Playability
Fixed loadout generator tutorial edge cases Recreated missing items Created field shader & test scene
This commit is contained in:
parent
69aca09f63
commit
47e500e1ce
72 changed files with 3579 additions and 693 deletions
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Asset Sources/cursor.psd
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Normal file
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using System.Collections;
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{
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Binary file not shown.
1566
Assets/Scenes/FieldShieldTest.unity
Normal file
1566
Assets/Scenes/FieldShieldTest.unity
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Scenes/FieldShieldTest.unity.meta
Normal file
7
Assets/Scenes/FieldShieldTest.unity.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 15a80bfd3bfbc5343946cacb39d69c88
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -113,10 +113,10 @@ public abstract class DatabaseListView : EditorWindow
|
|||
margin = new RectOffset(0, 0, 0, 0)
|
||||
};
|
||||
|
||||
_jsonStore = new MultiFileJsonBackingStore(FilePath);
|
||||
//_jsonStore = new MultiFileJsonBackingStore(FilePath);
|
||||
_msgPackStore = new SingleFileMessagePackBackingStore(Path.Combine(FilePath, "AetherDB.msgpack"));
|
||||
cultCache = new CultCache();
|
||||
cultCache.AddBackingStore(_jsonStore);
|
||||
//cultCache.AddBackingStore(_jsonStore);
|
||||
cultCache.AddBackingStore(_msgPackStore);
|
||||
cultCache.AddBackingStore(new MultiFileMessagePackBackingStore(FilePath), typeof(NameFile));
|
||||
cultCache.PullAllBackingStores();
|
||||
|
|
|
|||
|
|
@ -47,9 +47,10 @@ public class ActionGameManager : MonoBehaviour
|
|||
if (_cultCache != null) return _cultCache;
|
||||
|
||||
_cultCache = new CultCache();
|
||||
_cultCache.AddBackingStore(new MultiFileJsonBackingStore(GameDataDirectory.FullName));
|
||||
// _cultCache.AddBackingStore(
|
||||
// new SingleFileMessagePackBackingStore(Path.Combine(GameDataDirectory.FullName, "AetherDB.msgpack")));
|
||||
//RethinkConnection.RethinkConnect(_cultCache, "gamecult.org:28016", DatabaseName);
|
||||
//_cultCache.AddBackingStore(new MultiFileJsonBackingStore(GameDataDirectory.FullName));
|
||||
_cultCache.AddBackingStore(
|
||||
new SingleFileMessagePackBackingStore(Path.Combine(GameDataDirectory.FullName, "AetherDB.msgpack")));
|
||||
|
||||
// Particularly heavy objects should be stored in / retrieved from MsgPack files as it's much tighter than JSON
|
||||
// Such as NameFiles, which are just huge collections of geonames used to condition Markov chains
|
||||
|
|
@ -425,7 +426,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
slot.PointerEnterTrigger.OnPointerEnterAsObservable().Subscribe(_ =>
|
||||
{
|
||||
//Debug.Log($"Pointer entered action bar slot {controlPath}");
|
||||
Debug.Log($"Pointer entered action bar slot {controlPath}");
|
||||
RegisterDragTarget(dragAction =>
|
||||
{
|
||||
//Debug.Log("Registering binding!");
|
||||
|
|
@ -520,6 +521,8 @@ public class ActionGameManager : MonoBehaviour
|
|||
.5f) : new LoadoutGenerator(
|
||||
ref ItemManager.Random,
|
||||
ItemManager,
|
||||
CurrentGalaxy,
|
||||
Zone.GalaxyZone,
|
||||
nearestFaction,
|
||||
.5f);
|
||||
|
||||
|
|
@ -730,8 +733,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
SectorMap.QueueZoneReveal(CurrentGalaxy.Entrance.AdjacentZones.Prepend(CurrentGalaxy.Entrance));
|
||||
PopulateLevel(CurrentGalaxy.Entrance);
|
||||
var loadoutGenerator = IsTutorial ? new LoadoutGenerator(ref ItemManager.Random, ItemManager, null, 2) :
|
||||
new LoadoutGenerator(ref ItemManager.Random, ItemManager, CurrentGalaxy, Zone.GalaxyZone, null, 2);
|
||||
var loadoutGenerator = new LoadoutGenerator(ref ItemManager.Random, ItemManager, CurrentGalaxy, Zone.GalaxyZone, IsTutorial ? CurrentGalaxy.ResolveFaction(Settings.TutorialGenerationSettings.ProtagonistFaction) : null, 2);
|
||||
var ship = EntitySerializer.Unpack(
|
||||
ItemManager,
|
||||
Zone,
|
||||
|
|
|
|||
|
|
@ -183,7 +183,7 @@ public class EntityInstance : MonoBehaviour
|
|||
_pingBrightness = pingMesh.material.GetFloat("_Depth");
|
||||
_currentPing = (pingInstance, pingMesh);
|
||||
};
|
||||
sensor.OnPingEnd += () => Destroy(_currentPing.transform.gameObject);
|
||||
sensor.OnPingEnd += OnSensorPingEnd;
|
||||
}
|
||||
|
||||
if (behavior is InstantWeapon instantWeapon)
|
||||
|
|
@ -443,7 +443,12 @@ public class EntityInstance : MonoBehaviour
|
|||
_influenceInstance.transform.localScale = Vector3.one * orbital.SecurityRadius;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnSensorPingEnd()
|
||||
{
|
||||
Destroy(_currentPing.transform.gameObject);
|
||||
}
|
||||
|
||||
public Transform GetBarrel(HardpointData hardpoint)
|
||||
{
|
||||
if (Barrels.ContainsKey(hardpoint))
|
||||
|
|
@ -519,6 +524,8 @@ public class EntityInstance : MonoBehaviour
|
|||
|
||||
public virtual void OnDestroy()
|
||||
{
|
||||
if(_sensor!=null)
|
||||
_sensor.OnPingEnd -= OnSensorPingEnd;
|
||||
if (_influenceInstance) Destroy(_influenceInstance.gameObject);
|
||||
Destroy(LocalSpace.gameObject);
|
||||
foreach(var x in _subscriptions)
|
||||
|
|
|
|||
147
Assets/Scripts/Gameplay/FieldDriver.cs
Normal file
147
Assets/Scripts/Gameplay/FieldDriver.cs
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine.Animations;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
public class FieldDriver : MonoBehaviour
|
||||
{
|
||||
[Inspectable]
|
||||
public float TestMagnitude;
|
||||
public float2 Throttle;
|
||||
[Inspectable]
|
||||
public float ThrottleDecay = 1;
|
||||
[Inspectable]
|
||||
public float FlowSpeed;
|
||||
[Inspectable]
|
||||
public float FlowSpeedThrottleExponent;
|
||||
[Inspectable]
|
||||
public float FlowMagnitude;
|
||||
[Inspectable]
|
||||
public float FlowMagnitudeThrottleExponent;
|
||||
[Inspectable]
|
||||
public float FlowOpacityThrottleExponent;
|
||||
public int MaxHits;
|
||||
[Inspectable]
|
||||
public ExponentialCurve MagnitudeTimeScaling;
|
||||
|
||||
[Inspectable]
|
||||
public float MeleeRange;
|
||||
[Inspectable]
|
||||
public float MeleeRangeExponent;
|
||||
[Inspectable]
|
||||
public float MeleeFlatness;
|
||||
[Inspectable]
|
||||
public float MeleeShaping;
|
||||
[Inspectable]
|
||||
public float MeleeDuration;
|
||||
[Inspectable]
|
||||
