update Snowflake and icon

master
uc-hoba 8 years ago
parent 0881d3d316
commit d61a3816f6
  1. 2
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Marshmallow-Standby.asset
  2. 2
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Olaf-Standby.asset
  3. 6
      Unity_2018_Frozen/Assets/Frozen/DayCosineGradient.asset
  4. 281
      Unity_2018_Frozen/Assets/Frozen/Frozen.unity
  5. 2
      Unity_2018_Frozen/Assets/Frozen/Material/Point.mat
  6. 50
      Unity_2018_Frozen/Assets/Frozen/Material/Snowflake.mat
  7. 12
      Unity_2018_Frozen/Assets/Frozen/Script/GiantSnowflake.cs
  8. 8
      Unity_2018_Frozen/Assets/Frozen/Script/SceneController.cs
  9. 1
      Unity_2018_Frozen/Assets/Frozen/Script/SnowflakeParticleUpdater.cs
  10. 11
      Unity_2018_Frozen/Assets/Frozen/Script/SoundLoader.cs
  11. 97
      Unity_2018_Frozen/Assets/Frozen/Shader/FrozenSnowflakes.shader
  12. 20
      Unity_2018_Frozen/Assets/Frozen/Shader/FrozenSnowflakes.shader.meta
  13. 6
      Unity_2018_Frozen/Assets/Frozen/Shader/FrozenVertexBufferUpdate.compute
  14. 36
      Unity_2018_Frozen/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute
  15. 2
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Marshmallow-icn.mat
  16. 2
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Olaf-icn.mat
  17. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/icon_marsh.png
  18. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/icon_marsh.png.meta
  19. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/icon_olaf.png
  20. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/icon_olaf.png.meta
  21. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065205.png
  22. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065205.png.meta
  23. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065207.png
  24. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065207.png.meta
  25. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065211.png
  26. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065213.png
  27. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065213.png.meta
  28. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065214.png
  29. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065214.png.meta
  30. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065215.png
  31. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065216.png
  32. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065216.png.meta
  33. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065217.png
  34. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065217.png.meta
  35. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065218.png
  36. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065218.png.meta
  37. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065219.png
  38. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Froze_Snowflake_CC065219.png.meta

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m_VideoPath: ../FrozenMaterial/icon/icon_elsa.avi m_VideoPath: ../FrozenMaterial/icon/icon_marsh.avi

@ -12,4 +12,4 @@ MonoBehaviour:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex3:
m_Texture: {fileID: 2800000, guid: 955b1cafbda287a43b47a35d5ae69ea8, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex4:
m_Texture: {fileID: 2800000, guid: 6157bc02d520cb3478db34ceea5c806b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex5:
m_Texture: {fileID: 2800000, guid: 6625cf995276ee242843bd71eaa6aa38, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex6:
m_Texture: {fileID: 2800000, guid: e24ebc4229d783347a70d8a975a07e5d, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex7:
m_Texture: {fileID: 2800000, guid: bcc98d8143d0b2948a4026a2ed927b98, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex8:
m_Texture: {fileID: 2800000, guid: e014aa68aea4166488cc394e8292a48e, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubTex9:
m_Texture: {fileID: 2800000, guid: 83122e44a2fffe64c99b0201c25217e3, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: m_Floats:
- _BlendOp: 0 - _BlendOp: 0
- _BumpScale: 1 - _BumpScale: 1
@ -74,7 +108,7 @@ Material:
- _EmissionEnabled: 0 - _EmissionEnabled: 0
- _FlipbookMode: 0 - _FlipbookMode: 0
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0.501 - _Glossiness: 1
- _GlossyReflections: 1 - _GlossyReflections: 1
- _InvFade: 1 - _InvFade: 1
- _LightingEnabled: 1 - _LightingEnabled: 1

