
||||
public AnimationCurve ShakeDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapDistanceZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapDistanceOne = 1f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected PaniniProjection _paniniProjection;
|
||||
protected float _initialDistance;
|
||||
protected float _originalShakeDuration;
|
||||
protected AnimationCurve _originalShakeDistance;
|
||||
protected float _originalRemapDistanceZero;
|
||||
protected float _originalRemapDistanceOne;
|
||||
protected bool _originalRelativeDistance;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _paniniProjection);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newValue = ShakeFloat(ShakeDistance, RemapDistanceZero, RemapDistanceOne, RelativeDistance, _initialDistance);
|
||||
_paniniProjection.distance.Override(newValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialDistance = _paniniProjection.distance.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="distance"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeDistance"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnPaniniProjectionShakeEvent(AnimationCurve distance, float duration, float remapMin, float remapMax, bool relativeDistance = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeDistance = ShakeDistance;
|
||||
_originalRemapDistanceZero = RemapDistanceZero;
|
||||
_originalRemapDistanceOne = RemapDistanceOne;
|
||||
_originalRelativeDistance = RelativeDistance;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeDistance = distance;
|
||||
RemapDistanceZero = remapMin * attenuation;
|
||||
RemapDistanceOne = remapMax * attenuation;
|
||||
RelativeDistance = relativeDistance;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_paniniProjection.distance.Override(_initialDistance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeDistance = _originalShakeDistance;
|
||||
RemapDistanceZero = _originalRemapDistanceZero;
|
||||
RemapDistanceOne = _originalRemapDistanceOne;
|
||||
RelativeDistance = _originalRelativeDistance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMPaniniProjectionShakeEvent_URP.Register(OnPaniniProjectionShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMPaniniProjectionShakeEvent_URP.Unregister(OnPaniniProjectionShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMPaniniProjectionShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve distance, float duration, float remapMin, float remapMax, bool relativeDistance = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve distance, float duration, float remapMin, float remapMax, bool relativeDistance = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(distance, duration, remapMin, remapMax, relativeDistance, attenuation, channelData,
|
||||
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6fe51abeddc2b844abf21fdba23b947
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
245
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMVignetteShaker_URP.cs
vendored
Normal file
245
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMVignetteShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,245 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMVignetteShaker_URP")]
|
||||
public class MMVignetteShaker_URP : MMShaker
|
||||
{
|
||||
[MMInspectorGroup("Vignette Intensity", true, 63)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeIntensity = false;
|
||||
/// the curve used to animate the intensity value on
|
||||
[Tooltip("the curve used to animate the intensity value on")]
|
||||
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
[MMFInspectorGroup("Vignette Color", true, 60)]
|
||||
/// whether or not to also animate the vignette's color
|
||||
[Tooltip("whether or not to also animate the vignette's color")]
|
||||
public bool InterpolateColor = false;
|
||||
/// the curve to animate the color on
|
||||
[Tooltip("the curve to animate the color on")]
|
||||
public AnimationCurve ColorCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.05f, 1f), new Keyframe(0.95f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0, 1)]
|
||||
public float RemapColorZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapColorOne = 1f;
|
||||
/// the color to lerp towards
|
||||
[Tooltip("the color to lerp towards")]
|
||||
public Color TargetColor = Color.red;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected Vignette _vignette;
|
||||
protected float _initialIntensity;
|
||||
protected float _originalShakeDuration;
|
||||
protected AnimationCurve _originalShakeIntensity;
|
||||
protected float _originalRemapIntensityZero;
|
||||
protected float _originalRemapIntensityOne;
|
||||
protected bool _originalRelativeIntensity;
|
||||
protected bool _originalInterpolateColor;
|
||||
protected AnimationCurve _originalColorCurve;
|
||||
protected float _originalRemapColorZero;
|
||||
protected float _originalRemapColorOne;
|
||||
protected Color _originalTargetColor;
|
||||
protected Color _initialColor;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _vignette);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
|
||||
_vignette.intensity.Override(newValue);
|
||||
|
||||
if (InterpolateColor)
|
||||
{
|
||||
float newColorValue = ShakeFloat(ColorCurve, RemapColorZero, RemapColorOne, RelativeIntensity, 0);
|
||||
