Merge remote-tracking branch 'upstream/master'

This commit is contained in:
playinful 2024-03-11 19:05:40 -04:00
commit 34b15726ef
2857 changed files with 1009141 additions and 12391 deletions

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# CRTEffects
post processing stack v2 にて使えるブラウン管風のエフェクトです。
## 使い方
このファイルをAssetに追加し、Post Processing Stack Volumeで"Custom/CRT"を追加すると適応されます。
Unity2019.1.1f1にて動作を確認しています。
## パラメータ
- Distort - レンズ歪みの強さ
- RGB Blend - 0だとRGBが完全に分離、1だと通常のRGB
- Bottom Collapse - 画面下部の映像が圧縮された部分の大きさ
- Noise Amount - 画面下部のノイズの量
## 参考にさせていただいたサイト樣
[notargs.com "ブラウン管風シェーダーを作った"](http://wordpress.notargs.com/blog/blog/2016/01/09/unity3d%e3%83%96%e3%83%a9%e3%82%a6%e3%83%b3%e7%ae%a1%e9%a2%a8%e3%82%b7%e3%82%a7%e3%83%bc%e3%83%80%e3%83%bc%e3%82%92%e4%bd%9c%e3%81%a3%e3%81%9f/)
[おもちゃラボ "シェーダで作るノイズ5種盛り"](http://nn-hokuson.hatenablog.com/entry/2017/01/27/195659#fBm%E3%83%8E%E3%82%A4%E3%82%BA)
[LIGHT11 "Post Processingで自作のポストエフェクトを実装する"](http://light11.hatenadiary.com/entry/2019/03/31/225111#FXAA%E3%82%92%E4%BD%BF%E3%81%86%E5%A0%B4%E5%90%88%E3%81%AF%E6%9B%B8%E3%81%8D%E6%96%B9%E3%81%AB%E6%B3%A8%E6%84%8F%E3%81%99%E3%82%8B)

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using System;
using UnityEngine;
// UnityEngine.Rendering.PostProcessingをusing
using UnityEngine.Rendering.PostProcessing;
[Serializable] // 必ずSerializableアトリビュートを付ける
[PostProcess(typeof(CRTRenderer), PostProcessEvent.AfterStack, "Custom/CRT", true)]
public sealed class CRT : PostProcessEffectSettings
{
[Range(0f, 1f)]
public FloatParameter distort = new FloatParameter { value = 0.0f };
[Range(0f, 1f)]
public FloatParameter RGBBlend = new FloatParameter { value = 1f };
[Range(0f, 1f)]
public FloatParameter BottomCollapse = new FloatParameter { value = 0f };
[Range(0f, 1f)]
public FloatParameter NoiseAmount = new FloatParameter { value = 0f };
/*// 有効化する条件はこうやって指定する(ちゃんとやっておいたほうがパフォーマンスにつながりそう)
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
//Debug.Log(base.IsEnabledAndSupported(context));
return base.IsEnabledAndSupported(context) || distort != 0;
//return true;
}*/
}

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using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
public sealed class CRTRenderer : PostProcessEffectRenderer<CRT>
{
// 初期化時の処理
public override void Init()
{
base.Init();
}
public override void Render(PostProcessRenderContext context)
{
// 内部的にプールされているMaterialPropertyBlockが保存されているPropertySheetを取得
var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/CRT"));
// MaterialPropertyBlockに対してプロパティをセット
sheet.properties.SetFloat("_Distort", settings.distort);
sheet.properties.SetFloat("_RGBBlend", settings.RGBBlend);
sheet.properties.SetFloat("_BottomCollapse", settings.BottomCollapse);
sheet.properties.SetFloat("_NoiseAmount", settings.NoiseAmount);
sheet.properties.SetFloat("_ScreenWidth", Screen.width);
sheet.properties.SetFloat("_ScreenHeight", Screen.height);
// CommandBufferのBlitFullscreenTriangleを使って描画
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
}
// 破棄時の処理
public override void Release()
{
base.Release();
}
}

