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b/Assets/Scripts/OscHandler.cs index 78a417e..085f31d 100644 --- a/Assets/Scripts/OscHandler.cs +++ b/Assets/Scripts/OscHandler.cs @@ -44,15 +44,25 @@ public class OscHandler : MonoBehaviour private IEnumerator coroutine_hint; private IEnumerator coroutine_countdown; + SetChoiceEffect setChoiceEffect; + + [SerializeField] + public TextMeshProUGUI stepText; + + [SerializeField] + public CanvasGroup hintforChat; + + // Start is called before the first frame update void Start() { + setChoiceEffect = main?.GetComponent(); } // Update is called once per frame void Update() { - + } @@ -93,49 +103,53 @@ public class OscHandler : MonoBehaviour } - public void onStatus(string status){ + public void onStatus(string status) + { Debug.Log("/status message received: " + status); videoPlayer.Stop(); - - if(coroutine_hint != null) StopCoroutine(coroutine_hint); + + if (coroutine_hint != null) StopCoroutine(coroutine_hint); mask.fillAmount = 0f; - switch(status) + switch (status) { case "reset": - intro.alpha = 0f; + intro.alpha = 0f; main.alpha = 0f; light_mask.alpha = 0f; hint.alpha = 0f; + setChoiceEffect?.Reset(); break; case "intro": StartCoroutine(FadeCanvasGroup(light_mask, 0f, 1f, _maskDuration)); StartCoroutine(FadeCanvasGroup(intro, 0f, 1f, _fadeDuration, _maskDuration)); - + videoPlayer.time = 0f; - videoPlayer.Play(); - // videoPlayer.loopPointReached += (VideoPlayer vp) => { - // Debug.Log("Video playback completed."); - // StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration)); - // StartCoroutine(FadeCanvasGroup(main, 0f, 1f, _fadeDuration)); - // videoPlayer.loopPointReached -= null; - // }; + videoPlayer.Play(); + videoPlayer.loopPointReached += vp => + { + Debug.Log("Video playback completed."); + StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration)); + // StartCoroutine(FadeCanvasGroup(main, 0f, 1f, _fadeDuration)); + videoPlayer.loopPointReached -= null; + }; break; 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(main, main.alpha, 1f, _fadeDuration)); - + break; 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(light_mask, 1f, 0f, _maskDuration, _fadeDuration)); - if(hint.alpha > 0f){ + if (hint.alpha > 0f) + { coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 0f, _hintDuration); StartCoroutine(coroutine_hint); } @@ -147,17 +161,21 @@ public class OscHandler : MonoBehaviour break; } - } - public void onCountDown(string time){ + } + public void onCountDown(string time) + { Debug.Log("/countdown message received: " + time); if (mask != null) { - if(time=="0"){ - mask.fillAmount = 0f; - }else{ - if(coroutine_countdown != null) StopCoroutine(coroutine_countdown); + if (time == "0") + { + mask.fillAmount = 0f; + } + else + { + if (coroutine_countdown != null) StopCoroutine(coroutine_countdown); coroutine_countdown = DecreaseFill(float.Parse(time)); StartCoroutine(coroutine_countdown); } @@ -169,30 +187,49 @@ public class OscHandler : MonoBehaviour { Debug.Log("/input message received: " + input); - - if(hint.alpha<1f){ - if(coroutine_hint != null) StopCoroutine(coroutine_hint); + + if (hint.alpha < 1f) + { + if (coroutine_hint != null) StopCoroutine(coroutine_hint); coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 1f, _hintDuration); StartCoroutine(coroutine_hint); } - switch(input){ + switch (input) + { case "processing": - statusText.text = "我想一下"; + statusText.text = "我想一下"; + hintforChat.alpha = 1f; break; case "system": - statusText.text = "等我一下,\n換我說囉"; + statusText.text = "等我一下,\n換我說囉"; + hintforChat.alpha = 1f; break; case "user": statusText.text = "換你說了"; + hintforChat.alpha = 1f; break; case "clear": statusText.text = ""; break; default: - Debug.LogWarning("Unknown input: " + input); + Debug.LogWarning("Unknown input: " + input); break; } - + + } + public void onHint(string text) + { + Debug.Log("/hint message received: " + text); + + // if (hint.alpha < 1f) + // { + // if (coroutine_hint != null) StopCoroutine(coroutine_hint); + // coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 1f, _hintDuration); + // StartCoroutine(coroutine_hint); + // } + + stepText.text = text; + if(text.Length>0) hintforChat.alpha = 0f; } } diff --git a/Assets/Scripts/RapidBlurEffect.cs b/Assets/Scripts/RapidBlurEffect.cs new file mode 100644 index 0000000..d63be37 --- /dev/null +++ b/Assets/Scripts/RapidBlurEffect.cs @@ -0,0 +1,127 @@ +using UnityEngine; +using System.Collections; + +[ExecuteInEditMode] +[AddComponentMenu("RapidBlurEffect")] +public class RapidBlurEffect : MonoBehaviour +{ + #region Variables + + private string ShaderName = "RapidBlurEffect"; + public Shader CurShader; + private Material CurMaterial; + + public static int ChangeValue; + public static float ChangeValue2; + public static int ChangeValue3; + + [Range(0, 6), Tooltip("[降采样次数]向下采样的次数。此值越大,则采样间隔越大,需要处理的像素点越少,运行速度越快。")] + public int DownSampleNum = 2; + [Range(0.0f, 20.0f), Tooltip("[模糊扩散度]进行高斯模糊时,相邻像素点的间隔。此值越大相邻像素间隔越远,图像越模糊。但过大的值会导致失真。")] + public float BlurSpreadSize = 3.0f; + [Range(0, 8), Tooltip("[迭代次数]此值越大,则模糊操作的迭代次数越多,模糊效果越好,但消耗越大。")] + public int BlurIterations = 3; + + #endregion + + #region MaterialGetAndSet + Material material + { + get + { + if (CurMaterial == null) + { + CurMaterial = new Material(CurShader); + CurMaterial.hideFlags = HideFlags.HideAndDontSave; + } + return CurMaterial; + } + } + #endregion + + #region Functions + void Start() + { + ChangeValue = DownSampleNum; + ChangeValue2 = BlurSpreadSize; + ChangeValue3 = BlurIterations; + CurShader = Shader.Find(ShaderName); + if (!SystemInfo.supportsImageEffects) + { + enabled = false; + return; + } + } + + void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture) + { + if (CurShader != null) + { + float widthMod = 1.0f / (1.0f * (1 << DownSampleNum)); + material.SetFloat("_DownSampleValue", BlurSpreadSize * widthMod); + sourceTexture.filterMode = FilterMode.Bilinear; + int renderWidth = sourceTexture.width >> DownSampleNum; + int renderHeight = sourceTexture.height >> DownSampleNum; + + RenderTexture renderBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, sourceTexture.format); + renderBuffer.filterMode = FilterMode.Bilinear; + Graphics.Blit(sourceTexture, renderBuffer, material, 0); + + for (int i = 0; i < BlurIterations; i++) + { + float iterationOffs = (i * 1.0f); + material.SetFloat("_DownSampleValue", BlurSpreadSize * widthMod + iterationOffs); + + RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, sourceTexture.format); + Graphics.Blit(renderBuffer, tempBuffer, material, 1); + RenderTexture.ReleaseTemporary(renderBuffer); + renderBuffer = tempBuffer; + + tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, sourceTexture.format); + Graphics.Blit(renderBuffer, tempBuffer, CurMaterial, 2); + RenderTexture.ReleaseTemporary(renderBuffer); + renderBuffer = tempBuffer; + } + + Graphics.Blit(renderBuffer, destTexture); + RenderTexture.ReleaseTemporary(renderBuffer); + } + else + { + Graphics.Blit(sourceTexture, destTexture); + } + } + + void OnValidate() + { + ChangeValue = DownSampleNum; + ChangeValue2 = BlurSpreadSize; + ChangeValue3 = BlurIterations; + } + + void Update() + { + if (Application.isPlaying) + { + DownSampleNum = ChangeValue; + BlurSpreadSize = ChangeValue2; + BlurIterations = ChangeValue3; + } +#if UNITY_EDITOR + if (Application.isPlaying != true) + { + CurShader = Shader.Find(ShaderName); + } +#endif + } + + void OnDisable() + { + if (CurMaterial) + { + DestroyImmediate(CurMaterial); + } + } + + #endregion +} diff --git a/Assets/Scripts/RapidBlurEffect.cs.meta b/Assets/Scripts/RapidBlurEffect.cs.meta new file mode 100644 index 0000000..587690e --- /dev/null +++ b/Assets/Scripts/RapidBlurEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db391acecb6758546b7696b0899c829a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SetChoiceEffect.cs