bloom added
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c9e294213d
commit
b514f15dc0
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@ -85,3 +85,51 @@ MonoBehaviour:
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settings:
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- {fileID: -1752554079016775041}
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- {fileID: -2309378551457945779}
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- {fileID: 8762005197904913450}
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--- !u!114 &8762005197904913450
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MonoBehaviour:
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m_ObjectHideFlags: 3
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 48a79b01ea5641d4aa6daa2e23605641, type: 3}
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m_Name: Bloom
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m_EditorClassIdentifier:
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active: 1
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enabled:
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overrideState: 1
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value: 0
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intensity:
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overrideState: 1
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value: 0
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threshold:
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overrideState: 1
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value: 1
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softKnee:
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overrideState: 1
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value: 0.5
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clamp:
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overrideState: 0
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value: 65472
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diffusion:
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overrideState: 0
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value: 7
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anamorphicRatio:
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overrideState: 1
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value: 0
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color:
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overrideState: 1
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value: {r: 1, g: 1, b: 1, a: 1}
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fastMode:
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overrideState: 0
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value: 0
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dirtTexture:
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overrideState: 0
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value: {fileID: 0}
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defaultState: 1
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dirtIntensity:
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overrideState: 0
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value: 0
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@ -895,7 +895,7 @@ namespace HeavenStudio
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("colorStart", Color.black, "Start Color"),
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new("colorEnd", Color.black, "Start End"),
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new("colorEnd", Color.black, "End Color"),
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new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"),
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new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"),
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@ -914,6 +914,29 @@ namespace HeavenStudio
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{
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new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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}
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},
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new GameAction("bloom", "Bloom")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"),
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new("colorStart", Color.white, "Start Tint"),
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new("colorEnd", Color.white, "End Tint"),
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new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"),
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new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"),
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new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"),
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new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"),
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new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
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new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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}
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}
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@ -13,6 +13,7 @@ namespace HeavenStudio
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// events
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private List<RiqEntity> _vignettes = new();
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private List<RiqEntity> _cabbs = new();
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private List<RiqEntity> _blooms = new();
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private void Awake()
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{
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@ -28,14 +29,18 @@ namespace HeavenStudio
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{
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_vignettes = EventCaller.GetAllInGameManagerList("vfx", new string[] { "vignette" });
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_cabbs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "cabb" });
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_blooms = EventCaller.GetAllInGameManagerList("vfx", new string[] { "bloom" });
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UpdateVignette();
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UpdateChromaticAbberations();
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UpdateBlooms();
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}
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private void Update()
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{
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UpdateVignette();
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UpdateChromaticAbberations();
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UpdateBlooms();
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}
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private void UpdateVignette()
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@ -90,6 +95,38 @@ namespace HeavenStudio
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}
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}
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private void UpdateBlooms()
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{
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if (!_volume.profile.TryGetSettings<Bloom>(out var b)) return;
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b.enabled.Override(false);
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foreach (var e in _blooms)
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{
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float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (normalized < 0) break;
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float clampNormal = Mathf.Clamp01(normalized);
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var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
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float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
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b.enabled.Override(newIntensity != 0);
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if (!b.enabled) continue;
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b.intensity.Override(newIntensity);
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Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
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b.color.Override(newColor);
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float newThreshold = func(e["thresholdStart"], e["thresholdEnd"], clampNormal);
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b.threshold.Override(newThreshold);
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float newSoftKnee = func(e["softKneeStart"], e["softKneeEnd"], clampNormal);
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b.softKnee.Override(newSoftKnee);
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float newAna = func(e["anaStart"], e["anaEnd"], clampNormal);
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b.anamorphicRatio.Override(newAna);
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}
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}
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private Color ColorEase(Color start, Color end, float time, Util.EasingFunction.Function func)
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{
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float newR = func(start.r, end.r, time);
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