@ -30,6 +30,9 @@ namespace UltraCombos.Frozen
Coroutine flow = null; Coroutine flow = null;
[SerializeField, Range(0, 1)]
float breakProgress = 0.1f;
public UnityEvent onPlay = new UnityEvent(); public UnityEvent onPlay = new UnityEvent();
private void Start() private void Start()
@ -54,7 +57,7 @@ namespace UltraCombos.Frozen
if (flow != null) if (flow != null)
StopCoroutine(flow); StopCoroutine(flow);
flow = StartCoroutine(Flow()); //flow = StartCoroutine(Flow());
} }
private void FixedUpdate() private void FixedUpdate()
@ -72,7 +75,7 @@ namespace UltraCombos.Frozen
material.mainTexture = player.Texture; material.mainTexture = player.Texture;
if (flow == null) if (flow == null && SceneController.Instance.state == SceneController.State.Night)
flow = StartCoroutine(Flow()); flow = StartCoroutine(Flow());
} }
@ -89,15 +92,11 @@ namespace UltraCombos.Frozen
Gizmos.color = Color.white; Gizmos.color = Color.white;
} }
[SerializeField, Range(0, 1)]
float breakProgress = 0.1f;
IEnumerator Flow() IEnumerator Flow()
{ {
float video_stamp = 0.0f; float video_stamp = 0.0f;
float progress = 0.0f; float progress = 0.0f;
video_stamp = Time.time; video_stamp = Time.time;
progress = 0.0f; progress = 0.0f;
player.Pause(); player.Pause();
@ -132,6 +131,7 @@ namespace UltraCombos.Frozen
yield return new WaitForSeconds(cooldown); yield return new WaitForSeconds(cooldown);
transform.position = root + new Vector3(Random.Range(-offset, offset), 0, 0); transform.position = root + new Vector3(Random.Range(-offset, offset), 0, 0);
flow = null;
yield return null; yield return null;
//Debug.Log("Flow done"); //Debug.Log("Flow done");
} }

@ -13,7 +13,7 @@ namespace UltraCombos.Frozen
Day, Day,
Night, Night,
} }
public State state; public State state = State.Standby;
[Range(0, 1)] [Range(0, 1)]
public float rate = 0.0f; public float rate = 0.0f;
@ -25,7 +25,9 @@ namespace UltraCombos.Frozen
public List<Material> spaceMaterials = new List<Material>(); public List<Material> spaceMaterials = new List<Material>();
[SerializeField, Range(0.0f, 0.1f)] [SerializeField, Range(0.0f, 0.1f)]
float snowSize = 0.01f; float daySnowSize = 0.01f;
[SerializeField, Range(0.0f, 0.1f)]
float nightSnowSize = 0.01f;
[SerializeField] [SerializeField]
Material snowMaterial; Material snowMaterial;
@ -121,7 +123,7 @@ namespace UltraCombos.Frozen
foreach (var mat in spaceMaterials) foreach (var mat in spaceMaterials)
mat.SetFloat("_Rate", rate); mat.SetFloat("_Rate", rate);
//snowMaterial.SetFloat("_Size", Mathf.Lerp(0.0f, snowSize, rate)); //snowMaterial.SetFloat("_Size", Mathf.Lerp(0.0f, snowSize, rate));
snowMaterial.SetFloat("_Size", snowSize); snowMaterial.SetFloat("_Size", Mathf.Lerp(daySnowSize, nightSnowSize, rate));
cosineGradient.rate = rate; cosineGradient.rate = rate;
kinect.kinectAmount = Mathf.Lerp(1.0f, nightKinectAmount, rate); kinect.kinectAmount = Mathf.Lerp(1.0f, nightKinectAmount, rate);
particleViewer.VertexCount = (int)(Mathf.Lerp(dayParticleRate, 1.0f, rate) * particleViewer.buffer.count); particleViewer.VertexCount = (int)(Mathf.Lerp(dayParticleRate, 1.0f, rate) * particleViewer.buffer.count);

@ -92,7 +92,6 @@ namespace UltraCombos.Frozen
{ {
shader.SetFloat("timeStep", time_step); shader.SetFloat("timeStep", time_step);
shader.SetFloat("timeValue", Utilities.GetTimeValue()); shader.SetFloat("timeValue", Utilities.GetTimeValue());
//shader.SetInt("home_count", kinectOpticalFlow.HomeCount);
shader.SetFloat("bufferCount", particleBuffer.count); shader.SetFloat("bufferCount", particleBuffer.count);
if (cosineGradient != null) if (cosineGradient != null)

@ -17,6 +17,9 @@ namespace UltraCombos
AudioSource source = null; AudioSource source = null;
[SerializeField, Range(0, 1)]
float volumeScale = 1.0f;
float target_volume = 1.0f; float target_volume = 1.0f;
private void Start() private void Start()
@ -35,6 +38,7 @@ namespace UltraCombos
} }
source = gameObject.AddComponent<AudioSource>(); source = gameObject.AddComponent<AudioSource>();
source.playOnAwake = false;
} }
void LoadFile(string filename) void LoadFile(string filename)
@ -66,13 +70,14 @@ namespace UltraCombos
private void Update() private void Update()
{ {
source.volume = Mathf.Lerp(source.volume, target_volume, Time.deltaTime); source.volume = Mathf.Lerp(source.volume, target_volume * volumeScale, Time.deltaTime);
} }
public void PlayOneShot() public void PlayOneShot()
{ {
if (clips.Count > 0) if (clips.Count == 0)
source.PlayOneShot(clips[Random.Range(0, clips.Count)]); return;
source.PlayOneShot(clips[Random.Range(0, clips.Count)], volumeScale);
} }
public void FadeIn() public void FadeIn()