public float MeleeAngle;
|
||||
[Inspectable]
|
||||
public float MeleeAngleExponent;
|
||||
[Inspectable]
|
||||
public Axis RefractionAxis = Axis.X;
|
||||
|
||||
private Material _field;
|
||||
private ComputeBuffer _hitBuffer;
|
||||
private List<FieldHit> _hits = new List<FieldHit>();
|
||||
private float _pushWaveOffset;
|
||||
private double2 _throttle;
|
||||
private float _meleeTime;
|
||||
private bool _meleeActive;
|
||||
|
||||
private struct FieldHit
|
||||
{
|
||||
public float3 Position;
|
||||
public float3 Direction;
|
||||
public float Magnitude;
|
||||
public float Time;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
_field = GetComponent<MeshRenderer>().material;
|
||||
var clickableCollider = GetComponent<ClickableCollider>();
|
||||
if(clickableCollider!=null)
|
||||
{
|
||||
clickableCollider.OnClick += (_, _, ray, hit) =>
|
||||
{
|
||||
AddHit(hit.point, ray.direction, TestMagnitude);
|
||||
};
|
||||
}
|
||||
_hitBuffer = new ComputeBuffer(MaxHits, 32);
|
||||
}
|
||||
|
||||
public void AddHit(float3 position, float3 direction, float magnitude)
|
||||
{
|
||||
if (_hits.Count >= MaxHits) return;
|
||||
var hit = new FieldHit
|
||||
{
|
||||
Position = normalize(transform.InverseTransformPoint(position)),
|
||||
Direction = normalize(transform.rotation * direction),
|
||||
Magnitude = magnitude,
|
||||
Time = 0
|
||||
};
|
||||
Debug.Log($"Received hit: Position={hit.Position}, Direction={hit.Direction}");
|
||||
_hits.Add(hit);
|
||||
}
|
||||
|
||||
public int HitCount => _hits.Count;
|
||||
|
||||
public void Melee()
|
||||
{
|
||||
_meleeActive = true;
|
||||
_meleeTime = 0;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
for (int i = 0; i < _hits.Count; i++)
|
||||
{
|
||||
var hit = _hits[i];
|
||||
hit.Time += Time.deltaTime / MagnitudeTimeScaling.Evaluate(_hits[i].Magnitude);
|
||||
_hits[i] = hit;
|
||||
if (hit.Time > 1)
|
||||
{
|
||||
_hits.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
if (_meleeActive)
|
||||
{
|
||||
_meleeTime += Time.deltaTime / MeleeDuration;
|
||||
if (_meleeTime > 1)
|
||||
{
|
||||
_meleeActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
_throttle = AetheriaMath.Damp(_throttle, Throttle, ThrottleDecay, Time.deltaTime);
|
||||
var throttleDir = (float2) normalize(_throttle);
|
||||
|
||||
var throttleMag = min(length(_throttle), 1);
|
||||
|
||||
_pushWaveOffset = frac(_pushWaveOffset + Time.deltaTime * FlowSpeed * (float) pow(throttleMag, FlowSpeedThrottleExponent));
|
||||
|
||||
var refractionRotation = Matrix4x4.Rotate(transform.rotation);
|
||||
if (RefractionAxis == Axis.Y) refractionRotation = Matrix4x4.Rotate(Quaternion.Euler(90, 0, 0)) * refractionRotation;
|
||||
if (RefractionAxis == Axis.X) refractionRotation = Matrix4x4.Rotate(Quaternion.Euler(0, 90, 0)) * refractionRotation;
|
||||
_hitBuffer.SetData(_hits);
|
||||
_field.SetBuffer("_Hits", _hitBuffer);
|
||||
_field.SetInt("_HitCount", _hits.Count);
|
||||
_field.SetFloat("_PushWaveMagnitude", FlowMagnitude * (float) pow(throttleMag, FlowMagnitudeThrottleExponent));
|
||||
_field.SetFloat("_PushOpacity", (float) pow(throttleMag, FlowOpacityThrottleExponent));
|
||||
_field.SetFloat("_PushWaveOffset", _pushWaveOffset);
|
||||
_field.SetVector("_PushDirection", new Vector4(throttleDir.x,0,throttleDir.y));
|
||||
_field.SetVector("_InverseScale", new Vector4(1/transform.localScale.x,1/transform.localScale.y,1/transform.localScale.z));
|
||||
_field.SetMatrix("_ReflRotate", refractionRotation);
|
||||
_field.SetVector("_MeleeDirection", Quaternion.AngleAxis(sign(_meleeTime*2-1) * MeleeAngle * pow(abs(_meleeTime * 2 - 1), MeleeAngleExponent), Vector3.up) * -Vector3.forward);
|
||||
_field.SetFloat("_MeleeDisplacement", pow(1 - 2 * abs(_meleeTime - .5f), MeleeRangeExponent) * MeleeRange);
|
||||
_field.SetFloat("_MeleeShape", MeleeShaping);
|
||||
_field.SetFloat("_MeleeFlattening", MeleeFlatness);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Gameplay/FieldDriver.cs.meta
Normal file
11
Assets/Scripts/Gameplay/FieldDriver.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a9ee74b07ad0390459302080d186cc58
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -38,6 +38,21 @@ public static class AetheriaMath
|
|||
return lerp(a, b, 1 - exp(-lambda * dt));
|
||||
}
|
||||
|
||||
public static double Damp(double a, double b, double lambda, double dt)
|
||||
{
|
||||
return lerp(a, b, 1 - exp(-lambda * dt));
|
||||
}
|
||||
|
||||
public static double2 Damp(double2 a, double2 b, double2 lambda, double2 dt)
|
||||
{
|
||||
return lerp(a, b, 1 - exp(-lambda * dt));
|
||||
}
|
||||
|
||||
public static double3 Damp(double3 a, double3 b, double3 lambda, double3 dt)
|
||||
{
|
||||
return lerp(a, b, 1 - exp(-lambda * dt));
|
||||
}
|
||||
|
||||
//first-order intercept using absolute target position
|
||||
public static float3 FirstOrderIntercept
|
||||
(
|
||||
|
|
|
|||
|
|
@ -13,13 +13,13 @@ using static Unity.Mathematics.math;
|
|||
[Serializable, MessagePackObject, JsonObject]
|
||||
public class ExponentialCurve
|
||||
{
|
||||
[JsonProperty("exponent"), Key(0)]
|
||||
[JsonProperty("exponent"), Key(0), Inspectable]
|
||||
public float Exponent;
|
||||
|
||||
[JsonProperty("multiplier"), Key(1)]
|
||||
[JsonProperty("multiplier"), Key(1), Inspectable]
|
||||
public float Multiplier;
|
||||
|
||||
[JsonProperty("constant"), Key(2)]
|
||||
[JsonProperty("constant"), Key(2), Inspectable]
|
||||
public float Constant;
|
||||
|
||||
public float Evaluate(float value) => Multiplier * pow(value, Exponent) + Constant;
|
||||
|
|
@ -28,13 +28,13 @@ public class ExponentialCurve
|
|||
[Serializable, MessagePackObject, JsonObject]
|
||||
public class ExponentialLerp
|
||||
{
|
||||
[JsonProperty("exponent"), Key(0)]
|
||||
[JsonProperty("exponent"), Key(0), Inspectable]
|
||||
public float Exponent;
|
||||
|
||||
[JsonProperty("max"), Key(1)]
|
||||
[JsonProperty("max"), Key(1), Inspectable]
|
||||
public float Minimum;
|
||||
|
||||
[JsonProperty("min"), Key(2)]
|
||||
[JsonProperty("min"), Key(2), Inspectable]
|
||||
public float Maximum;
|
||||
|
||||
public float Evaluate(float value) => Minimum + pow(saturate(value), Exponent) * (Maximum - Minimum);
|
||||
|
|
|
|||
|
|
@ -27,10 +27,12 @@ public class Galaxy
|
|||
public GalaxyZone Exit { get; }
|
||||
