lens distortion added
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@ -1,5 +1,39 @@
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m_Script: {fileID: 11500000, guid: 9b77c5407dc277943b591ade9e6b18c5, type: 3}
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m_Name: LensDistortion
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@ -86,6 +120,7 @@ MonoBehaviour:
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@ -663,7 +663,7 @@ namespace HeavenStudio
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//temp for testing
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function = delegate {
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var e = eventCaller.currentEntity;
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Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
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Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
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}
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},
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new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
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@ -896,7 +896,7 @@ namespace HeavenStudio
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new("colorStart", Color.black, "Start Color"),
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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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@ -930,13 +930,29 @@ namespace HeavenStudio
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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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new GameAction("lensD", "Lens Distortion")
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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(-100f, 100f, 0f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"),
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new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"),
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new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"),
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new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
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new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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}
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}
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@ -14,6 +14,7 @@ namespace HeavenStudio
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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 List<RiqEntity> _lensDs = new();
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private void Awake()
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{
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@ -30,10 +31,12 @@ namespace HeavenStudio
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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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_lensDs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "lensD" });
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UpdateVignette();
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UpdateChromaticAbberations();
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UpdateBlooms();
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UpdateLensDistortions();
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}
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private void Update()
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@ -41,6 +44,7 @@ namespace HeavenStudio
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UpdateVignette();
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UpdateChromaticAbberations();
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UpdateBlooms();
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UpdateLensDistortions();
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}
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private void UpdateVignette()
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@ -127,6 +131,31 @@ namespace HeavenStudio
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}
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}
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private void UpdateLensDistortions()
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{
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if (!_volume.profile.TryGetSettings<LensDistortion>(out var l)) return;
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l.enabled.Override(false);
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foreach (var e in _lensDs)
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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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l.enabled.Override(newIntensity != 0);
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if (!l.enabled) continue;
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l.intensity.Override(newIntensity);
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float newX = func(e["xStart"], e["xEnd"], clampNormal);
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l.intensityX.Override(newX);
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float newY = func(e["yStart"], e["yEnd"], clampNormal);
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l.intensityY.Override(newY);
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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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