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Shader "Hidden/Custom/CRT"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
const float PI = 3.14159265;
#pragma vertex VertDefault
#pragma fragment Frag
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
float rand(float2 st) {
return frac(sin(dot(st.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float2 random2(float2 st){
st = float2( dot(st,float2(127.1,311.7)),
dot(st,float2(269.5,183.3)) );
return -1.0 + 2.0*frac(sin(st)*43758.5453123);
}
float perlinNoise(float2 st)
{
float2 p = floor(st);
float2 f = frac(st);
float2 u = f*f*(3.0-2.0*f);
float v00 = random2(p+float2(0,0));
float v10 = random2(p+float2(1,0));
float v01 = random2(p+float2(0,1));
float v11 = random2(p+float2(1,1));
return lerp( lerp( dot( v00, f - float2(0,0) ), dot( v10, f - float2(1,0) ), u.x ),
lerp( dot( v01, f - float2(0,1) ), dot( v11, f - float2(1,1) ), u.x ),
u.y)+0.5f;
}
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float _Distort;
float _ScreenWidth;
float _ScreenHeight;
float _RGBBlend;
float _BottomCollapse;
float _NoiseAmount;
float4 Frag(VaryingsDefault i) : SV_Target
{
//レンズ歪み
float2 distcoord = i.texcoord;
distcoord -= 0.5;
distcoord /= 1 - length(distcoord) * _Distort;
distcoord += 0.5;
//画面のズレ
float2 linecoord = distcoord;
//linecoord.x += (sin(_Time.r * 1.5 + linecoord.y * 0.7) > 0.9) * 0.05;
float linedistsin = sin(_Time.g + linecoord.y * 2 * PI);
float linedistwidth = 0.995;
linecoord.x += (linedistsin > linedistwidth) * (linedistsin - linedistwidth);
linecoord.x += (sin(_Time.a * 100 + linecoord.y * 10)) * 0.0005;
//下部の圧縮された部分
linecoord.x -= (linecoord.y < _BottomCollapse) * rand(float2(_Time.a,linecoord.y)) * 0.1;
linecoord.y = linecoord.y < _BottomCollapse ? linecoord.y * (1 / _BottomCollapse) : linecoord.y;
//rgbずれ
float4 color;
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0.002,0)).r ;
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0,0)).g;
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(-0.002,0)).b;
//下部のノイズ
float noisevalue = perlinNoise(linecoord * float2(5,500) + rand(_Time) + _Time.ba);
float noiseCrit = (1 - _NoiseAmount) + max(linecoord.y - _BottomCollapse, linecoord.y < _BottomCollapse) * 2;
color.r = (noisevalue > noiseCrit) ? rand(linecoord + float2(0,1)) : color.r;
color.g = (noisevalue > noiseCrit) ? rand(linecoord + float2(1,2)) : color.g;
color.b = (noisevalue > noiseCrit) ? rand(linecoord + float2(3,4)) : color.b;
//rgb配列
float rgbmod = fmod((i.texcoord.x) * _ScreenWidth, 3);
color.r *= max(rgbmod < 1, _RGBBlend);
color.g *= max(1 < rgbmod && rgbmod < 2, _RGBBlend);
color.b *= max(2 < rgbmod, _RGBBlend);
rgbmod = fmod((i.texcoord.y) * _ScreenHeight, 4);
color.rgb *= rgbmod >= 1;
//レンズ歪みの外側
color.rgb *= 1 - (distcoord.x < 0 || distcoord.x > 1 || distcoord.y < 0 || distcoord.y > 1);
return color;
}
ENDHLSL
}
}
}