public Dictionary<Faction, FactionRelationship> FactionRelationships { get; } = new Dictionary<Faction, FactionRelationship>();
|
||||
private Action<string> Log { get; }
|
||||
|
||||
public bool IsPrelude { get; }
|
||||
|
||||
private HashSet<Guid> _containedFactions;
|
||||
private GalaxyZone[] _exitPath;
|
||||
private Dictionary<Faction, MarkovNameGenerator> _nameGenerators = new Dictionary<Faction, MarkovNameGenerator>();
|
||||
private readonly CultCache _cache;
|
||||
|
||||
public GalaxyZone[] ExitPath
|
||||
{
|
||||
|
|
@ -44,6 +46,8 @@ public class Galaxy
|
|||
|
||||
public Galaxy(CultCache cultCache, SavedGame savedGame, Action<string> log)
|
||||
{
|
||||
IsPrelude = savedGame.IsTutorial;
|
||||
_cache = cultCache;
|
||||
Log = log;
|
||||
Background = savedGame.Background;
|
||||
|
||||
|
|
@ -94,6 +98,8 @@ public class Galaxy
|
|||
Action<string> progressCallback = null,
|
||||
uint seed = 0)
|
||||
{
|
||||
_cache = cache;
|
||||
IsPrelude = false;
|
||||
Background = background;
|
||||
Log = log;
|
||||
var factions = cache.GetAll<Faction>();
|
||||
|
|
@ -125,6 +131,11 @@ public class Galaxy
|
|||
progressCallback?.Invoke("Done!");
|
||||
if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
|
||||
}
|
||||
|
||||
public Faction ResolveFaction(string name)
|
||||
{
|
||||
return _cache.GetAll<Faction>().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
|
||||
}
|
||||
|
||||
public Galaxy(
|
||||
TutorialGenerationSettings settings,
|
||||
|
|
@ -137,7 +148,8 @@ public class Galaxy
|
|||
Action<string> progressCallback = null,
|
||||
uint seed = 0)
|
||||
{
|
||||
Faction ResolveFaction(string name) => cache.GetAll<Faction>().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
|
||||
_cache = cache;
|
||||
IsPrelude = true;
|
||||
|
||||
Background = background;
|
||||
Log = log;
|
||||
|
|
|
|||
|
|
@ -30,18 +30,18 @@ public class LoadoutGenerator
|
|||
Faction = faction;
|
||||
PriceExponent = priceExponent;
|
||||
}
|
||||
|
||||
public LoadoutGenerator(
|
||||
ref Random random,
|
||||
ItemManager itemManager,
|
||||
Faction faction,
|
||||
float priceExponent)
|
||||
{
|
||||
Random = random;
|
||||
ItemManager = itemManager;
|
||||
Faction = faction;
|
||||
PriceExponent = priceExponent;
|
||||
}
|
||||
//
|
||||
// public LoadoutGenerator(
|
||||
// ref Random random,
|
||||
// ItemManager itemManager,
|
||||
// Faction faction,
|
||||
// float priceExponent)
|
||||
// {
|
||||
// Random = random;
|
||||
// ItemManager = itemManager;
|
||||
// Faction = faction;
|
||||
// PriceExponent = priceExponent;
|
||||
// }
|
||||
|
||||
public EntityPack GenerateShipLoadout(Predicate<HullData> hullFilter = null)
|
||||
{
|
||||
|
|
@ -86,7 +86,6 @@ public class LoadoutGenerator
|
|||
var hull = ItemManager.CreateInstance(hullData) as EquippableItem;
|
||||
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
|
||||
entity.Faction = Faction;
|
||||
OutfitEntity(entity);
|
||||
|
||||
var emptyShape = entity.UnoccupiedSpace;
|
||||
|
||||
|
|
@ -100,6 +99,8 @@ public class LoadoutGenerator
|
|||
{
|
||||
throw new InvalidLoadoutException("Failed to equip selected docking bay!");
|
||||
}
|
||||
|
||||
OutfitEntity(entity);
|
||||
|
||||
var cargo = entity.CargoBays.First();
|
||||
IEnumerable<EquippableItemData> inventory = RandomItems<EquippableItemData>(16, 1,
|
||||
|
|
@ -119,21 +120,9 @@ public class LoadoutGenerator
|
|||
|
||||
public HullData RandomHull(HullType type, Predicate<HullData> hullFilter = null)
|
||||
{
|
||||
return ItemManager.ItemData.GetAll<HullData>()
|
||||
.Where(item =>
|
||||
item.Price > 0 &&
|
||||
return RandomItem<HullData>(0, item =>
|
||||
(hullFilter?.Invoke(item) ?? true) &&
|
||||
item.HullType == type &&
|
||||
item.Manufacturer != Guid.Empty &&
|
||||
(Galaxy?.ContainsFaction(item.Manufacturer) ?? true) &&
|
||||
(Faction == null || item.Manufacturer == Faction.ID || Faction.Allegiance.ContainsKey(item.Manufacturer)))
|
||||
.WeightedRandomElements(ref Random,
|
||||
item =>
|
||||
(Faction == null || item.Manufacturer == Faction.ID ? 1 : Faction.Allegiance[item.Manufacturer]) / // Prioritize items from allied manufacturers
|
||||
(Zone?.Distance[Galaxy.HomeZones[ItemManager.ItemData.Get<Faction>(item.Manufacturer)]] ?? 1) / // Penalize distance to manufacturer headquarters
|
||||
pow(item.Price, PriceExponent), // Penalize item price to a controllable degree
|
||||
1
|
||||
).FirstOrDefault();
|
||||
item.HullType == type);
|
||||
}
|
||||
|
||||
public T[] RandomItems<T>(int count, float sizeExponent, Predicate<T> filter = null) where T : EquippableItemData
|
||||
|
|
@ -142,13 +131,14 @@ public class LoadoutGenerator
|
|||
.Where(item =>
|
||||
item.Price > 0 &&
|
||||
item.Manufacturer != Guid.Empty &&
|
||||
(Galaxy?.ContainsFaction(item.Manufacturer) ?? true) &&
|
||||
(Faction == null || Faction.Allegiance.ContainsKey(item.Manufacturer)) &&
|
||||
(Galaxy.IsPrelude || Galaxy.ContainsFaction(item.Manufacturer) &&
|
||||
(Faction == null || Faction.Allegiance.ContainsKey(item.Manufacturer))) &&
|
||||
(filter?.Invoke(item) ?? true))
|
||||
.WeightedRandomElements(ref Random, item =>
|
||||
(Faction == null || item.Manufacturer == Faction.ID ? 1 : Faction.Allegiance[item.Manufacturer]) * // Prioritize items from allied manufacturers
|
||||
Faction == null ? 1 :
|
||||
(item.Manufacturer == Faction.ID ? 1 : Faction.Allegiance.ContainsKey(item.Manufacturer) ? Faction.Allegiance[item.Manufacturer] : 0.0f / // Prioritize items from allied manufacturers
|
||||
(Galaxy?.ContainsFaction(item.Manufacturer) ?? false ? Zone?.Distance[Galaxy.HomeZones[ItemManager.ItemData.Get<Faction>(item.Manufacturer)]] ?? 1 : 1)) * // Penalize distance to manufacturer headquarters
|
||||
pow(item.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
|
||||
(Zone?.Distance[Galaxy.HomeZones[ItemManager.ItemData.Get<Faction>(item.Manufacturer)]] ?? 1) / // Penalize distance to manufacturer headquarters
|
||||
pow(item.Price, PriceExponent), // Penalize item price to a controllable degree
|
||||
count
|
||||
);
|
||||
|
|
|
|||
|
|
@ -245,9 +245,7 @@ public static class ZoneGenerator
|
|||
LoadoutGenerator GetLoadoutGenerator(Faction faction)
|
||||
{
|
||||
if (!loadoutGenerators.ContainsKey(faction))
|
||||
loadoutGenerators[faction] = isTutorial
|
||||
? new LoadoutGenerator(ref random, itemManager, faction, .5f)
|
||||
