Browse Source

Half Shader A3

post-projects
Cailean Finn 1 year ago
parent
commit
b6bf2bdd27
  1. 771
      Assets/Act-1.unity
  2. 773
      Assets/Act-3.unity
  3. 4061
      Assets/Animations/Act-3/VFXAvatar.anim
  4. 8
      Assets/Animations/Act-3/VFXAvatar.anim.meta
  5. 30134
      Assets/Recordings/Act3ShaderAnimation_0003.anim
  6. 8
      Assets/Recordings/Act3ShaderAnimation_0003.anim.meta
  7. 5294
      Assets/Recordings/Act3ShaderAnimation_0004.anim
  8. 8
      Assets/Recordings/Act3ShaderAnimation_0004.anim.meta
  9. 87542
      Assets/Recordings/Act3ShaderAnimation_01.anim
  10. 8
      Assets/Recordings/Act3ShaderAnimation_01.anim.meta
  11. 143
      Assets/Scripts/MidiLiveMap.cs
  12. 11
      Assets/Scripts/MidiLiveMap.cs.meta
  13. 2
      Assets/Settings/Act-1.asset
  14. 50
      Assets/Timeline/Timeline_Act-3.playable
  15. 1701
      Assets/VFX/A3_Avatar.vfx
  16. 205
      Assets/VFX/Environment.vfx
  17. 1
      Packages/manifest.json
  18. 4
      Packages/packages-lock.json
  19. 2
      ProjectSettings/ProjectSettings.asset
  20. 15
      ProjectSettings/QualitySettings.asset

771
Assets/Act-1.unity

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using Minis;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.VFX;
[ExecuteInEditMode]
[System.Serializable]
public class MidiLiveMap : MonoBehaviour
{
public VisualEffect m_VFX;
// All Controllable Variables for Act 4 PJ
private int m_PLifeMin;
private int m_PLifeMax;
private int m_PRate;
private int m_PNoise;
private int m_PTurbPosition;
private int m_PRatio;
//private int m_PGravity;
private int m_PFreq;
private int m_PDrag;
private int m_ALRate;
private int m_PTurb;
public float f_PLifeMin = 5f;
public float f_PLifeMax = 20f;
public float f_PRate = 70000f;
public float f_PNoise = 0.5f;
public float f_PTurbPosition = 30f;
public float f_PRatio = 10f;
//public float f_PGravity = 0f;
public float f_PFreq = 2f;
public float f_PTurb = 0.5f;
public float f_PTurbDrag = 8f;
public float f_ALRate = 1000f;
private float m_Slider = 0f;
private float m_Potent = 0f;
private float[] m_SliderIn = new float[8];
private float[] m_PotIn = new float[8];
void Start()
{
m_PLifeMin = Shader.PropertyToID("Pont Lifetime Min");
m_PLifeMax = Shader.PropertyToID("Point Lifetime Max");
m_PRate = Shader.PropertyToID("Point Rate");
m_PNoise = Shader.PropertyToID("Noise");
m_PRatio = Shader.PropertyToID("Turbulences Ratio");
m_PTurbPosition = Shader.PropertyToID("Turbulences Speed");
m_PFreq = Shader.PropertyToID("Turbulences Frequency");
m_PTurb = Shader.PropertyToID("Turbulences");
m_PDrag = Shader.PropertyToID("Turbulence Drag");
m_ALRate = Shader.PropertyToID("Antenna Rate");
// m_PGravity = Shader.PropertyToID("Gravity Point");
InputSystem.onDeviceChange += (device, change) =>
{
if (change != InputDeviceChange.Added)
{
return;
}
var midiDevice = device as Minis.MidiDevice;
if (midiDevice == null)
{
return;
}
midiDevice.onWillControlChange += (device, change) =>
{
if (device.controlNumber < 8)
{
m_SliderIn[device.controlNumber] = (float)change;
}
if (device.controlNumber >= 16 && device.controlNumber <= 23)
{
m_PotIn[device.controlNumber - 16] = (float)change;
}
// Debug.Log(device.controlNumber);
Debug.Log(m_Slider + ":" + m_Potent);
if (device.controlNumber == 32)
{
// f_PGravity = -9.8f * (float)change;
}
};
};
}
void Update()
{
// Debug.Log(m_Slider);
SetupVFXTest();
}
void SetupVFXTest()
{
// Points
m_VFX.SetFloat(m_PLifeMin, f_PLifeMin * m_PotIn[0]);
m_VFX.SetFloat(m_PLifeMax, f_PLifeMax * m_PotIn[1]);
m_VFX.SetFloat(m_PRate, f_PRate * m_PotIn[2]);
m_VFX.SetFloat(m_PNoise, f_PNoise * m_PotIn[3]);
// Vel Lines
m_VFX.SetFloat(m_ALRate, f_ALRate * m_PotIn[4]);
// Turbulence's
m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[0]);
m_VFX.SetFloat(m_PTurb, f_PTurb * m_SliderIn[1]);
m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[2]);
m_VFX.SetFloat(m_PDrag, f_PTurbDrag * m_SliderIn[3]);
m_VFX.SetFloat(m_PTurbPosition, f_PTurbPosition * m_SliderIn[5]);
}
}

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4
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"com.unity.timeline": {
"version": "1.7.6",
"depth": 0,
"version": "1.7.5",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.modules.director": "1.0.0",

2
ProjectSettings/ProjectSettings.asset

@ -77,7 +77,7 @@ PlayerSettings:
androidFullscreenMode: 1
defaultIsNativeResolution: 1
macRetinaSupport: 1
runInBackground: 0
runInBackground: 1
captureSingleScreen: 0
muteOtherAudioSources: 0
Prepare IOS For Recording: 0

15
ProjectSettings/QualitySettings.asset

@ -157,17 +157,4 @@ QualitySettings:
terrainMaxTrees: 50
excludedTargetPlatforms: []
m_TextureMipmapLimitGroupNames: []
m_PerPlatformDefaultQuality:
Android: 0
CloudRendering: 0
Lumin: 0
Nintendo Switch: 0
PS4: 0
Server: 0
Stadia: 0
Standalone: 0
WebGL: 0
Windows Store Apps: 0
XboxOne: 0
iPhone: 0
tvOS: 0
m_PerPlatformDefaultQuality: {}

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