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System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +using Unity.Mathematics; +using static Unity.Mathematics.math; + +public class MouseRotate : MonoBehaviour +{ + public float Speed; + public ClickRaycaster Click; + + private bool _rotating = false; + private Vector3 _euler; + + void Start() + { + Click.OnClickMiss += data => + { + _rotating = true; + //Debug.Log("Started Rotating"); + }; + _euler = transform.localEulerAngles; + } + + // Update is called once per frame + void Update() + { + if (_rotating && !Mouse.current.leftButton.isPressed) + { + _rotating = false; + //Debug.Log("Stopped Rotating"); + } + if (_rotating) + { + var mouse = Mouse.current.delta.ReadValue(); + _euler.x -= mouse.y*Speed; + _euler.y += mouse.x*Speed; + transform.rotation = Quaternion.Euler(_euler); + } + } +} diff --git a/Assets/MouseRotate.cs.meta b/Assets/MouseRotate.cs.meta new file mode 100644 index 000000000..2b8ce2942 --- /dev/null +++ b/Assets/MouseRotate.cs.meta @@ 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407d0ff1c..36aa69aaf 100644 --- a/Assets/Scripts/CultCache/Editor/DatabaseView.cs +++ b/Assets/Scripts/CultCache/Editor/DatabaseView.cs @@ -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(); diff --git a/Assets/Scripts/Gameplay/ActionGameManager.cs b/Assets/Scripts/Gameplay/ActionGameManager.cs index 8de3f5851..c84e143a4 100644 --- a/Assets/Scripts/Gameplay/ActionGameManager.cs +++ b/Assets/Scripts/Gameplay/ActionGameManager.cs @@ -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, diff --git a/Assets/Scripts/Gameplay/EntityInstance.cs b/Assets/Scripts/Gameplay/EntityInstance.cs index fee962bce..1acede398 100644 --- a/Assets/Scripts/Gameplay/EntityInstance.cs +++ b/Assets/Scripts/Gameplay/EntityInstance.cs @@ -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) diff --git a/Assets/Scripts/Gameplay/FieldDriver.cs b/Assets/Scripts/Gameplay/FieldDriver.cs new file mode 100644 index 000000000..4f1b1cd04 --- /dev/null +++ b/Assets/Scripts/Gameplay/FieldDriver.cs @@ -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 _hits = new List(); + 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().material; + var clickableCollider = GetComponent(); + 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); + } +} diff --git a/Assets/Scripts/Gameplay/FieldDriver.cs.meta b/Assets/Scripts/Gameplay/FieldDriver.cs.meta new file mode 100644 index 000000000..499cfc0ad --- /dev/null +++ b/Assets/Scripts/Gameplay/FieldDriver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a9ee74b07ad0390459302080d186cc58 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ServerShared/AetheriaMath.cs b/Assets/Scripts/ServerShared/AetheriaMath.cs index 11119e829..13a19a90d 100644 --- a/Assets/Scripts/ServerShared/AetheriaMath.cs +++ b/Assets/Scripts/ServerShared/AetheriaMath.cs @@ -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 ( diff --git a/Assets/Scripts/ServerShared/ExponentialCurve.cs b/Assets/Scripts/ServerShared/ExponentialCurve.cs index c51ac1175..1ac842848 100644 --- a/Assets/Scripts/ServerShared/ExponentialCurve.cs +++ b/Assets/Scripts/ServerShared/ExponentialCurve.cs @@ -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); diff --git a/Assets/Scripts/ServerShared/Galaxy.cs b/Assets/Scripts/ServerShared/Galaxy.cs index f48ab9be2..a6a52e2a2 100644 --- a/Assets/Scripts/ServerShared/Galaxy.cs +++ b/Assets/Scripts/ServerShared/Galaxy.cs @@ -27,10 +27,12 @@ public class Galaxy public GalaxyZone Exit { get; } public Dictionary FactionRelationships { get; } = new Dictionary(); private Action Log { get; } - + public bool IsPrelude { get; } + private HashSet _containedFactions; private GalaxyZone[] _exitPath; private Dictionary _nameGenerators = new Dictionary(); + private readonly CultCache _cache; public GalaxyZone[] ExitPath { @@ -44,6 +46,8 @@ public class Galaxy public Galaxy(CultCache cultCache, SavedGame savedGame, Action log) { + IsPrelude = savedGame.IsTutorial; + _cache = cultCache; Log = log; Background = savedGame.Background; @@ -94,6 +98,8 @@ public class Galaxy Action progressCallback = null, uint seed = 0) { + _cache = cache; + IsPrelude = false; Background = background; Log = log; var factions = cache.GetAll(); @@ -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().