: new LoadoutGenerator(ref random, itemManager, galaxy, galaxyZone, faction, .5f);
|
||||
loadoutGenerators[faction] = new LoadoutGenerator(ref random, itemManager, galaxy, galaxyZone, faction, .5f);
|
||||
return loadoutGenerators[faction];
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ using UnityEngine;
|
|||
using UnityEngine.Events;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class ClickCatcher : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, /*IPointerUpHandler, IPointerDownHandler,*/ IPointerClickHandler
|
||||
public class ClickCatcher : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, /*IPointerUpHandler, */IPointerDownHandler, IPointerClickHandler
|
||||
{
|
||||
//public bool EnableMouse => PointerIsInside && !_catching;
|
||||
public bool PointerIsInside { get; private set; }
|
||||
|
|
@ -19,6 +19,7 @@ public class ClickCatcher : MonoBehaviour, IPointerEnterHandler, IPointerExitHan
|
|||
public Subject<PointerEventData> OnEnter = new Subject<PointerEventData>();
|
||||
public Subject<PointerEventData> OnExit = new Subject<PointerEventData>();
|
||||
public Subject<PointerEventData> OnClick = new Subject<PointerEventData>();
|
||||
public Subject<PointerEventData> OnDown = new Subject<PointerEventData>();
|
||||
|
||||
// private float downTime;
|
||||
|
||||
|
|
@ -54,10 +55,10 @@ public class ClickCatcher : MonoBehaviour, IPointerEnterHandler, IPointerExitHan
|
|||
// OnClick?.Invoke(eventData);
|
||||
// }
|
||||
//
|
||||
// public void OnPointerDown(PointerEventData eventData)
|
||||
// {
|
||||
// downTime = Time.time;
|
||||
// }
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OnDown.OnNext(eventData);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -19,15 +19,17 @@ public class ClickRaycaster : MonoBehaviour
|
|||
void Start()
|
||||
{
|
||||
_clickCatcher = GetComponent<ClickCatcher>();
|
||||
_clickCatcher.OnClick.Subscribe(pointer =>
|
||||
_clickCatcher.OnDown.Subscribe(pointer =>
|
||||
{
|
||||
RaycastHit hit;
|
||||
Physics.Raycast(RayCamera.ScreenPointToRay(pointer.position), out hit, 1000, Layers.value);
|
||||
var ray = RayCamera.ScreenPointToRay(pointer.position);
|
||||
Physics.Raycast(ray, out hit, 1000, Layers.value);
|
||||
if (hit.collider != null)
|
||||
{
|
||||
//Debug.Log($"Clicked on gameobject {hit.collider.gameObject}");
|
||||
var clickable = hit.collider.GetComponent<ClickableCollider>();
|
||||
if (clickable != null)
|
||||
clickable.Click(pointer);
|
||||
clickable.Click(pointer, ray, hit);
|
||||
}
|
||||
else OnClickMiss?.Invoke(pointer);
|
||||
});
|
||||
|
|
|
|||
|
|
@ -10,9 +10,9 @@ using UnityEngine.EventSystems;
|
|||
|
||||
public class ClickableCollider : MonoBehaviour
|
||||
{
|
||||
public event Action<ClickableCollider, PointerEventData> OnClick;
|
||||
public event Action<ClickableCollider, PointerEventData, Ray, RaycastHit> OnClick;
|
||||
|
||||
public void Click(PointerEventData eventData) => OnClick?.Invoke(this, eventData);
|
||||
public void Click(PointerEventData eventData, Ray ray, RaycastHit raycastHit) => OnClick?.Invoke(this, eventData, ray, raycastHit);
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
|
|
|
|||
30
Assets/Scripts/UI/FieldTester.cs
Normal file
30
Assets/Scripts/UI/FieldTester.cs
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
public class FieldTester : MonoBehaviour
|
||||
{
|
||||
public Camera Camera;
|
||||
public FieldDriver TestField;
|
||||
public PropertiesPanel Properties;
|
||||
|
||||
private AetheriaInput _input;
|
||||
private bool _forceThrust;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_input = new AetheriaInput();
|
||||
_input.Player.Enable();
|
||||
Properties.AddField("FOV", () => Camera.fieldOfView, f => Camera.fieldOfView = f, 15, 45);
|
||||
Properties.AddButton("Melee", () => TestField.Melee());
|
||||
Properties.AddField("Force Thrust", () => _forceThrust, b => _forceThrust = b);
|
||||
Properties.Inspect(TestField, true, true);
|
||||
Properties.AddProperty("Current Hits", () => TestField.HitCount.ToString());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
TestField.Throttle = _forceThrust ? float2(0,1) : _input.Player.Move.ReadValue<Vector2>();
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/UI/FieldTester.cs.meta
Normal file
3
Assets/Scripts/UI/FieldTester.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 686a80c9880b431b94a9b0029d39cf1f
|
||||
timeCreated: 1659655755
|
||||
|
|
@ -101,7 +101,7 @@ public class SectorMap : MonoBehaviour
|
|||
if (!_revealedZones.Contains(zone))
|
||||
{
|
||||
var zoneInstance = ZonePrototype.Instantiate<SectorZoneUI>();
|
||||
zoneInstance.Clickable.OnClick += (clickableCollider, data) => ZoneClicked.OnNext(zone);
|
||||
zoneInstance.Clickable.OnClick += (clickableCollider, data, ray, hit) => ZoneClicked.OnNext(zone);
|
||||
if(zone == _currentPlayerLocation)
|
||||
MarkPlayerLocation(zoneInstance);
|
||||
_zoneInstances[zone] = zoneInstance;
|
||||
|
|
|
|||
|
|
@ -585,78 +585,74 @@ public class PropertiesPanel : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
// public void Inspect(object obj, bool inspectablesOnly = false, bool readWrite = false, bool topLevel = true)
|
||||
// {
|
||||
// if(topLevel)
|
||||
// Clear();
|
||||
//
|
||||
// var fields = obj.GetType().GetFields();
|
||||
// foreach (var field in fields)
|
||||
// Inspect(obj, field, inspectablesOnly, readWrite);
|
||||
//
|
||||
// if(topLevel)
|
||||
// foreach (var field in _propertyFields)
|
||||
// field.transform.SetSiblingIndex(_propertyFields.IndexOf(field));
|
||||
//
|
||||
// RefreshValues();
|
||||
// }
|
||||
//
|
||||
// public void Inspect(object obj, FieldInfo field, bool inspectablesOnly = false, bool readWrite = false)
|
||||
// {
|
||||
// var inspectable = field.GetCustomAttribute<InspectableFieldAttribute>();
|
||||
// if (inspectable == null && inspectablesOnly) return;
|
||||
// var type = field.FieldType;
|
||||
//
|
||||
// if (type == typeof(float))
|
||||
// {
|
||||
// if (readWrite)
|
||||
// {
|
||||
// var ranged = inspectable as RangedFloatInspectableAttribute;
|
||||
// if (ranged != null)
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (float) field.GetValue(obj), f => field.SetValue(obj, f),
|
||||
// ranged.Min, ranged.Max);
|
||||
// else
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (float) field.GetValue(obj), f => field.SetValue(obj, f));
