add amplitude control light

main
reng 3 months ago
parent 036c84d5b7
commit 568413b4b4
  1. 373
      Assets/Scenes/SampleScene.unity
  2. 8
      Assets/Scripts/OscHandler.cs
  3. 81
      Assets/Scripts/SetLightStrength.cs
  4. 11
      Assets/Scripts/SetLightStrength.cs.meta
  5. 21
      Assets/Scripts/UploadToGoogleDrive.cs
  6. 90
      Assets/Shaders/Material-light.mat
  7. 8
      Assets/Shaders/Material-light.mat.meta
  8. 2
      Assets/Shaders/Material-shader-postcard.mat
  9. 2
      Assets/Shaders/Material-shader.mat
  10. 194
      Assets/Shaders/blur.shader
  11. 2
      Material/token.json/Google.Apis.Auth.OAuth2.Responses.TokenResponse-user

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@ -129,12 +129,12 @@ public class OscHandler : MonoBehaviour
case "reset": case "reset":
intro.alpha = 0f; intro.alpha = 0f;
main.alpha = 0f; main.alpha = 0f;
light_mask.alpha = 0f; // light_mask.alpha = 0f;
hint.alpha = 0f; hint.alpha = 0f;
setChoiceEffect?.Reset(); setChoiceEffect?.Reset();
break; break;
case "intro": case "intro":
StartCoroutine(FadeCanvasGroup(light_mask, 0f, 1f, _maskDuration)); // StartCoroutine(FadeCanvasGroup(light_mask, 0f, 1f, _maskDuration));
StartCoroutine(FadeCanvasGroup(intro, 0f, 1f, _fadeDuration, _maskDuration)); StartCoroutine(FadeCanvasGroup(intro, 0f, 1f, _fadeDuration, _maskDuration));
@ -150,7 +150,7 @@ public class OscHandler : MonoBehaviour
break; break;
case "go": case "go":
if (light_mask.alpha < 1f) StartCoroutine(FadeCanvasGroup(light_mask, light_mask.alpha, 1f, _fadeDuration)); // if (light_mask.alpha < 1f) StartCoroutine(FadeCanvasGroup(light_mask, light_mask.alpha, 1f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(intro, intro.alpha, 0f, _fadeDuration)); StartCoroutine(FadeCanvasGroup(intro, intro.alpha, 0f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(main, main.alpha, 1f, _fadeDuration)); StartCoroutine(FadeCanvasGroup(main, main.alpha, 1f, _fadeDuration));
@ -158,7 +158,7 @@ public class OscHandler : MonoBehaviour
case "end": case "end":
if (intro.alpha > 0f) StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration)); if (intro.alpha > 0f) StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(main, 1f, 0f, _fadeDuration)); StartCoroutine(FadeCanvasGroup(main, 1f, 0f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(light_mask, 1f, 0f, _maskDuration, _fadeDuration)); // StartCoroutine(FadeCanvasGroup(light_mask, 1f, 0f, _maskDuration, _fadeDuration));
if (hint.alpha > 0f) if (hint.alpha > 0f)
{ {
coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 0f, _hintDuration); coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 0f, _hintDuration);

@ -0,0 +1,81 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
public class SetLightStrength : MonoBehaviour
{
public float GradientEnd = 0.5f;
public float LightPositionY = 1.2f;
public Color TopColor = new Color(1f, 1f, 1f, 1f);
public Color BottomColor = new Color(0f, 0f, 0f, 0f);
RawImage rawImage;
Material material;
// Start is called before the first frame update
void Start()
{
rawImage = GetComponent<RawImage>();
if (rawImage != null)
{
material = rawImage.material;
}
else
{
Debug.LogError("RawImage component not found on this GameObject.");
}
}
// Update is called once per frame
void Update()
{
if (material != null)
{
if (material != null)
{
material.SetFloat("_GradientEnd", GradientEnd);
material.SetFloat("_LightPositionY", LightPositionY);
material.SetColor("_TopColor", TopColor);
material.SetColor("_BottomColor", BottomColor);
}
}
else
{
Debug.LogError("Material not assigned!");
rawImage = GetComponent<RawImage>();
if (rawImage != null)
{
material = rawImage.material;
}
else
{
Debug.LogError("RawImage component not found on this GameObject.");
}
}
}
public void setStrength(float strength)
{
if (material != null)
{
material.SetFloat("_Strength", strength);
}
}
public void onReceiveStrength(string strength)
{
Debug.Log("Received strength: " + strength);
if (float.TryParse(strength, out float result))
{
// setStrength(Mathf.Lerp(material.GetFloat("_Strength"), result, Time.deltaTime * 5f));
setStrength(result);
}
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 834012601375dd14aa63a60e116710ea
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -58,13 +58,8 @@ public class UploadToGoogleDrive : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (latest_input != null)
{
Export(latest_input);
latest_input = null;
}
}
}
public void Save(string input_text) public void Save(string input_text)
{ {
@ -117,7 +112,7 @@ public class UploadToGoogleDrive : MonoBehaviour
TextNumber.ForceMeshUpdate(); TextNumber.ForceMeshUpdate();
TextSummary.ForceMeshUpdate(); TextSummary.ForceMeshUpdate();
latest_input= new UploadRequest() latest_input = new UploadRequest()
{ {
uploadDest = uploadDest, uploadDest = uploadDest,
id = id, id = id,
@ -126,7 +121,17 @@ public class UploadToGoogleDrive : MonoBehaviour
discard = discard, discard = discard,
default_image = default_image default_image = default_image
}; };
} StartCoroutine(ExportAfterFrame(latest_input));
}
private IEnumerator ExportAfterFrame(UploadRequest uploadRequest)
{
// Wait for the end of the current frame, after all Update and LateUpdate calls have finished.
yield return new WaitForEndOfFrame();
// Now, call the Export function.
Export(uploadRequest);
}
public void Export(UploadRequest uploadRequest = null) public void Export(UploadRequest uploadRequest = null)
{ {