b/Assets/Scripts/SetChoiceEffect.cs new file mode 100644 index 0000000..f413df6 --- /dev/null +++ b/Assets/Scripts/SetChoiceEffect.cs @@ -0,0 +1,130 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class SetChoiceEffect : MonoBehaviour +{ + + [SerializeField] + public RawImage rawImage; + + Material material; + + public float FlashDuration = 0.2f; // Duration for the flash effect + public float FadeDuration = 1.0f; // Duration for the fade effect + + public float MaxBloomAmount = 500.0f; // Maximum bloom amount + public float MinBloomAmount = 1.0f; // Minimum bloom amount + public float MaxBloomThreshold = 0.5f; // Maximum bloom threshold + public float MinBloomThreshold = 0.0f; // Minimum bloom threshold + + public float ImageOffsetY = 0.05f; // Offset for the image in the shader + + // Start is called before the first frame update + void Start() + { + + if (rawImage == null) + { + rawImage = GetComponentInChildren(); + } + + if (rawImage != null) + { + material = rawImage.material; + // material = rawImage.GetComponent().material; + setChoice("reset"); // Set default effect + } + else + { + Debug.LogError("RawImage component not found on this GameObject."); + } + } + + // Update is called once per frame + void Update() + { + material.SetFloat("_OffsetY", ImageOffsetY); + + } + + + private IEnumerator FadeCoroutine(string name, float from, float to, float duration, Action onComplete = null, float delay = 0f) + { + if (delay > 0f) + yield return new WaitForSeconds(delay); + + float elapsedTime = 0f; + while (elapsedTime < duration) + { + float t = elapsedTime / duration; + // Ease in-out (smoothstep) + float easeT = t * t * (3f - 2f * t); + float value = Mathf.Lerp(from, to, easeT); + + material.SetFloat(name, value); + elapsedTime += Time.deltaTime; + yield return null; + } + material.SetFloat(name, to); // Ensure final value is set + + onComplete?.Invoke(); // Invoke the callback if provided + } + public void Reset() + { + if (material != null) + { + material.SetFloat("_BloomIntensity", MinBloomAmount); + material.SetFloat("_BloomThreshold", MaxBloomThreshold); + material.SetFloat("_FadeAmount", 1.0f); + } + else + { + Debug.LogError("Material is not assigned."); + } + } + public void setChoice(string type) + { + switch (type) + { + case "save": + // material.SetFloat("_BloomAmount", 1.0f); + // material.SetFloat("_BloomThreshold", 0.0f); + material.SetFloat("_FadeAmount", 1.0f); + + // StartCoroutine(FadeCoroutine("_FadeAmount", 0.0f, 1.0f, FlashDuration)); + StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MaxBloomAmount, FlashDuration / 2)); + StartCoroutine(FadeCoroutine("_BloomThreshold", material.GetFloat("_BloomThreshold"), MinBloomThreshold, FlashDuration / 2, + () => + { + // After the fade is complete, reset the bloom amount to 1.0f + StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MinBloomAmount, FlashDuration / 2, null, FlashDuration)); + StartCoroutine(FadeCoroutine("_BloomThreshold", material.GetFloat("_BloomThreshold"), MaxBloomThreshold, FlashDuration / 2, () => + { + StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration)); + }, FlashDuration)); + + } + )); + + + break; + case "discard": + // material.SetFloat("_BloomAmount", 1.0f); + // material.SetFloat("_BloomThreshold", 0.5f); + // material.SetFloat("_FadeAmount", 0.0f); + StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration)); + StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MinBloomAmount, FadeDuration)); + break; + case "reset": + Reset(); + break; + default: + Debug.LogWarning("Unknown effect type: " + type); + + break; + } + } +} diff --git a/Assets/Scripts/SetChoiceEffect.cs.meta b/Assets/Scripts/SetChoiceEffect.cs.meta new file mode 100644 index 0000000..c0a3782 --- /dev/null +++ b/Assets/Scripts/SetChoiceEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac56aed48ef8fb941bb6586983d4aabb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Material-mask.mat b/Assets/Shaders/Material-mask.mat new file mode 100644 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externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/New Material.mat b/Assets/Shaders/Material-shader.mat similarity index 85% rename from Assets/Shaders/New Material.mat rename to Assets/Shaders/Material-shader.mat index d5db0b1..97e5699 100644 --- a/Assets/Shaders/New Material.mat +++ b/Assets/Shaders/Material-shader.