|
||||
// } else Inspect(field.Name.SplitCamelCase(), () => ((float) field.GetValue(obj)).ToString("0.##"));
|
||||
// }
|
||||
// else if (type == typeof(int))
|
||||
// {
|
||||
// if (readWrite)
|
||||
// {
|
||||
// var ranged = inspectable as RangedIntInspectableAttribute;
|
||||
// if (ranged != null)
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (int) field.GetValue(obj), f => field.SetValue(obj, f),
|
||||
// ranged.Min, ranged.Max);
|
||||
// else
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (int) field.GetValue(obj), f => field.SetValue(obj, f));
|
||||
// } else Inspect(field.Name.SplitCamelCase(), () => ((int) field.GetValue(obj)).ToString());
|
||||
// }
|
||||
// else if (type.IsEnum)
|
||||
// {
|
||||
// if (readWrite)
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (int) field.GetValue(obj), i => field.SetValue(obj, i),
|
||||
// Enum.GetNames(field.FieldType));
|
||||
// else
|
||||
// Inspect(field.Name.SplitCamelCase(), () => Enum.GetName(type, field.GetValue(obj)).SplitCamelCase());
|
||||
// }
|
||||
// else if (type == typeof(string))
|
||||
// {
|
||||
// if (readWrite)
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (string) field.GetValue(obj), i => field.SetValue(obj, i));
|
||||
// else
|
||||
// Inspect(field.Name.SplitCamelCase(), () => (string) field.GetValue(obj));
|
||||
// }
|
||||
// //else if (field.FieldType == typeof(Color)) Inspect(field.Name, () => (Color) field.GetValue(obj), c => field.SetValue(obj, c));
|
||||
// else if (field.FieldType == typeof(bool)) Inspect(field.Name, () => (bool) field.GetValue(obj), b => field.SetValue(obj, b));
|
||||
// else if (type.GetCustomAttribute<InspectableFieldAttribute>() != null)
|
||||
// {
|
||||
// if(!_propertyFields.Any() || !_propertyFields.Last().gameObject.name.ToUpper().Contains("DIVIDER"))
|
||||
// _propertyFields.Add(Divider.Instantiate<Prototype>());
|
||||
// Inspect(field.GetValue(obj), inspectablesOnly, readWrite, false);
|
||||
// }
|
||||
// else
|
||||
// Debug.Log($"Field \"{field.Name}\" has unknown type {field.FieldType.Name}. No inspector was generated.");
|
||||
// }
|
||||
public void Inspect(object obj, bool inspectablesOnly = false, bool readWrite = false, bool topLevel = true)
|
||||
{
|
||||
var fields = obj.GetType().GetFields();
|
||||
foreach (var field in fields)
|
||||
Inspect(obj, field, inspectablesOnly, readWrite);
|
||||
|
||||
// if(topLevel)
|
||||
// foreach (var field in _propertyFields)
|
||||
// field.transform.SetSiblingIndex(_propertyFields.IndexOf(field));
|
||||
|
||||
RefreshValues();
|
||||
}
|
||||
|
||||
public void Inspect(object obj, FieldInfo field, bool inspectablesOnly = false, bool readWrite = false)
|
||||
{
|
||||
var inspectable = field.GetCustomAttribute<InspectableAttribute>();
|
||||
if (inspectable == null && inspectablesOnly) return;
|
||||
var type = field.FieldType;
|
||||
|
||||
if (type == typeof(float))
|
||||
{
|
||||
if (readWrite)
|
||||
{
|
||||
if (inspectable is InspectableRangedFloatAttribute ranged)
|
||||
AddField(field.Name.SplitCamelCase(), () => (float) field.GetValue(obj), f => field.SetValue(obj, f),
|
||||
ranged.Min, ranged.Max);
|
||||
else
|
||||
AddField(field.Name.SplitCamelCase(), () => (float) field.GetValue(obj), f => field.SetValue(obj, f));
|
||||
} else AddProperty(field.Name.SplitCamelCase(), () => ((float) field.GetValue(obj)).ToString("0.##"));
|
||||
}
|
||||
else if (type == typeof(int))
|
||||
{
|
||||
if (readWrite)
|
||||
{
|
||||
if (inspectable is InspectableRangedIntAttribute ranged)
|
||||
AddField(field.Name.SplitCamelCase(), () => (int) field.GetValue(obj), f => field.SetValue(obj, f),
|
||||
ranged.Min, ranged.Max);
|
||||
else
|
||||
AddField(field.Name.SplitCamelCase(), () => (int) field.GetValue(obj), f => field.SetValue(obj, f));
|
||||
} else AddProperty(field.Name.SplitCamelCase(), () => ((int) field.GetValue(obj)).ToString());
|
||||
}
|
||||
else if (type.IsEnum)
|
||||
{
|
||||
if (readWrite)
|
||||
AddField(field.Name.SplitCamelCase(), () => (int) field.GetValue(obj), i => field.SetValue(obj, i),
|
||||
Enum.GetNames(field.FieldType));
|
||||
else
|
||||
AddProperty(field.Name.SplitCamelCase(), () => Enum.GetName(type, field.GetValue(obj)).SplitCamelCase());
|
||||
}
|
||||
else if (type == typeof(string))
|
||||
{
|
||||
if (readWrite)
|
||||
AddField(field.Name.SplitCamelCase(), () => (string) field.GetValue(obj), i => field.SetValue(obj, i));
|
||||
else
|
||||
AddProperty(field.Name.SplitCamelCase(), () => (string) field.GetValue(obj));
|
||||
}
|
||||
//else if (field.FieldType == typeof(Color)) Inspect(field.Name, () => (Color) field.GetValue(obj), c => field.SetValue(obj, c));
|
||||
else if (field.FieldType == typeof(bool)) AddField(field.Name, () => (bool) field.GetValue(obj), b => field.SetValue(obj, b));
|
||||
else if (type.GetCustomAttribute<InspectableAttribute>() != null)
|
||||
{
|
||||
// if(!_propertyFields.Any() || !_propertyFields.Last().gameObject.name.ToUpper().Contains("DIVIDER"))
|
||||
// _propertyFields.Add(Divider.Instantiate<Prototype>());
|
||||
var list = AddList(field.Name);
|
||||
list.Inspect(field.GetValue(obj), inspectablesOnly, readWrite, false);
|
||||
}
|
||||
else
|
||||
Debug.Log($"Field \"{field.Name}\" has unknown type {field.FieldType.Name}. No inspector was generated.");
|
||||
}
|
||||
|
||||
public void RefreshValues()
|
||||
{
|
||||
|
|
|
|||
20
Assets/Scripts/UI/SpriteCursor.cs
Normal file
20
Assets/Scripts/UI/SpriteCursor.cs
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class SpriteCursor : MonoBehaviour
|
||||
{
|
||||
public Canvas Canvas;
|
||||
private RectTransform _rectTransform;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
_rectTransform.anchoredPosition = Mouse.current.position.ReadValue() / Canvas.scaleFactor;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/UI/SpriteCursor.cs.meta
Normal file
11
Assets/Scripts/UI/SpriteCursor.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4fa6ea658c486044c8e34b8846940726
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -137,9 +137,11 @@ void UpdateParticles(uint3 id : SV_DispatchThreadID, int3 groupID : SV_GroupThre
|
|||
pow(RandomValue(), heightExponent) +
|
||||
perlinNoise1D(RandomValue()*1024)*spacing/2;
|
||||