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase)); + } public Galaxy( TutorialGenerationSettings settings, @@ -137,7 +148,8 @@ public class Galaxy Action progressCallback = null, uint seed = 0) { - Faction ResolveFaction(string name) => cache.GetAll().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase)); + _cache = cache; + IsPrelude = true; Background = background; Log = log; diff --git a/Assets/Scripts/ServerShared/LoadoutGenerator.cs b/Assets/Scripts/ServerShared/LoadoutGenerator.cs index 1fba90964..cab72975c 100644 --- a/Assets/Scripts/ServerShared/LoadoutGenerator.cs +++ b/Assets/Scripts/ServerShared/LoadoutGenerator.cs @@ -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 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 inventory = RandomItems(16, 1, @@ -119,21 +120,9 @@ public class LoadoutGenerator public HullData RandomHull(HullType type, Predicate hullFilter = null) { - return ItemManager.ItemData.GetAll() - .Where(item => - item.Price > 0 && + return RandomItem(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(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(int count, float sizeExponent, Predicate 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(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(item.Manufacturer)]] ?? 1) / // Penalize distance to manufacturer headquarters pow(item.Price, PriceExponent), // Penalize item price to a controllable degree count ); diff --git a/Assets/Scripts/ServerShared/ZoneGenerator.cs b/Assets/Scripts/ServerShared/ZoneGenerator.cs index 0bf33077f..bd8defc4a 100644 --- a/Assets/Scripts/ServerShared/ZoneGenerator.cs +++ b/Assets/Scripts/ServerShared/ZoneGenerator.cs @@ -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]; } diff --git a/Assets/Scripts/UI/ClickCatcher.cs b/Assets/Scripts/UI/ClickCatcher.cs index 39fbbc919..4083a6e27 100644 --- a/Assets/Scripts/UI/ClickCatcher.cs +++ b/Assets/Scripts/UI/ClickCatcher.cs @@ -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 OnEnter = new Subject(); public Subject OnExit = new Subject(); public Subject OnClick = new Subject(); + public Subject OnDown = new Subject(); // 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) { diff --git a/Assets/Scripts/UI/ClickRaycaster.cs b/Assets/Scripts/UI/ClickRaycaster.cs index 8cab80a41..79968d156 100644 --- a/Assets/Scripts/UI/ClickRaycaster.cs +++ b/Assets/Scripts/UI/ClickRaycaster.cs @@ -19,15 +19,17 @@ public class ClickRaycaster : MonoBehaviour void Start() { _clickCatcher = GetComponent(); - _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(); if (clickable != null) - clickable.Click(pointer); + clickable.Click(pointer, ray, hit); } else OnClickMiss?.Invoke(pointer); }); diff --git a/Assets/Scripts/UI/ClickableCollider.cs b/Assets/Scripts/UI/ClickableCollider.cs index 76a52ea25..2d2ae6ffd 100644 --- a/Assets/Scripts/UI/ClickableCollider.cs +++ b/Assets/Scripts/UI/ClickableCollider.cs @@ -10,9 +10,9 @@ using UnityEngine.EventSystems; public class ClickableCollider : MonoBehaviour { - public event Action OnClick; + public event Action 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() { diff --git a/Assets/Scripts/UI/FieldTester.cs b/Assets/Scripts/UI/FieldTester.cs new file mode 100644 index 000000000..2c506c575 --- /dev/null +++ b/Assets/Scripts/UI/FieldTester.cs @@ -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(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/FieldTester.cs.meta b/Assets/Scripts/UI/FieldTester.cs.meta new file mode 100644 index 000000000..93dd29925 --- /dev/null +++ b/Assets/Scripts/UI/FieldTester.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 686a80c9880b431b94a9b0029d39cf1f +timeCreated: 1659655755 \ No newline at end of file diff --git a/Assets/Scripts/UI/Menu/SectorMap.cs b/Assets/Scripts/UI/Menu/SectorMap.cs index 44f82af09..fa4d220d0 100644 --- a/Assets/Scripts/UI/Menu/SectorMap.cs +++ b/Assets/Scripts/UI/Menu/SectorMap.cs @@ -101,7 +101,7 @@ public class SectorMap : MonoBehaviour if (!_revealedZones.Contains(zone)) { var zoneInstance = ZonePrototype.Instantiate(); - 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; diff --git a/Assets/Scripts/UI/Properties Panel/PropertiesPanel.cs b/Assets/Scripts/UI/Properties Panel/PropertiesPanel.cs index 4f89f5472..54c14f617 100644 --- a/Assets/Scripts/UI/Properties Panel/PropertiesPanel.cs +++ b/Assets/Scripts/UI/Properties Panel/PropertiesPanel.cs @@ -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(); - // 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() != null) - // { - // if(!