_vignette.color.Override(Color.Lerp(_initialColor, TargetColor, newColorValue));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialIntensity = _vignette.intensity.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="intensity"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeIntensity"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnVignetteShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false,
|
||||
bool interpolateColor = false, AnimationCurve colorCurve = null, float remapColorZero = 0f, float remapColorOne = 1f, Color targetColor = default(Color))
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeIntensity = ShakeIntensity;
|
||||
_originalRemapIntensityZero = RemapIntensityZero;
|
||||
_originalRemapIntensityOne = RemapIntensityOne;
|
||||
_originalRelativeIntensity = RelativeIntensity;
|
||||
_originalInterpolateColor = InterpolateColor;
|
||||
_originalColorCurve = ColorCurve;
|
||||
_originalRemapColorZero = RemapColorZero;
|
||||
_originalRemapColorOne = RemapColorOne;
|
||||
_originalTargetColor = TargetColor;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeIntensity = intensity;
|
||||
RemapIntensityZero = remapMin * attenuation;
|
||||
RemapIntensityOne = remapMax * attenuation;
|
||||
RelativeIntensity = relativeIntensity;
|
||||
ForwardDirection = forwardDirection;
|
||||
InterpolateColor = interpolateColor;
|
||||
ColorCurve = colorCurve;
|
||||
RemapColorZero = remapColorZero;
|
||||
RemapColorOne = remapColorOne;
|
||||
TargetColor = targetColor;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_vignette.intensity.Override(_initialIntensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeIntensity = _originalShakeIntensity;
|
||||
RemapIntensityZero = _originalRemapIntensityZero;
|
||||
RemapIntensityOne = _originalRemapIntensityOne;
|
||||
RelativeIntensity = _originalRelativeIntensity;
|
||||
InterpolateColor = _originalInterpolateColor;
|
||||
ColorCurve = _originalColorCurve;
|
||||
RemapColorZero = _originalRemapColorZero;
|
||||
RemapColorOne = _originalRemapColorOne;
|
||||
TargetColor = _originalTargetColor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMVignetteShakeEvent_URP.Register(OnVignetteShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMVignetteShakeEvent_URP.Unregister(OnVignetteShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMVignetteShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false,
|
||||
bool interpolateColor = false, AnimationCurve colorCurve = null, float remapColorZero = 0f, float remapColorOne = 1f, Color targetColor = default(Color));
|
||||
|
||||
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false,
|
||||
bool interpolateColor = false, AnimationCurve colorCurve = null, float remapColorZero = 0f, float remapColorOne = 1f, Color targetColor = default(Color))
|
||||
{
|
||||
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
|
||||
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore,
|
||||
interpolateColor, colorCurve, remapColorZero, remapColorOne, targetColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMVignetteShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMVignetteShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94df1ffae0c2c7d4ba695b68267eea10
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
230
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMWhiteBalanceShaker_URP.cs
vendored
Normal file
230
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMWhiteBalanceShaker_URP.cs
vendored
Normal file
@@ -0,0 +1,230 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.Tools;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events
|
||||
/// </summary>
|
||||
#if MM_URP
|
||||
[RequireComponent(typeof(Volume))]
|
||||
#endif
|
||||
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMWhiteBalanceShaker_URP")]
|
||||
public class MMWhiteBalanceShaker_URP : MMShaker
|
||||
{
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeValues = true;
|
||||
|
||||
[MMInspectorGroup("Temperature", true, 55)]
|
||||
/// the curve used to animate the temperature value on
|
||||
[Tooltip("the curve used to animate the temperature value on")]
|
||||
public AnimationCurve ShakeTemperature = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTemperatureZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTemperatureOne = 100f;
|
||||
|
||||
[MMInspectorGroup("Tint", true, 56)]
|
||||
/// the curve used to animate the tint value on
|
||||
[Tooltip("the curve used to animate the tint value on")]
|
||||
public AnimationCurve ShakeTint = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTintZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTintOne = 100f;
|
||||
|
||||
#if MM_URP
|
||||
protected Volume _volume;
|
||||
protected WhiteBalance _whiteBalance;
|
||||
protected float _initialTemperature;
|
||||
protected float _initialTint;
|
||||
protected float _originalShakeDuration;
|
||||
protected bool _originalRelativeValues;
|
||||
protected AnimationCurve _originalShakeTemperature;
|
||||
protected float _originalRemapTemperatureZero;
|
||||
protected float _originalRemapTemperatureOne;
|
||||
protected AnimationCurve _originalShakeTint;
|
||||
protected float _originalRemapTintZero;
|
||||
protected float _originalRemapTintOne;
|
||||
|
||||
/// <summary>
|
||||
/// On init we initialize our values
|
||||
/// </summary>
|
||||
protected override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