const float3 flowVec = flow(particles[id.x].position);
|
||||
const float3 lighting = tex2Dlod(_NebulaTint, float4(puv.x, puv.y, 0, _DynamicLodHigh)).rgb +
|
||||
tex2Dlod(_NebulaTint, float4(puv.x, puv.y, 0, _DynamicLodLow)).rgb;
|
||||
particles[id.x].position -= flowVec * lifetime * period;
|
||||
//const float fade = smoothstep(0,ceilingHeight, particles[id.x].position.y);
|
||||
const float d = pow(density(particles[id.x].position) + .01, 0.1);
|
||||
//const float d = pow(density(particles[id.x].position) + .01, 0.1);
|
||||
particles[id.x].size = lerp(minimumSize, maximumSize, saturate(RandomValue())) * parabola(lifetime, 2);
|
||||
particles[id.x].color = HueTexture.SampleLevel(samplerHueTexture, float2(RandomValue(), 0.0f), 0.0f).rgb * d;
|
||||
particles[id.x].color = HueTexture.SampleLevel(samplerHueTexture, float2(RandomValue(), 0.0f), 0.0f).rgb * lighting;
|
||||
}
|
||||
|
|
@ -2,14 +2,15 @@
|
|||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Stardust
|
||||
m_Shader: {fileID: 4800000, guid: f55bf043766cdb64db43d788106e3984, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
|
|
@ -55,6 +56,7 @@ Material:
|
|||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _AlphaClip: 0.05
|
||||
- _BumpScale: 1
|
||||
|
|
@ -63,7 +65,7 @@ Material:
|
|||
- _DistanceIntensityExponent: 1
|
||||
- _DistanceSizeExponent: 0.33
|
||||
- _DstBlend: 0
|
||||
- _EmissionGain: 0.496
|
||||
- _EmissionGain: 1
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ uniform int _FrameNumber;
|
|||
float isDithered(float2 pos, float alpha) {
|
||||
half dither = frac(tex2D(_DitheringTex, pos * _DitheringCoords.xy).r + _FrameNumber * 1.61803398875);
|
||||
//float dither = tex2D(_DitheringTex, pos * _DitheringCoords.xy + _DitheringCoords.zw).r;
|
||||
return alpha - dither - 0.0001 * (1 - ceil(alpha));
|
||||
return alpha - dither - 0.001 * (1 - ceil(alpha));
|
||||
}
|
||||
|
||||
void ditherClip(float2 pos, float alpha) {
|
||||
|
|
|
|||
|
|
@ -139,7 +139,8 @@ Shader "UI/Isolines"
|
|||
OUT.color = v.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
|
||||
// Sample heightmap texture to find the gradient of the distance field
|
||||
float2 calcGrad (float2 uv, float me)
|
||||
{
|
||||
float n = -tex2D(_DetailTex, float2(uv.x, uv.y + _DetailTex_TexelSize.y)).x;
|
||||
|
|
@ -157,25 +158,27 @@ Shader "UI/Isolines"
|
|||
float2 q = IN.texcoord;
|
||||
#endif
|
||||
|
||||
float h = -tex2D(_DetailTex, q).r;
|
||||
float height = -tex2D(_DetailTex, q).r;
|
||||
//half4 c = tex2D(_TintTex, q);
|
||||
|
||||
float4 col = float4(0,0,0,0);
|
||||
float blend = smoothstep(_StartDepth, _StartDepth + _DepthRange / 32, -h);
|
||||
float blend = smoothstep(_StartDepth, _StartDepth + _DepthRange / 32, -height);
|
||||
|
||||
// Calculate the direction in which the surface is facing
|
||||
float2 plan = calcGrad(q, h);
|
||||
// Can replace with float2(ddx_fine(h),ddy_fine(h)) for more speed but lower quality
|
||||
float2 plan = calcGrad(q, height);
|
||||
|
||||
float planmag = length(plan);
|
||||
float slope = length(plan);
|
||||
|
||||
float dangerblend = smoothstep(0,_DangerSteepness, pow(planmag / _Scale, 2));
|
||||
float dangerblend = smoothstep(0,_DangerSteepness, pow(slope / _Scale, 2));
|
||||
|
||||
half4 linecol = lerp(_Color,_DangerColor,dangerblend) * blend;
|
||||
// Loop over isolines, computing a pseudo distance field for a number of height values
|
||||
// Loop over isolines to sum their color contribution,
|
||||
// Computing a distance field for a number of height values
|
||||
float spacing = _DepthRange / 20;
|
||||
for (int ih = 1; ih <= 21; ih++) {
|
||||
float isoline = abs(h + _StartDepth + (ih*spacing));
|
||||
col += (1-smoothstep(_LineWidth, _LineWidth * _LineFade, isoline / planmag)) * linecol; // Isoline
|
||||
float isoline = abs(height + _StartDepth + (ih*spacing));
|
||||
col += (1-smoothstep(_LineWidth, _LineWidth * _LineFade, isoline / slope)) * linecol; // Isoline
|
||||
}
|
||||
|
||||
float angle = atan2(plan.y,plan.x) / 3.1415926536 + 1;
|
||||
|
|
@ -186,13 +189,13 @@ Shader "UI/Isolines"
|
|||
// float angle2 = atan2(plan2.y,plan2.x) / 3.1415926536 + 1;
|
||||
// float angmag = abs(angle-angle2);
|
||||
// angmag = min(angmag,0.025);
|
||||
half4 angcol = blend * (planmag / _Scale) * (lerp(_AngleColor, _DangerColor, dangerblend));
|
||||
half4 angcol = blend * (slope / _Scale) * (lerp(_AngleColor, _DangerColor, dangerblend));
|
||||
// + pow(c,_TintExponent) * _TintIntensity
|
||||
// Loop over angle isolines
|
||||
for (float ia = 0.5; ia < 13; ia++) {
|
||||
float isoline = abs(angle - ia / 6.0);
|
||||
float l = 1-smoothstep(_AngleWidth, _AngleWidth * _AngleFade, isoline);
|
||||
l *= smoothstep(-_StartDepth - _DepthRange, -_StartDepth, h);
|
||||
l *= smoothstep(-_StartDepth - _DepthRange, -_StartDepth, height);
|
||||
col += l * angcol;
|
||||
// col += (1-smoothstep(_Angle2Width, _Angle2Width * _Angle2Fade, isoline / angmag)) * _AngleColor * blend; // Isoline
|
||||
}
|
||||
|
|
|
|||
349
Assets/Shaders/MirrorField.shader
Normal file
349
Assets/Shaders/MirrorField.shader
Normal file
|
|
@ -0,0 +1,349 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Aetheria/Field"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Displacement("Max Displacement", Range(0, 1.0)) = 0.3
|
||||
_SubdivisionAmount("Subivision Amount", Range(1, 10)) = 1
|
||||
// _Color("Color", Color) = (1,1,1,1)
|
||||
// _Metallic("Metallic", Range(0, 1)) = 1
|
||||
// _Gloss("Gloss", Range(0, 1)) = 0.8
|
||||
_Ambient_Multiplier("Ambient Multiplier", Float) = 5
|
||||
|
||||
_EmissionColor ("Emission Color", Color) = (1,1,1,1)
|
||||
_Emission ("Emission Strength", Float) = 0
|
||||
_EmissionFresnel ("Emission Fresnel", Float) = 1.0
|
||||
|
||||
_Background ("Background", CUBE) = "" {}
|
||||
_BackgroundFresnel ("Background Fresnel", Float) = 1.0
|
||||
_BackgroundBlur ("Background Blur", Float) = 2
|
||||
|
||||
_PushWaveMagnitude ("Push Magnitude", Float) = .5
|
||||
_PushWaveFrequency ("Push Frequency", Float) = 2
|
||||
_PushWaveRangeExponent ("Push Range Exponent", Float) = 2
|
||||
_PushWaveEnvelopeExponent ("Push Envelope Exponent", Float) = 2
|
||||
_PushWaveExponent ("Push Wave Exponent", Float) = 2
|
||||
_PushWaveRange ("Push Range", Range(0,3.141592654)) = 1
|
||||
_PushWaveOffset ("Push Time", Float) = .5
|
||||