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: New Material + m_Name: Material-shader m_Shader: {fileID: 4800000, guid: e725077edca1a344e8712b48ab06ca6f, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 @@ -16,7 +16,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: -1 + m_CustomRenderQueue: 3000 stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: @@ -44,7 +44,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - 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Assets/Shaders/New Material.mat.meta rename to Assets/Shaders/Material-shader.mat.meta diff --git a/Assets/Shaders/NewUnlitShader.shader b/Assets/Shaders/NewUnlitShader.shader deleted file mode 100644 index ab4ba6e..0000000 --- a/Assets/Shaders/NewUnlitShader.shader +++ /dev/null @@ -1,105 +0,0 @@ -Shader "Unlit/NewUnlitShader" -{ - Properties - { - _MainTex ("Texture", 2D) = "white" {} - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - // make fog work - #pragma multi_compile_fog - - #include "UnityCG.cginc" - - struct appdata - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - }; - - struct v2f - { - float2 uv : TEXCOORD0; - UNITY_FOG_COORDS(1) - float4 vertex : SV_POSITION; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - v2f vert (appdata v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.uv = TRANSFORM_TEX(v.uv, _MainTex); - UNITY_TRANSFER_FOG(o,o.vertex); - return o; - } - - fixed4 blur(float2 uv, sampler2D tex, float blurAmount, int iterations) - { - fixed4 color = tex2D(tex, uv); - fixed2 offsets[4] = { float2(-blurAmount, 0), float2(blurAmount, 0), float2(0, -blurAmount), float2(0, blurAmount) }; - for (int iter = 0; iter < iterations; iter++) - { - for (int i = 0; i < 4; i++) - { - color += tex2D(tex, uv + offsets[i] * (iter + 1)); - } - } - return color / (1.0 + 4.0 * iterations); - } - - fixed luminance(fixed4 color) { - return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; - } - fixed4 bloom(fixed4 col, float threshold, float intensity) - { - // fixed4 col = tex2D(tex, uv); - fixed lum = luminance(col); - fixed val = clamp(lum - threshold, 0.0, 1.0); - - return col * (val * intensity); // Apply bloom effect by multiplying color with intensity - // } - } - - float2 fisheyeWarp(float2 uv, float strength) - { - float2 center = float2(0.5, 0.5); - float2 delta = uv - center; - float dist = length(delta); - float theta = atan2(delta.y, delta.x); - float warpedDist = pow(dist, strength); - float2 warpedDelta = float2(cos(theta), sin(theta)) * warpedDist; - return center + warpedDelta; - } - - - fixed4 frag (v2f i) : SV_Target - { - // sample the texture - v2f o; - o.uv = fisheyeWarp(i.uv, 1.1); // Apply fisheye warp effect - - - fixed4 col_raw = tex2D(_MainTex, o.uv); - fixed4 col_blur = blur(o.uv, _MainTex, 0.01, 2); // Apply blur with a small amount - fixed4 col_bloom = bloom(col_blur, 0.25, 5.0); // Apply bloom with threshold and intensity - fixed4 col = col_raw+col_blur * col_bloom; // Combine raw color with blurred and bloom effects - - // apply fog - UNITY_APPLY_FOG(i.fogCoord, col); - return col; - } - ENDCG - } - } -} diff --git a/Assets/Shaders/bloom.shader b/Assets/Shaders/bloom.shader new file mode 100644 index 0000000..bd89af2 --- /dev/null +++ b/Assets/Shaders/bloom.shader @@ -0,0 +1,166 @@ +Shader "Unlit/NewUnlitShader" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + _BloomThreshold ("Bloom Threshold", Float) = 0.25 + _BloomIntensity ("Bloom Intensity", Float) = 5.0 + _BlurAmount ("Blur Amount", Float) = 0.01 + _BlurIterations ("Blur Iterations", Int) = 2 + _FisheyeStrength ("Fisheye Strength", Float) = 1.1 + _Resolution ("Resolution", Vector) = (1080, 1920,0,0) + _OffsetY ("Offset Y", Float) = 0.2 + _FadeAmount ("Fade Amount", Float) = 1.0 + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // make fog work + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + float _BloomThreshold; + float _BloomIntensity; + float _BlurAmount; + int _BlurIterations; + float _FisheyeStrength; + float2 _Resolution; + float _OffsetY; + float _FadeAmount; + + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 blur(float2 uv, sampler2D tex, float blurAmount, int iterations) + { + fixed4 color = tex2D(tex, uv); + // fixed2 offsets[4] = { float2(-blurAmount, 0), float2(blurAmount, 0), float2(0, -blurAmount), float2(0, blurAmount) }; + fixed2 offsets[8]={ + float2(-blurAmount, 0), float2(blurAmount, 0), + float2(0, -blurAmount), float2(0, blurAmount), + float2(-blurAmount, -blurAmount), float2(blurAmount, -blurAmount), + float2(-blurAmount, blurAmount), float2(blurAmount, blurAmount) + }; + int len=offsets.Length; + // fixed2 offsets[4] = { float2(0,-blurAmount), float2(0, blurAmount), float2(0, -blurAmount*2.0), float2(0,blurAmount*2.0) }; + + int it=min(iterations, 16); // Limit iterations to 4 for performance + for (int iter = 0; iter < it; iter++) + { + for (int i = 0; i < len; i++) + { + // Gaussian weights for 8 offsets (approximate) + // float weights[8] = {0.1531, 0.1531, 0.1531, 0.1531, 0.0925, 0.0925, 0.0925, 0.0925}; + // color += tex2D(tex, uv + offsets[i]/_Resolution * (iter + 1)) * weights[i]; + + color += tex2D(tex, uv + offsets[i]/_Resolution * (iter + 1)); + } + } + return color / (1.0 + len*it); + } + + fixed luminance(fixed4 color) { + return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; + } + fixed4 bloom(fixed4 col, float threshold, float intensity) + { + // fixed4 col = tex2D(tex, uv); + fixed lum = luminance(col); + fixed val = clamp(lum - threshold, 0.0, 1.0); + + return col * (val * intensity); // Apply bloom effect by multiplying color with intensity + // } + } + + float2 fisheyeWarp(float2 uv, float strength) + { + float2 center = float2(0.5, 0.5); + float2 delta = uv - center; + float dist = length(delta); + float theta = atan2(delta.y, delta.x); + float warpedDist = pow(dist, strength); + float2 warpedDelta = float2(cos(theta), sin(theta)) * warpedDist; + return center + warpedDelta; + } + float2 mirror(float2 uv, float offsety) + { + float y= uv.y*_Resolution.y; + float offset=offsety * _Resolution.y; + if (y < offset) + { + // return float2(uv.x, 1.0-(offsety-uv.y)); + return float2(uv.x, (offsety- uv.y)/(_Resolution.x/_Resolution.y)); + } + else if(y < offset + _Resolution.x) + { + return float2(uv.x, (uv.y-offsety)/(_Resolution.x/_Resolution.y)); + } + else + { + return float2(uv.x, 1.0-(uv.y- offsety - _Resolution.x/_Resolution.y)/(_Resolution.x/_Resolution.y)); + } + + } + + fixed4 frag (v2f i) : SV_Target + { + // sample the texture + v2f o; + o.uv=mirror(i.uv, _OffsetY); // Apply mirror effect based on offset + // o.uv = fisheyeWarp(o.uv, _FisheyeStrength); // Apply fisheye warp effect + + float dist= length(i.uv*_Resolution - float2(0.5, _OffsetY + _Resolution.x/_Resolution.y*0.5)* _Resolution)/_Resolution.x; // Calculate distance from center + // float dist = length(i.uv.y ); // Calculate distance from center + + dist=pow(1.0 - dist, 2.0); // Square the distance for a smoother fade effect + + fixed4 col_raw = tex2D(_MainTex, o.uv); + fixed4 col_blur = blur(o.uv, _MainTex, _BlurAmount*((1.0-dist)*4.0), _BlurIterations+floor((1.0-dist)*16.0)); // Apply blur with a small amount + fixed4 col_bloom = bloom(col_blur, _BloomThreshold, _BloomIntensity); // Apply