_volume = this.gameObject.GetComponent<Volume>();
|
||||
_volume.profile.TryGet(out _whiteBalance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shakes values over time
|
||||
/// </summary>
|
||||
protected override void Shake()
|
||||
{
|
||||
float newTemperature = ShakeFloat(ShakeTemperature, RemapTemperatureZero, RemapTemperatureOne, RelativeValues, _initialTemperature);
|
||||
_whiteBalance.temperature.Override(newTemperature);
|
||||
float newTint = ShakeFloat(ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, _initialTint);
|
||||
_whiteBalance.tint.Override(newTint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects initial values on the target
|
||||
/// </summary>
|
||||
protected override void GrabInitialValues()
|
||||
{
|
||||
_initialTemperature = _whiteBalance.temperature.value;
|
||||
_initialTint = _whiteBalance.tint.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get the appropriate event, we trigger a shake
|
||||
/// </summary>
|
||||
/// <param name="temperature"></param>
|
||||
/// <param name="duration"></param>
|
||||
/// <param name="amplitude"></param>
|
||||
/// <param name="relativeValues"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
/// <param name="channel"></param>
|
||||
public virtual void OnWhiteBalanceShakeEvent(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
|
||||
AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (stop)
|
||||
{
|
||||
Stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (restore)
|
||||
{
|
||||
ResetTargetValues();
|
||||
return;
|
||||
}
|
||||
|
||||
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
|
||||
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
|
||||
|
||||
if (resetShakerValuesAfterShake)
|
||||
{
|
||||
_originalShakeDuration = ShakeDuration;
|
||||
_originalShakeTemperature = ShakeTemperature;
|
||||
_originalRemapTemperatureZero = RemapTemperatureZero;
|
||||
_originalRemapTemperatureOne = RemapTemperatureOne;
|
||||
_originalRelativeValues = RelativeValues;
|
||||
_originalShakeTint = ShakeTint;
|
||||
_originalRemapTintZero = RemapTintZero;
|
||||
_originalRemapTintOne = RemapTintOne;
|
||||
}
|
||||
|
||||
if (!OnlyUseShakerValues)
|
||||
{
|
||||
TimescaleMode = timescaleMode;
|
||||
ShakeDuration = duration;
|
||||
ShakeTemperature = temperature;
|
||||
RemapTemperatureZero = remapTemperatureMin * attenuation;
|
||||
RemapTemperatureOne = remapTemperatureMax * attenuation;
|
||||
RelativeValues = relativeValues;
|
||||
ShakeTint = tint;
|
||||
RemapTintZero = remapTintMin;
|
||||
RemapTintOne = remapTintMax;
|
||||
ForwardDirection = forwardDirection;
|
||||
}
|
||||
|
||||
Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's values
|
||||
/// </summary>
|
||||
protected override void ResetTargetValues()
|
||||
{
|
||||
base.ResetTargetValues();
|
||||
_whiteBalance.temperature.Override(_initialTemperature);
|
||||
_whiteBalance.tint.Override(_initialTint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the shaker's values
|
||||
/// </summary>
|
||||
protected override void ResetShakerValues()
|
||||
{
|
||||
base.ResetShakerValues();
|
||||
ShakeDuration = _originalShakeDuration;
|
||||
ShakeTemperature = _originalShakeTemperature;
|
||||
RemapTemperatureZero = _originalRemapTemperatureZero;
|
||||
RemapTemperatureOne = _originalRemapTemperatureOne;
|
||||
RelativeValues = _originalRelativeValues;
|
||||
ShakeTint = _originalShakeTint;
|
||||
RemapTintZero = _originalRemapTintZero;
|
||||
RemapTintOne = _originalRemapTintOne;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts listening for events
|
||||
/// </summary>
|
||||
public override void StartListening()
|
||||
{
|
||||
base.StartListening();
|
||||
MMWhiteBalanceShakeEvent_URP.Register(OnWhiteBalanceShakeEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops listening for events
|
||||
/// </summary>
|
||||
public override void StopListening()
|
||||
{
|
||||
base.StopListening();
|
||||
MMWhiteBalanceShakeEvent_URP.Unregister(OnWhiteBalanceShakeEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An event used to trigger vignette shakes
|
||||
/// </summary>
|
||||
public struct MMWhiteBalanceShakeEvent_URP
|
||||
{
|
||||
static private event Delegate OnEvent;
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
|
||||
static public void Register(Delegate callback) { OnEvent += callback; }
|
||||
static public void Unregister(Delegate callback) { OnEvent -= callback; }
|
||||
|
||||
public delegate void Delegate(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
|
||||
AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
|
||||
|
||||
static public void Trigger(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
|
||||
AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
|
||||
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
|
||||
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
|
||||
{
|
||||
OnEvent?.Invoke(temperature, duration, remapTemperatureMin, remapTemperatureMax,
|
||||
tint, remapTintMin, remapTintMax, relativeValues,
|
||||
attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMWhiteBalanceShaker_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMWhiteBalanceShaker_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 413e26d7ac278d24fb4ab58e410a9850
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user