_PushDirection ("Push Direction", Vector) = (0,0,1)
|
||||
_PushOpacity ("Push Opacity", Range(0,1)) = 1
|
||||
_PushOpacityRangeMin ("Push Opacity Range Start", Range(0,1)) = .5
|
||||
_PushOpacityRangeMax ("Push Opacity Range End", Range(0,1)) = .25
|
||||
|
||||
_FresnelOpacity ("Fresnel Opacity", Range(0,1)) = 1
|
||||
_OpacityFresnel ("Opacity Fresnel", Float) = 1
|
||||
_DisplacementOpacity ("Displacement Opacity", Float) = 1
|
||||
_DeviationOpacityExponent ("Deviation Opacity Exponent", Float) = 8
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode" = "Deferred"}
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vertex_shader
|
||||
#pragma hull hull_shader
|
||||
#pragma domain domain_shader
|
||||
#pragma fragment pixel_shader
|
||||
#pragma multi_compile ___ UNITY_HDR_ON
|
||||
//#pragma exclude_renderers nomrt
|
||||
#pragma target 4.6
|
||||
#pragma glsl
|
||||
|
||||
//#define UNITY_PASS_DEFERRED
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Dither Functions.cginc"
|
||||
|
||||
// #include "UnityShaderVariables.cginc"
|
||||
// #include "UnityStandardCore.cginc"
|
||||
//#include "HLSLSupport.cginc"
|
||||
//#include "UnityShaderVariables.cginc"
|
||||
//#include "Lighting.cginc"
|
||||
//#include "AutoLight.cginc"
|
||||
|
||||
//#pragma only_renderers d3d11
|
||||
|
||||
uniform sampler2D _LightBuffer;
|
||||
|
||||
float _SubdivisionAmount;
|
||||
float _Displacement;
|
||||
|
||||
// half4 _Color;
|
||||
// float _Metallic;
|
||||
// float _Gloss;
|
||||
float _Ambient_Multiplier;
|
||||
|
||||
samplerCUBE _Background;
|
||||
float _Emission;
|
||||
half4 _EmissionColor;
|
||||
float _EmissionFresnel;
|
||||
float _BackgroundBlur;
|
||||
float _BackgroundFresnel;
|
||||
float _FresnelOpacity;
|
||||
float _OpacityFresnel;
|
||||
|
||||
float _PushWaveMagnitude;
|
||||
float _PushWaveFrequency;
|
||||
float _PushWaveRangeExponent;
|
||||
float _PushWaveExponent;
|
||||
float _PushWaveEnvelopeExponent;
|
||||
float _PushWaveRange;
|
||||
float _PushWaveOffset;
|
||||
float _PushOpacity;
|
||||
float _PushOpacityRangeMin;
|
||||
float _PushOpacityRangeMax;
|
||||
float _DisplacementOpacity;
|
||||
float _DeviationOpacityExponent;
|
||||
|
||||
float _MeleeDisplacement;
|
||||
float _MeleeShape;
|
||||
float _MeleeFlattening;
|
||||
float3 _MeleeDirection;
|
||||
|
||||
int _HitCount;
|
||||
struct FieldHit
|
||||
{
|
||||
float3 Position;
|
||||
float3 Direction;
|
||||
float Magnitude;
|
||||
float Time;
|
||||
};
|
||||
StructuredBuffer<FieldHit> _Hits;
|
||||
|
||||
uniform float3 _PushDirection;
|
||||
uniform float3 _InverseScale;
|
||||
uniform float4x4 _ReflRotate;
|
||||
|
||||
samplerCUBE _Offset;
|
||||
|
||||
float2 uv_MainTex;
|
||||
|
||||
sampler2D _NormalTex;
|
||||
SamplerState sampler_NormalTex;
|
||||
|
||||
sampler2D _DispTex;
|
||||
SamplerState sampler_DispTex;
|
||||
|
||||
struct HS_CONSTANT_DATA_OUTPUT
|
||||
{
|
||||
float Edges[4] : SV_TessFactor;
|
||||
float Inside[2] : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
};
|
||||
|
||||
// Apparently this uses VS_OUTPUT, but step is redundant.
|
||||
void vertex_shader(inout appdata_t v) {}
|
||||
|
||||
HS_CONSTANT_DATA_OUTPUT constantsHS(InputPatch<appdata_t, 4> patch)
|
||||
{
|
||||
HS_CONSTANT_DATA_OUTPUT output;
|
||||
output.Edges[0] = output.Edges[1] = output.Edges[2] = output.Edges[3] = _SubdivisionAmount;
|
||||
output.Inside[0] = output.Inside[1] = _SubdivisionAmount;
|
||||
return output;
|
||||
}
|
||||
|
||||
// I think this is what they mean by fixedfunction. The tessellation part is fixedfunction.
|
||||
[domain("quad")]
|
||||
[partitioning("integer")] // [partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[outputcontrolpoints(4)]
|
||||
[patchconstantfunc("constantsHS")]
|
||||
appdata_t hull_shader(InputPatch<appdata_t, 4> patch, uint id : SV_OutputControlPointID)//, uint pid : SV_PrimitiveID)
|
||||
{
|
||||
return patch[id];
|
||||
}
|
||||
|
||||
// Declare GBuffers.
|
||||
struct structurePS
|
||||
{
|
||||
float4 albedo : SV_Target0;
|
||||
float4 specular : SV_Target1;
|
||||
float4 normal : SV_Target2;
|
||||
float4 emission : SV_Target3;
|
||||
//float depthSV : Depth;
|
||||
};
|
||||
|
||||
// q = lerped position according to SV_DomainLocation.
|
||||
// p = patch position, in sequential order [0], [1], etc...
|
||||
// n = patch normal, in sequential order [0], [1], etc...
|
||||
float3 PhongOperator(float3 q, float3 p, float3 n)
|
||||
{
|
||||
return q - dot(q - p, n) * n;
|
||||
}
|
||||
|
||||
float smootherstep(float edge0, float edge1, float x) {
|
||||
// Scale, and clamp x to 0..1 range
|
||||
x = saturate((x - edge0) / (edge1 - edge0));
|
||||
// Evaluate polynomial
|
||||
return x * x * x * (x * (x * 6 - 15) + 10);
|
||||
}
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : POSITION;
|
||||
float4 tangent : TANGENT;
|
||||
float3 normal : NORMAL;
|
||||
float4 screenPos : TEXCOORD1;
|
||||
float3 viewDirection : TEXCOORD2;
|
||||
};
|
||||
|
||||
float3 SampleDisplacement (float3 normal)
|
||||
{
|
||||
float3 disp = 0;
|
||||
float l = smoothstep(UNITY_PI, 0, acos(dot(_PushDirection,normal)));
|
||||
float pushwave = pow((sin(pow(l, _PushWaveRangeExponent)*UNITY_PI*_PushWaveFrequency - _PushWaveOffset * UNITY_TWO_PI)+1)/2, _PushWaveExponent);
|
||||
if(_PushWaveMagnitude<0) pushwave = 1-pushwave;
|
||||
disp += normal * pow(l, _PushWaveEnvelopeExponent) * pushwave * abs(_PushWaveMagnitude);
|
||||
float3 scaledNormal = normal/_InverseScale;
|
||||
for(int i=0; i<_HitCount; i++)
|
||||
{
|
||||
FieldHit hit = _Hits[i];
|
||||
float hitroot = sqrt(hit.Magnitude);
|
||||
float invsqtime = pow(1-hit.Time, 4);
|
||||
float3 toHit = hit.Position/_InverseScale-scaledNormal;
|
||||
float envelope = pow(smoothstep(hit.Magnitude + 4, 0, length(toHit)), 8 / (hit.Time));
|
||||
disp += lerp(hit.Direction, normal, hit.Time) * (envelope * pow(cos(envelope*hitroot*hit.Time*6)+1,2) * hitroot * invsqtime * _InverseScale.y);
|
||||
}
|
||||
if(_MeleeDisplacement>.01)
|
||||
{
|
||||
normal.y /= _MeleeFlattening;
|
||||
normal = normalize(normal);
|
||||
disp += _MeleeDirection * pow(saturate(1 - acos(dot(normal,_MeleeDirection))/(UNITY_PI/2)),_MeleeShape) * _MeleeDisplacement;
|
||||
}
|
||||
return disp;
|
||||
//return texCUBElod(_Offset, float4(normal, 0)).r;
|
||||
}
|
||||
|
||||
// DOMAIN SHADER.