@ -0,0 +1,90 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Material-light
m_Shader: {fileID: 4800000, guid: 86d6803e621c0cb4ab4566eaa6d160e2, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _GradientEnd: 0.8
- _Metallic: 0
- _Mode: 0
- _NoiseScale1: 12
- _NoiseScale2: 2.6
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Strength: 0
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _BottomColor: {r: 0.5377358, g: 0.4067989, b: 0.24096651, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _LightPostion: {r: 0.5, g: 1.5, b: 0, a: 0}
- _TopColor: {r: 1, g: 0.8584145, b: 0.5801887, a: 0.6666667}
m_BuildTextureStacks: []

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 05d79a93433eefe488f50f53cd1fa17a
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

@ -88,6 +88,6 @@ Material:
m_Colors: m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Resolution: {r: 730, g: 1245, b: 0, a: 0} - _Resolution: {r: 1241, g: 1755, b: 0, a: 0}
- _TintColor: {r: 1, g: 1, b: 1, a: 1} - _TintColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []

@ -69,7 +69,7 @@ Material:
- _Cutoff: 0.5 - _Cutoff: 0.5
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FadeAmount: 0 - _FadeAmount: 1
- _FisheyeStrength: 1.1 - _FisheyeStrength: 1.1
- _FlashAmount: 0 - _FlashAmount: 0
- _GlossMapScale: 1 - _GlossMapScale: 1