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@ -1,7 +1,6 @@
<align="center"><b>Programming</b></align> <align="center"><b>Programming</b></align>
-<indent=5%>minenice</indent> -<indent=5%>minenice</indent>
-<indent=5%>Megaminerzero</indent> -<indent=5%>Megaminerzero</indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>huantian</indent> -<indent=5%>huantian</indent>
-<indent=5%>Slaith12</indent> -<indent=5%>Slaith12</indent>
-<indent=5%>Mytiaoga</indent> -<indent=5%>Mytiaoga</indent>
@ -20,6 +19,10 @@
-<indent=5%>RaffyTaffy14</indent> -<indent=5%>RaffyTaffy14</indent>
-<indent=5%>Thinedave</indent> -<indent=5%>Thinedave</indent>
-<indent=5%>Marc / ThePurpleAnon</indent> -<indent=5%>Marc / ThePurpleAnon</indent>
-<indent=5%>fu_majime</indent>
-<indent=5%>Streitixy</indent>
-<indent=5%>Obeliskwithlimbs</indent>
-<indent=5%>Wookywok</indent>
<align="center"><b>Artwork</b></align> <align="center"><b>Artwork</b></align>
-<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent> -<indent=5%>Ko Takeuchi <alpha=#88>(Original <i>Rhythm Heaven</i> Assets)<alpha=#FF></indent>
@ -30,7 +33,6 @@
-<indent=5%>Tailx <alpha=#88>(Logo, Revised)<alpha=#FF></indent> -<indent=5%>Tailx <alpha=#88>(Logo, Revised)<alpha=#FF></indent>
-<indent=5%>Seanski2 <alpha=#88>(Minigame Icons)<alpha=#FF></indent> -<indent=5%>Seanski2 <alpha=#88>(Minigame Icons)<alpha=#FF></indent>
-<indent=5%>Maddy / saladplainzone <alpha=#88>(Default Epilogues)<alpha=#FF></indent> -<indent=5%>Maddy / saladplainzone <alpha=#88>(Default Epilogues)<alpha=#FF></indent>
-<indent=5%>Starpelly</indent>
-<indent=5%>dexiedoo_octo</indent> -<indent=5%>dexiedoo_octo</indent>
-<indent=5%>Sofuto</indent> -<indent=5%>Sofuto</indent>
-<indent=5%>MilaDraws</indent> -<indent=5%>MilaDraws</indent>
@ -56,6 +58,8 @@
-<indent=5%>mizuno</indent> -<indent=5%>mizuno</indent>
-<indent=5%>Malleable Frog</indent> -<indent=5%>Malleable Frog</indent>
-<indent=5%>vincells</indent> -<indent=5%>vincells</indent>
-<indent=5%>Yumiko90</indent>
-<indent=5%>fu_majime</indent>
<align="center"><b>Music</b></align> <align="center"><b>Music</b></align>
-<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent> -<indent=5%>Jellirby <alpha=#88>(Opening)<alpha=#FF></indent>
@ -73,29 +77,36 @@
<align="center"><b>Other Resources & Technologies</b></align> <align="center"><b>Other Resources & Technologies</b></align>
-<indent=5%>Nintendo <alpha=#88>(Concept, Sound, Design)<alpha=#FF></indent> -<indent=5%>Nintendo <alpha=#88>(Concept, Sound, Design)<alpha=#FF></indent>
-<indent=5%>Powered by Unity 2021.3.21</indent> -<indent=5%>Powered by Unity 2021.3.21</indent>
-<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by RHeavenStudio<alpha=#FF></indent> -<indent=5%>JoyShockLibrary <alpha=#88>Jibb Smart, fork by RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Jukebox <alpha=#88>RHeavenStudio<alpha=#FF></indent> -<indent=5%>Jukebox <alpha=#88>RHeavenStudio<alpha=#FF></indent>
-<indent=5%>Newtonsoft.Json</indent> -<indent=5%>Dependencies Hunter</indent>
-<indent=5%>UniTask</indent> -<indent=5%>DOTween</indent>
-<indent=5%>Graphy</indent> -<indent=5%>Graphy</indent>
-<indent=5%>NaughtyBezierCurves</indent>
-<indent=5%>Newtonsoft.Json</indent>
-<indent=5%>SoftMaskForUGUI</indent>
-<indent=5%>StandaloneFileBrowser</indent>
-<indent=5%>TMPro Dynamic Data Cleaner</indent>
-<indent=5%>UniTask</indent>
-<indent=5%>Unity-AltSourceGenerator</indent>
-<indent=5%>unity-blend-shaders</indent>
-<indent=5%>unity-gui-windows</indent>
-<indent=5%>Unity-UI-Rounded-Corners</indent>
-<indent=5%>Unity-SpriteAssist</indent>
-<indent=5%>Adobe Photoshop 2022</indent> -<indent=5%>Adobe Photoshop 2022</indent>
-<indent=5%>GIMP</indent> -<indent=5%>GIMP</indent>
-<indent=5%>paint.net</indent> -<indent=5%>paint.net</indent>
-<indent=5%>Krita</indent> -<indent=5%>Krita</indent>
-<indent=5%>Visual Studio 2022</indent> -<indent=5%>Visual Studio 2022</indent>
-<indent=5%>Visual Studio Code</indent> -<indent=5%>Visual Studio Code</indent>
-<indent=5%>DOTween</indent>
-<indent=5%>Starpelly Library</indent>
-<indent=5%>StandaloneFileBrowser</indent>
-<indent=5%>unity-gui-windows</indent>
-<indent=5%>NaughtyBezierCurves</indent>
-<indent=5%>VorbisPlugin</indent>
-<indent=5%>RHRE SFX Database</indent> -<indent=5%>RHRE SFX Database</indent>
-<indent=5%>Github Copilot</indent> -<indent=5%>Github Copilot</indent>
<align="center"><b>Legal</b> <align="center"><b>Legal</b>
<color="red">Rhythm Heaven / Rhythm Tengoku is the intellectual property of Nintendo. This program is NOT endorsed nor sponsored in any way by Nintendo nor any of its affiliates.</color> <color="red">Rhythm Heaven / Rhythm Tengoku is the intellectual property of Nintendo. This program is NOT endorsed nor sponsored in any way by Nintendo nor any of its affiliates.</color>
All used properties of Nintendo (such as names, audio, graphics, characters, design, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the GPL-3.0 license, without charge. All used properties of Nintendo (such as names, audio, graphics, characters, design, etc.) in this software are not intended to maliciously infringe trademark rights. All other trademarks and assets are property of their respective owners. This is a community project and this is available for others to use according to the MIT license, without charge.
<b>THIS SOFTWARE MUST NOT BE SOLD, NEITHER ALONE NOR AS PART OF A BUNDLE. <b>THIS SOFTWARE MUST NOT BE SOLD, NEITHER ALONE NOR AS PART OF A BUNDLE.

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