012b354db8
* scene setup * post processing script * vignette effect * small change * chromatic abberation added * bloom added * lens distortion added * collapse param stuff * Color grading * screen tiling added
237 lines
9 KiB
C#
237 lines
9 KiB
C#
using Jukebox;
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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.PostProcessing;
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namespace HeavenStudio
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{
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public class PostProcessingVFX : MonoBehaviour
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{
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private PostProcessVolume _volume;
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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 List<RiqEntity> _lensDs = new();
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private List<RiqEntity> _grains = new();
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private List<RiqEntity> _colorGradings = new();
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private void Awake()
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{
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_volume = GetComponent<PostProcessVolume>();
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}
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private void Start()
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{
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GameManager.instance.onBeatChanged += OnBeatChanged;
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}
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public void OnBeatChanged(double beat)
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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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_lensDs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "lensD" });
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_grains = EventCaller.GetAllInGameManagerList("vfx", new string[] { "grain" });
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_colorGradings = EventCaller.GetAllInGameManagerList("vfx", new string[] { "colorGrading" });
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UpdateVignette();
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UpdateChromaticAbberations();
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UpdateBlooms();
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UpdateLensDistortions();
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UpdateGrain();
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UpdateColorGrading();
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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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UpdateLensDistortions();
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UpdateGrain();
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UpdateColorGrading();
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}
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private void UpdateVignette()
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{
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if (!_volume.profile.TryGetSettings<Vignette>(out var v)) return;
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v.enabled.Override(false);
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foreach (var e in _vignettes)
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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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v.enabled.Override(newIntensity != 0);
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if (!v.enabled) continue;
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v.rounded.Override(e["rounded"]);
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Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
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v.color.Override(newColor);
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v.intensity.Override(newIntensity);
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float newSmoothness = func(e["smoothStart"], e["smoothEnd"], clampNormal);
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v.smoothness.Override(newSmoothness);
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float newRoundness = func(e["roundStart"], e["roundEnd"], clampNormal);
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v.roundness.Override(newRoundness);
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}
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}
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private void UpdateChromaticAbberations()
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{
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if (!_volume.profile.TryGetSettings<ChromaticAberration>(out var c)) return;
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c.enabled.Override(false);
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foreach (var e in _cabbs)
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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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c.enabled.Override(newIntensity != 0);
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if (!c.enabled) continue;
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c.intensity.Override(newIntensity);
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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 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 void UpdateGrain()
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{
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if (!_volume.profile.TryGetSettings<Grain>(out var g)) return;
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g.enabled.Override(false);
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foreach (var e in _grains)
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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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g.enabled.Override(newIntensity != 0);
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if (!g.enabled) continue;
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g.intensity.Override(newIntensity);
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g.colored.Override(e["colored"]);
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float newSize = func(e["sizeStart"], e["sizeEnd"], clampNormal);
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g.size.Override(newSize);
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}
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}
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private void UpdateColorGrading()
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{
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if (!_volume.profile.TryGetSettings<ColorGrading>(out var c)) return;
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c.enabled.Override(false);
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foreach (var e in _colorGradings)
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{
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c.enabled.Override(true);
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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 newTemp = func(e["tempStart"], e["tempEnd"], clampNormal);
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c.temperature.Override(newTemp);
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float newTint = func(e["tintStart"], e["tintEnd"], clampNormal);
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c.tint.Override(newTint);
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Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
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c.colorFilter.Override(newColor);
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float newHue = func(e["hueShiftStart"], e["hueShiftEnd"], clampNormal);
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c.hueShift.Override(newHue);
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float newSat = func(e["satStart"], e["satEnd"], clampNormal);
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c.saturation.Override(newSat);
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float newBright = func(e["brightStart"], e["brightEnd"], clampNormal);
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c.brightness.Override(newBright);
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float newCon = func(e["conStart"], e["conEnd"], clampNormal);
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c.contrast.Override(newCon);
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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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float newG = func(start.g, end.g, time);
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float newB = func(start.b, end.b, time);
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return new Color(newR, newG, newB, 1);
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}
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}
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}
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