@ -0,0 +1,97 @@
Shader "UltraCombos/Frozen/Snowflakes"
{
Properties
{
[HDR]
_Color("Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" {}
_SubTex1("Sub-Texture 1", 2D) = "white" {}
_SubTex2("Sub-Texture 2", 2D) = "white" {}
_SubTex3("Sub-Texture 3", 2D) = "white" {}
_SubTex4("Sub-Texture 4", 2D) = "white" {}
_SubTex5("Sub-Texture 5", 2D) = "white" {}
_SubTex6("Sub-Texture 6", 2D) = "white" {}
_SubTex7("Sub-Texture 7", 2D) = "white" {}
_SubTex8("Sub-Texture 8", 2D) = "white" {}
_SubTex9("Sub-Texture 9", 2D) = "white" {}
}
SubShader
{
//Tags { "RenderType"="Opaque" }
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
ZWrite Off
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
sampler2D _MainTex;
//float4 _MainTex_ST;
sampler2D _SubTex1;
sampler2D _SubTex2;
sampler2D _SubTex3;
sampler2D _SubTex4;
sampler2D _SubTex5;
sampler2D _SubTex6;
sampler2D _SubTex7;
sampler2D _SubTex8;
sampler2D _SubTex9;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
o.uv = v.uv;
//o.uv.xy = (o.uv.xy - float2(0.5, 0.5)) * 2.0 + float2(0.5, 0.5);
//o.uv.x = saturate(o.uv.x);
//o.uv.y = saturate(o.uv.y);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
const int tex_count = 10;
fixed4 tex_colors[tex_count];
tex_colors[0] = tex2D(_MainTex, i.uv.xy);
tex_colors[1] = tex2D(_SubTex1, i.uv.xy);
tex_colors[2] = tex2D(_SubTex2, i.uv.xy);
tex_colors[3] = tex2D(_SubTex3, i.uv.xy);
tex_colors[4] = tex2D(_SubTex4, i.uv.xy);
tex_colors[5] = tex2D(_SubTex5, i.uv.xy);
tex_colors[6] = tex2D(_SubTex6, i.uv.xy);
tex_colors[7] = tex2D(_SubTex7, i.uv.xy);
tex_colors[8] = tex2D(_SubTex8, i.uv.xy);
tex_colors[9] = tex2D(_SubTex9, i.uv.xy);
int tex_index = i.uv.z * tex_count;
fixed4 col = tex_colors[tex_index] * i.color;;
return col;
}
ENDCG
}
}
}

@ -0,0 +1,20 @@
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guid: 0863f74869848d540b3cb1df0f1efe0e
timeCreated: 1526973386
licenseType: Free
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@ -26,10 +26,10 @@ void CSMain(uint3 id : SV_DispatchThreadID)
Particle p = ssbo[index]; Particle p = ssbo[index];
v.position = mul(p.model_matrix, float4(o.position, 1)).xyz; v.position = mul(p.model_matrix, float4(o.position.xzy, 1)).xyz;
v.normal = mul((float3x3)p.model_matrix, o.normal); v.normal = mul((float3x3)p.model_matrix, o.normal);
v.color = float4(p.color.rgb, 1.0f); v.color = p.color;
v.uv = float4(o.uv.xy, 0, 0); v.uv = float4(o.uv.xy, p.seed, 0);
float space_height = 3.0; float space_height = 3.0;
float limit_height = 0.1; float limit_height = 0.1;