bloom with threshold and intensity + + fixed4 col = col_blur*col_bloom + col_raw*(dist) + col_blur*(1.0-dist); // Combine raw color with blurred and bloom effects + + + col.rgb = col.rgb * col.a ; // Premultiplied alpha + col.a*= _FadeAmount; // Apply fade amount to alpha + + // col.r=col.g=col.b= ( dist); // Apply fade effect based on distance from center + + // apply fog + // UNITY_APPLY_FOG(i.fogCoord, col); + return col; // Return the final color with bloom effect + } + ENDCG + } + } +} diff --git a/Assets/Shaders/NewUnlitShader.shader.meta b/Assets/Shaders/bloom.shader.meta similarity index 100% rename from Assets/Shaders/NewUnlitShader.shader.meta rename to Assets/Shaders/bloom.shader.meta diff --git a/Assets/Shaders/blur.shader b/Assets/Shaders/blur.shader new file mode 100644 index 0000000..e1abbc0 --- /dev/null +++ b/Assets/Shaders/blur.shader @@ -0,0 +1,147 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "RapidBlurEffect" +{ + Properties + { + _MainTex("Base (RGB)", 2D) = "white" {} + } + + SubShader + { + ZWrite Off + Blend Off + + 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 + { + ZTest Always + Cull Off + + CGPROGRAM + #pragma vertex vert_BlurHorizontal + #pragma fragment frag_Blur + ENDCG + } + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + uniform half4 _MainTex_TexelSize; + uniform half _DownSampleValue; + + struct VertexInput + { + float4 vertex : POSITION; + half2 texcoord : TEXCOORD0; + }; + + struct VertexOutput_DownSmpl + { + float4 pos : SV_POSITION; + half2 uv20 : TEXCOORD0; + half2 uv21 : TEXCOORD1; + half2 uv22 : TEXCOORD2; + half2 uv23 : TEXCOORD3; + }; + + static const half4 GaussWeight[7] = + { + half4(0.0205,0.0205,0.0205,0), + half4(0.0855,0.0855,0.0855,0), + half4(0.232,0.232,0.232,0), + half4(0.324,0.324,0.324,1), + half4(0.232,0.232,0.232,0), + half4(0.0855,0.0855,0.0855,0), + half4(0.0205,0.0205,0.0205,0) + }; + + VertexOutput_DownSmpl vert_DownSmpl(VertexInput v) + { + VertexOutput_DownSmpl o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv20 = v.texcoord + _MainTex_TexelSize.xy* half2(0.5h, 0.5h);; + 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; + } + + fixed4 frag_DownSmpl(VertexOutput_DownSmpl i) : SV_Target + { + 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 + { + float4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + half2 offset : TEXCOORD1; + }; + + VertexOutput_Blur vert_BlurHorizontal(VertexInput v) + { + VertexOutput_Blur o; + 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) + { + VertexOutput_Blur o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = half4(v.texcoord.xy, 1, 1); + o.offset = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _DownSampleValue; + return o; + } + + half4 frag_Blur(VertexOutput_Blur i) : SV_Target + { + half2 uv = i.uv.xy; + half2 OffsetWidth = i.offset; + half2 uv_withOffset = uv - OffsetWidth * 3.0; + half4 color = 0; + for (int j = 0; j< 7; j++) + { + half4 texCol = tex2D(_MainTex, uv_withOffset); + color += texCol * GaussWeight[j]; + uv_withOffset += OffsetWidth; + } + return color; + } + + ENDCG + + FallBack Off +} diff --git a/Assets/Shaders/blur.shader.meta b/Assets/Shaders/blur.shader.meta new file mode 100644 index 0000000..5d73738 --- /dev/null +++ b/Assets/Shaders/blur.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 86d6803e621c0cb4ab4566eaa6d160e2 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/blur.shadergraph b/Assets/Shaders/mask.shadergraph similarity index 59% rename from Assets/Shaders/blur.shadergraph rename to Assets/Shaders/mask.shadergraph index d764b5a..2f0ab7c 100644 --- a/Assets/Shaders/blur.shadergraph +++ b/Assets/Shaders/mask.shadergraph @@ -1,46 +1,43 @@ { "m_SGVersion": 3, "m_Type": "UnityEditor.ShaderGraph.GraphData", - "m_ObjectId": "472b4be5d3fc416f9b063eaf6389d058", + 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