|
||||
// We process displacement in here apparently... Used to be a lot of things, a vertex struct, a pixel struct, this is the new one.
|
||||
// a = top Mid Position.
|
||||
// b = bottom Mid Position.
|
||||
[domain("quad")]
|
||||
v2f domain_shader(HS_CONSTANT_DATA_OUTPUT input, const OutputPatch<appdata_t, 4> patch, float2 UV : SV_DomainLocation)// : SV_POSITION
|
||||
{
|
||||
v2f output;
|
||||
|
||||
// Bilinear interpolation of position.
|
||||
float3 a = lerp(patch[0].vertex, patch[1].vertex, UV.x);
|
||||
float3 b = lerp(patch[3].vertex, patch[2].vertex, UV.x);
|
||||
|
||||
float3 newPosition = normalize(lerp(a, b, UV.y));
|
||||
|
||||
// Bilinear interpolation of normals.
|
||||
float4 tangent_a = lerp(patch[0].tangent, patch[1].tangent, UV.x);
|
||||
float4 tangent_b = lerp(patch[3].tangent, patch[2].tangent, UV.x);
|
||||
|
||||
// Output Data.
|
||||
output.normal = newPosition;
|
||||
output.tangent = lerp(tangent_a, tangent_b, UV.y);
|
||||
|
||||
float3 displacement = SampleDisplacement(newPosition);
|
||||
|
||||
// Displace vertices along surface normal vector.
|
||||
float3 newVertexPos = newPosition + _InverseScale * displacement; // normalize(newPosition * _InverseScale)
|
||||
|
||||
// Output data.
|
||||
output.vertex = UnityObjectToClipPos(float4(newVertexPos, 1));
|
||||
output.screenPos = ComputeScreenPos(output.vertex);
|
||||
// float3 objSpaceCameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1)).xyz;
|
||||
// output.viewDirection = normalize(objSpaceCameraPos-newVertexPos);
|
||||
output.viewDirection = normalize(WorldSpaceViewDir(float4(newVertexPos, 1)));
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
inline float4 AngleAxis (float radians, float3 axis)
|
||||
{
|
||||
radians *= 0.5;
|
||||
axis = axis * sin(radians);
|
||||
return float4(axis.x, axis.y, axis.z, cos(radians));
|
||||
}
|
||||
|
||||
inline float3 Rotate (float4 rot, float3 v)
|
||||
{
|
||||
float3 a = rot.xyz * 2.0;
|
||||
float3 r0 = rot.xyz * a;
|
||||
float3 r1 = rot.xxy * a.yzz;
|
||||
float3 r2 = a.xyz * rot.w;
|
||||
|
||||
return float3(
|
||||
dot(v, float3(1.0 - (r0.y + r0.z), r1.x - r2.z, r1.y + r2.y)),
|
||||
dot(v, float3(r1.x + r2.z, 1.0 - (r0.x + r0.z), r1.z - r2.x)),
|
||||
dot(v, float3(r1.y - r2.y, r1.z + r2.x, 1.0 - (r0.x + r0.y))));
|
||||
}
|
||||
|
||||
float3 CalculateNormal (float3 n, float4 t, float textureSize, out float height)
|
||||
{
|
||||
float pixel = 3.14159265 / textureSize;
|
||||
float3 binormal = cross(n, t.xyz) * (t.w * unity_WorldTransformParams.w);
|
||||
float3 x1 = Rotate(AngleAxis(pixel, binormal), n);
|
||||
float3 z1 = Rotate(AngleAxis(pixel, t.xyz), n);
|
||||
|
||||
float3 nd = SampleDisplacement(n);
|
||||
height = length(nd);
|
||||
n += nd * _InverseScale;
|
||||
x1 += SampleDisplacement(x1) * _InverseScale;
|
||||
z1 += SampleDisplacement(z1) * _InverseScale;
|
||||
|
||||
float3 right = (x1 - n);
|
||||
float3 forward = (z1 - n);
|
||||
float3 normal = cross(right, forward);
|
||||
normal = normalize(normal);
|
||||
|
||||
if (dot(normal, n) <= 0.0) normal = -normal;
|
||||
return normal;
|
||||
}
|
||||
|
||||
structurePS pixel_shader(v2f input) : SV_Target
|
||||
{
|
||||
structurePS deferredStruct;
|
||||
deferredStruct.albedo.rgb = 0;
|
||||
deferredStruct.albedo.a = 0;
|
||||
deferredStruct.specular = 0;
|
||||
|
||||
input.normal = normalize(input.normal);
|
||||
float height;
|
||||
float3 normal = CalculateNormal(input.normal, input.tangent, 4096.0, height);
|
||||
|
||||
normal = UnityObjectToWorldNormal(normal);
|
||||
float deviation = 1 - pow(abs(dot(UnityObjectToWorldNormal(input.normal), normal)), _DeviationOpacityExponent);
|
||||
normal = dot(input.viewDirection, normal) > 0 ? normal : -normal;
|
||||
float rim = dot(input.viewDirection, normal);
|
||||
deferredStruct.normal = float4(normal * 0.5 + 0.5, 1);
|
||||
|
||||
deferredStruct.emission = float4(0, 0, 0, 1);
|
||||
|
||||
float3 dir = mul(_ReflRotate, refract(input.viewDirection,normal,_BackgroundFresnel));
|
||||
//float lerp = smoothstep(UNITY_PI, 0, pow(acos(dot(_PushDirection,input.normal)), 2));
|
||||
float2 screenUV = input.screenPos.xy / input.screenPos.w;
|
||||
float l = pow(smoothstep(UNITY_PI * _PushOpacityRangeMin, UNITY_PI * _PushOpacityRangeMax, acos(dot(_PushDirection,input.normal))), 4);
|
||||
ditherClip(screenUV, abs(height) * _DisplacementOpacity + deviation + l * _PushOpacity + pow(1-rim, _OpacityFresnel) * _FresnelOpacity);
|
||||
deferredStruct.emission.rgb += texCUBElod(_Background, float4(dir, _BackgroundBlur)).rgb * _Emission * pow(rim,_EmissionFresnel) * _EmissionColor;
|
||||
|
||||
#ifndef UNITY_HDR_ON
|
||||
deferredStruct.emission.rgb = exp2(-deferredStruct.emission.rgb);
|
||||
#endif
|
||||
|
||||
return deferredStruct;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
|
||||
}
|
||||
10
Assets/Shaders/MirrorField.shader.meta
Normal file
10
Assets/Shaders/MirrorField.shader.meta
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8cdd48af96eb47745a96bca98f53d5bd
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
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@ -210,9 +210,9 @@ float density(float3 pos)
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#else
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const float noise1 = pow(triNoise3d(pos / _NebulaNoiseScale), exponent);
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const float noise2 = pow(triNoise3d(pos / _NebulaNoiseScale * 8), exponent) * _NebulaNoiseAmplitude / 2;
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d += cloudDensity(pos, surfaceDisp);
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Loading…
Reference in a new issue