@ -10,7 +10,6 @@ CBUFFER_START(Variables)
float timeStep; float timeStep;
float timeValue; float timeValue;
float bufferCount; float bufferCount;
//int home_count;
float3 coeffsA; float3 coeffsA;
float3 coeffsB; float3 coeffsB;
float3 coeffsC; float3 coeffsC;
@ -27,6 +26,16 @@ StructuredBuffer<float4> home_position_buffer;
StructuredBuffer<float4> home_velocity_buffer; StructuredBuffer<float4> home_velocity_buffer;
StructuredBuffer<float3> fluid_velocity_buffer; StructuredBuffer<float3> fluid_velocity_buffer;
float rand(float2 co)
{
return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float rand(float a, float b)
{
return rand(float2(a, b));
}
[numthreads(WORK_GROUP_SIZE, 1, 1)] [numthreads(WORK_GROUP_SIZE, 1, 1)]
void CSMain(uint3 id : SV_DispatchThreadID) void CSMain(uint3 id : SV_DispatchThreadID)
{ {
@ -37,13 +46,12 @@ void CSMain(uint3 id : SV_DispatchThreadID)
float4 home_velocity = (home_count > 0) ? home_velocity_buffer[p.seed * home_count] : float4(0, 0, 0, 1); float4 home_velocity = (home_count > 0) ? home_velocity_buffer[p.seed * home_count] : float4(0, 0, 0, 1);
ParticleUniforms uni = uniform_buffer[0]; ParticleUniforms uni = uniform_buffer[0];
float factor = p.color.a;
float3 acc = float3(0, 0, 0); float3 acc = float3(0, 0, 0);
float3 F = float3(0, 0, 0); float3 F = float3(0, 0, 0);
if (home_count > 0) if (home_count > 0)
{ {
float duration = uni.lifeDuration * (1.0f + factor * uni.lifeVariation); float duration = uni.lifeDuration * (1.0f + p.seed * uni.lifeVariation);
float current_life = p.life * duration + timeStep; float current_life = p.life * duration + timeStep;
//bool is_reset = false; //bool is_reset = false;
//if (current_life > duration) //if (current_life > duration)
@ -128,7 +136,7 @@ void CSMain(uint3 id : SV_DispatchThreadID)
// calculate rotate quat // calculate rotate quat
{ {
float vel = length(p.velocity); float vel = length(p.velocity);
float a = (1 + factor) * vel * 0.05f; float a = (1 + p.seed) * vel * 0.05f;
float4 q = quat_from_axis_angle(normalize(p.velocity + float3(0, FLT_EPSILON, 0)), a); float4 q = quat_from_axis_angle(normalize(p.velocity + float3(0, FLT_EPSILON, 0)), a);
q = quat_mult(p.quat, q); q = quat_mult(p.quat, q);
q = normalize(q); q = normalize(q);
@ -137,14 +145,14 @@ void CSMain(uint3 id : SV_DispatchThreadID)
// calculate model matrix // calculate model matrix
{ {
float size = lerp(1, pow(1.0f - saturate(p.life), 1.0f / 2.2f), any(uni.lifeDuration)); //float life = saturate(p.life);
//float th = 0.05f;
float life = saturate(p.life); //size = (life < th) ? (life / th) : ((1.0 - life) / (1.0 - th));
float th = 0.05f; //size = lerp(1, sin(size * UNITY_HALF_PI), any(uni.lifeDuration));
size = (life < th) ? (life / th) : ((1.0 - life) / (1.0 - th)); float size = sin(saturate(p.life / 0.1f) * UNITY_HALF_PI);
size = lerp(1, sin(size * 3.14159f * 0.5f), any(uni.lifeDuration)); size = lerp(1, size, any(uni.lifeDuration));
size *= uni.geomSize * lerp(0.5, 1.0, p.seed); size *= uni.geomSize * lerp(0.5, 1.0, rand(p.seed, 5.4687));
if (idx > (uint)(uni.numRate * bufferCount) || (p.life < 0.0f && uni.lifeDuration > 0.1f)) if (idx > (uint)(uni.numRate * bufferCount) || (p.life < 0.0f && uni.lifeDuration > 0.1f))
{ {
size = 0.0f; size = 0.0f;
@ -170,7 +178,7 @@ void CSMain(uint3 id : SV_DispatchThreadID)
// cosine gradient // cosine gradient
{ {
float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : factor; float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : rand(p.seed, 1.2487);
half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t); half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t);
#if !defined(UNITY_COLORSPACE_GAMMA) #if !defined(UNITY_COLORSPACE_GAMMA)
rgb = GammaToLinearSpace(rgb); rgb = GammaToLinearSpace(rgb);
@ -178,5 +186,7 @@ void CSMain(uint3 id : SV_DispatchThreadID)
p.color.rgb = rgb; p.color.rgb = rgb;
} }
p.color.a = cos(saturate(p.life) * UNITY_HALF_PI);
ssbo[id.x] = p; ssbo[id.x] = p;
} }

@ -39,7 +39,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:

@ -39,7 +39,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:

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