_propertyFields.Any() || !_propertyFields.Last().gameObject.name.ToUpper().Contains("DIVIDER")) - // _propertyFields.Add(Divider.Instantiate()); - // 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(); + 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() != null) + { + // if(!_propertyFields.Any() || !_propertyFields.Last().gameObject.name.ToUpper().Contains("DIVIDER")) + // _propertyFields.Add(Divider.Instantiate()); + 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() { diff --git a/Assets/Scripts/UI/SpriteCursor.cs b/Assets/Scripts/UI/SpriteCursor.cs new file mode 100644 index 000000000..e5ce26127 --- /dev/null +++ b/Assets/Scripts/UI/SpriteCursor.cs @@ -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(); + } + + void Update() + { + _rectTransform.anchoredPosition = Mouse.current.position.ReadValue() / Canvas.scaleFactor; + } +} diff --git a/Assets/Scripts/UI/SpriteCursor.cs.meta b/Assets/Scripts/UI/SpriteCursor.cs.meta new file mode 100644 index 000000000..deaec12fb --- /dev/null +++ b/Assets/Scripts/UI/SpriteCursor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4fa6ea658c486044c8e34b8846940726 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Compute/Stardust/Stardust.compute b/Assets/Shaders/Compute/Stardust/Stardust.compute index 0ba867f59..c2698f766 100644 --- a/Assets/Shaders/Compute/Stardust/Stardust.compute +++ b/Assets/Shaders/Compute/Stardust/Stardust.compute @@ -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; } \ No newline at end of file diff --git a/Assets/Shaders/Compute/Stardust/Stardust.mat b/Assets/Shaders/Compute/Stardust/Stardust.mat index 616779c5b..90e7584b1 100644 --- a/Assets/Shaders/Compute/Stardust/Stardust.mat +++ b/Assets/Shaders/Compute/Stardust/Stardust.mat @@ -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 diff --git a/Assets/Shaders/Dither Functions.cginc b/Assets/Shaders/Dither Functions.cginc index 6a3b25d98..6c9673116 100644 --- a/Assets/Shaders/Dither Functions.cginc +++ b/Assets/Shaders/Dither Functions.cginc @@ -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) { diff --git a/Assets/Shaders/IsolinesUI.shader b/Assets/Shaders/IsolinesUI.shader index 49a44d540..850a532a3 100644 --- a/Assets/Shaders/IsolinesUI.shader +++ b/Assets/Shaders/IsolinesUI.shader @@ -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 } diff --git a/Assets/Shaders/MirrorField.shader b/Assets/Shaders/MirrorField.shader new file mode 100644 index 000000000..72d3612c8 --- /dev/null +++ b/Assets/Shaders/MirrorField.shader @@ -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 _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 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 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 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" + +} diff --git a/Assets/Shaders/MirrorField.shader.meta b/Assets/Shaders/MirrorField.shader.meta new file mode 100644 index 000000000..35965590e --- /dev/null +++ b/Assets/Shaders/MirrorField.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8cdd48af96eb47745a96bca98f53d5bd +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Volumetric.cginc b/Assets/Shaders/Volumetric.cginc index c4f50f4ef..44fad2c06 100644 --- a/Assets/Shaders/Volumetric.cginc +++ b/Assets/Shaders/Volumetric.cginc @@ -210,9 +210,9 @@ float density(float3 pos) #else - const float noise1 = pow(triNoise3d(pos / _NebulaNoiseScale), exponent); - const float noise2 = pow(triNoise3d(pos / _NebulaNoiseScale * 8), exponent); - pos.y += (noise1 - noise2) * heightFade * _NebulaNoiseAmplitude; + const float noise1 = pow(triNoise3d(pos / _NebulaNoiseScale), exponent) * _NebulaNoiseAmplitude; + const float noise2 = pow(triNoise3d(pos / _NebulaNoiseScale * 8), exponent) * _NebulaNoiseAmplitude / 2; + pos.y += (noise1 - noise2) * heightFade; #endif d += cloudDensity(pos, surfaceDisp); diff --git a/Assets/Textures/squarecubedisp1.hdr b/Assets/Textures/squarecubedisp1.hdr new file mode 100644 index 000000000..62ec6717a --- /dev/null +++ b/Assets/Textures/squarecubedisp1.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4f20c6a804b5b97979762e9c2c50718143c9349003ed632799ec8337d4a6e5e1 +size 20008586 diff --git a/Assets/Textures/squarecubedisp1.hdr.meta b/Assets/Textures/squarecubedisp1.hdr.meta new file mode 100644 index 000000000..e7d182fb0 --- /dev/null +++ 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