@ -1,147 +1,129 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RapidBlurEffect" Shader "Unlit/LightEffect"
{ {
Properties Properties
{ {
_MainTex("Base (RGB)", 2D) = "white" {} _MainTex("Base (RGB)", 2D) = "white" {}
_Strength("Gradient Strength", Range(0,1)) = 1
_TopColor("Top Color", Color) = (1,1,1,1)
_BottomColor("Bottom Color", Color) = (0,0,0,0)
_GradientEnd("Gradient End Position", Range(0,1)) = 1
_LightPostion("Light Position", Vector) = (0.5, 1.0, 0, 0)
_NoiseScale1("Noise Scale 1", Float) = 12.0
_NoiseScale2("Noise Scale 2", Float) = 2.0
} }
SubShader SubShader
{ {
ZWrite Off Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend Off LOD 100
Pass
{
ZTest Off
Cull Off
CGPROGRAM
#pragma vertex vert_DownSmpl
#pragma fragment frag_DownSmpl
ENDCG
}
Pass
{
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vert_BlurVertical
#pragma fragment frag_Blur
ENDCG
}
Pass Pass
{ {
ZTest Always Blend SrcAlpha OneMinusSrcAlpha
Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#pragma vertex vert_BlurHorizontal #pragma vertex vert
#pragma fragment frag_Blur #pragma fragment frag
ENDCG
}
}
CGINCLUDE
#include "UnityCG.cginc" #include "UnityCG.cginc"
sampler2D _MainTex; struct appdata
uniform half4 _MainTex_TexelSize;
uniform half _DownSampleValue;
struct VertexInput
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
half2 texcoord : TEXCOORD0; float2 uv : TEXCOORD0;
}; };
struct VertexOutput_DownSmpl struct v2f
{ {
float4 pos : SV_POSITION; float4 pos : SV_POSITION;
half2 uv20 : TEXCOORD0; float2 uv : TEXCOORD0;
half2 uv21 : TEXCOORD1;
half2 uv22 : TEXCOORD2;
half2 uv23 : TEXCOORD3;
}; };
static const half4 GaussWeight[7] = sampler2D _MainTex;
{ float _Strength;
half4(0.0205,0.0205,0.0205,0), float4 _TopColor;
half4(0.0855,0.0855,0.0855,0), float4 _BottomColor;
half4(0.232,0.232,0.232,0), float _GradientEnd;
half4(0.324,0.324,0.324,1), float4 _LightPostion;
half4(0.232,0.232,0.232,0), float _NoiseScale1;
half4(0.0855,0.0855,0.0855,0), float _NoiseScale2;
half4(0.0205,0.0205,0.0205,0)
}; v2f vert(appdata v)
VertexOutput_DownSmpl vert_DownSmpl(VertexInput v)
{ {
VertexOutput_DownSmpl o; v2f o;
o.pos = UnityObjectToClipPos(v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
o.uv20 = v.texcoord + _MainTex_TexelSize.xy* half2(0.5h, 0.5h);; o.uv = v.uv;
o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, -0.5h);
o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h, -0.5h);
o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, 0.5h);
return o; return o;
} }
// Perlin noise implementation
float fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
fixed4 frag_DownSmpl(VertexOutput_DownSmpl i) : SV_Target float lerp(float a, float b, float t) {
{ return a + t * (b - a);
fixed4 color = (0,0,0,0);
color += tex2D(_MainTex, i.uv20);
color += tex2D(_MainTex, i.uv21);
color += tex2D(_MainTex, i.uv22);
color += tex2D(_MainTex, i.uv23);
return color / 4;
} }
struct VertexOutput_Blur float grad(int hash, float x, float y) {
{ int h = hash & 7;
float4 pos : SV_POSITION; float u = h < 4 ? x : y;
half4 uv : TEXCOORD0; float v = h < 4 ? y : x;
half2 offset : TEXCOORD1; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}; }
VertexOutput_Blur vert_BlurHorizontal(VertexInput v) int perm(int x) {
{ // Simple permutation function for shader use
VertexOutput_Blur o; return (x * 34 + 1) * x % 289;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = half4(v.texcoord.xy, 1, 1);
o.offset = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _DownSampleValue;
return o;
} }
VertexOutput_Blur vert_BlurVertical(VertexInput v) float noise(float2 uv)
{ {
VertexOutput_Blur o; float2 p = floor(uv);
o.pos = UnityObjectToClipPos(v.vertex); float2 f = frac(uv);
o.uv = half4(v.texcoord.xy, 1, 1);
o.offset = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _DownSampleValue; int X = int(p.x);
return o; int Y = int(p.y);
int A = perm(X) + Y;
int B = perm(X + 1) + Y;
float res = lerp(
lerp(grad(perm(A), f.x, f.y), grad(perm(B), f.x - 1, f.y), fade(f.x)),
lerp(grad(perm(A + 1), f.x, f.y - 1), grad(perm(B + 1), f.x - 1, f.y - 1), fade(f.x)),
fade(f.y)
);
return res * 0.5 + 0.5; // Normalize to [0,1]
} }
half4 frag_Blur(VertexOutput_Blur i) : SV_Target fixed4 frag(v2f i) : SV_Target
{ {
half2 uv = i.uv.xy; // Remap uv.y so gradient ends at _GradientEnd
half2 OffsetWidth = i.offset; // float t = saturate(i.uv.y / max(_GradientEnd, 0.0001));
half2 uv_withOffset = uv - OffsetWidth * 3.0; // float2 center = float2(0.5, 1.0);
half4 color = 0; float noiseValue = noise(i.uv*_NoiseScale1 + float2(_Time.x*1.3, _Time.y*0.2));
for (int j = 0; j< 7; j++) float2 uvNorm = (i.uv - _LightPostion.xy + 0.1*float2(noiseValue, noiseValue));
{ //uvNorm.x /= (_GradientEnd); // scale x to match circle aspect
half4 texCol = tex2D(_MainTex, uv_withOffset); float dist = 1.0 - length(uvNorm);
color += texCol * GaussWeight[j]; // dist=1.0-(pow(1.0 - dist, 2.0)); // Sharpen the edge
uv_withOffset += OffsetWidth; float t = saturate((dist - (1.0 - _GradientEnd)) / _GradientEnd);
}
return color;
// Apply ease (smoothstep) for non-linear gradient
t = smoothstep(0.0, 1.0-_Strength*0.5, t);
float n = noise(i.uv *_NoiseScale2 + _Time.yx * 0.8);
t *= n; // Adjust 0.1 for edge softness
t = saturate(t);
t=1.0-pow(1.0 - t, 1.5); // Make the gradient more pronounced
float4 gradColor = _BottomColor*(1.0-t)+_TopColor*t;
// float4 texColor = tex2D(_MainTex, i.uv);
// return lerp(float4(0.0, 0.0, 0.0, 0.0), gradColor, _Strength);
return gradColor;
// return gradColor;
} }
ENDCG ENDCG
}
FallBack Off }
} }

@ -1 +1 @@
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