Insanely huge initial commit

This commit is contained in:
2026-02-21 16:40:15 -08:00
parent 208d626100
commit f74c547a13
33825 changed files with 5213498 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This class will set the URP depth of field to focus on the set of targets specified in its inspector.
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMAutoFocus_URP")]
public class MMAutoFocus_URP : MonoBehaviour
{
[Header("Bindings")]
/// the position of the camera
[Tooltip("the position of the camera")]
public Transform CameraTransform;
/// a list of all possible targets
[Tooltip("a list of all possible targets")]
public Transform[] FocusTargets;
[Header("Setup")]
/// the current target of this auto focus
[Tooltip("the current target of this auto focus")]
public float FocusTargetID;
[Header("Desired Aperture")]
/// the aperture to work with
[Tooltip("the aperture to work with")]
[Range(0.1f, 20f)]
public float Aperture = 0.1f;
#if MM_URP
protected Volume _volume;
protected VolumeProfile _profile;
protected DepthOfField _depthOfField;
/// <summary>
/// On Start, stores volume, profile and DoF
/// </summary>
void Start()
{
_volume = GetComponent<Volume>();
_profile = _volume.profile;
_profile.TryGet<DepthOfField>(out _depthOfField);
}
/// <summary>
/// On update we set our focus distance and aperture
/// </summary>
void Update()
{
float distance = Vector3.Distance(CameraTransform.position, FocusTargets[Mathf.FloorToInt(FocusTargetID)].position);
_depthOfField.focusDistance.Override(distance);
_depthOfField.aperture.Override(Aperture);
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP bloom post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMBloomShaker_URP")]
public class MMBloomShaker_URP : MMShaker
{
/// whether or not to add to the initial value
public bool RelativeValues = true;
[MMInspectorGroup("Bloom Intensity", true, 51)]
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapIntensityOne = 1f;
[MMInspectorGroup("Bloom Threshold", true, 52)]
/// the curve used to animate the threshold value on
[Tooltip("the curve used to animate the threshold value on")]
public AnimationCurve ShakeThreshold = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapThresholdZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapThresholdOne = 0f;
#if MM_URP
protected Volume _volume;
protected Bloom _bloom;
protected float _initialIntensity;
protected float _initialThreshold;
protected float _originalShakeDuration;
protected bool _originalRelativeIntensity;
protected AnimationCurve _originalShakeIntensity;
protected float _originalRemapIntensityZero;
protected float _originalRemapIntensityOne;
protected AnimationCurve _originalShakeThreshold;
protected float _originalRemapThresholdZero;
protected float _originalRemapThresholdOne;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _bloom);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newIntensity = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeValues, _initialIntensity);
_bloom.intensity.Override(newIntensity);
float newThreshold = ShakeFloat(ShakeThreshold, RemapThresholdZero, RemapThresholdOne, RelativeValues, _initialThreshold);
_bloom.threshold.Override(newThreshold);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialIntensity = _bloom.intensity.value;
_initialThreshold = _bloom.threshold.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnBloomShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax,
AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeIntensity = ShakeIntensity;
_originalRemapIntensityZero = RemapIntensityZero;
_originalRemapIntensityOne = RemapIntensityOne;
_originalRelativeIntensity = RelativeValues;
_originalShakeThreshold = ShakeThreshold;
_originalRemapThresholdZero = RemapThresholdZero;
_originalRemapThresholdOne = RemapThresholdOne;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeIntensity = intensity;
RemapIntensityZero = remapMin * attenuation;
RemapIntensityOne = remapMax * attenuation;
RelativeValues = relativeIntensity;
ShakeThreshold = threshold;
RemapThresholdZero = remapThresholdMin;
RemapThresholdOne = remapThresholdMax;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_bloom.intensity.Override(_initialIntensity);
_bloom.threshold.Override(_initialThreshold);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeIntensity = _originalShakeIntensity;
RemapIntensityZero = _originalRemapIntensityZero;
RemapIntensityOne = _originalRemapIntensityOne;
RelativeValues = _originalRelativeIntensity;
ShakeThreshold = _originalShakeThreshold;
RemapThresholdZero = _originalRemapThresholdZero;
RemapThresholdOne = _originalRemapThresholdOne;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMBloomShakeEvent_URP.Register(OnBloomShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMBloomShakeEvent_URP.Unregister(OnBloomShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMBloomShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax,
AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax,
AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, threshold, remapThresholdMin, remapThresholdMax, relativeIntensity,
attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMChannelMixerShaker_URP")]
public class MMChannelMixerShaker_URP : MMShaker
{
/// whether or not to add to the initial value
public bool RelativeValues = true;
[MMInspectorGroup("Red", true, 43)]
/// the curve used to animate the red value on
[Tooltip("the curve used to animate the red value on")]
public AnimationCurve ShakeRed = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-200f, 200f)]
public float RemapRedZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-200f, 200f)]
public float RemapRedOne = 200f;
[MMInspectorGroup("Green", true, 44)]
/// the curve used to animate the green value on
[Tooltip("the curve used to animate the green value on")]
public AnimationCurve ShakeGreen = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-200f, 200f)]
public float RemapGreenZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-200f, 200f)]
public float RemapGreenOne = 200f;
[MMInspectorGroup("Blue", true, 45)]
/// the curve used to animate the blue value on
[Tooltip("the curve used to animate the blue value on")]
public AnimationCurve ShakeBlue = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-200f, 200f)]
public float RemapBlueZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-200f, 200f)]
public float RemapBlueOne = 200f;
#if MM_URP
protected Volume _volume;
protected ChannelMixer _channelMixer;
protected float _initialRed;
protected float _initialGreen;
protected float _initialBlue;
protected float _initialContrast;
protected Color _initialColorFilterColor;
protected float _originalShakeDuration;
protected bool _originalRelativeValues;
protected AnimationCurve _originalShakeRed;
protected float _originalRemapRedZero;
protected float _originalRemapRedOne;
protected AnimationCurve _originalShakeGreen;
protected float _originalRemapGreenZero;
protected float _originalRemapGreenOne;
protected AnimationCurve _originalShakeBlue;
protected float _originalRemapBlueZero;
protected float _originalRemapBlueOne;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _channelMixer);
}
/// <summary>
/// When that shaker gets added, we initialize its shake duration
/// </summary>
protected virtual void Reset()
{
ShakeDuration = 0.8f;
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newRed = ShakeFloat(ShakeRed, RemapRedZero, RemapRedOne, RelativeValues, _initialRed);
_channelMixer.redOutRedIn.Override(newRed);
float newGreen = ShakeFloat(ShakeGreen, RemapGreenZero, RemapGreenOne, RelativeValues, _initialGreen);
_channelMixer.greenOutGreenIn.Override(newGreen);
float newBlue = ShakeFloat(ShakeBlue, RemapBlueZero, RemapBlueOne, RelativeValues, _initialBlue);
_channelMixer.blueOutBlueIn.Override(newBlue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialRed = _channelMixer.redOutRedIn.value;
_initialGreen = _channelMixer.greenOutGreenIn.value;
_initialBlue = _channelMixer.blueOutBlueIn.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnMMChannelMixerShakeEvent(AnimationCurve shakeRed, float remapRedZero, float remapRedOne,
AnimationCurve shakeGreen, float remapGreenZero, float remapGreenOne,
AnimationCurve shakeBlue, float remapBlueZero, float remapBlueOne,
float duration, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalRelativeValues = RelativeValues;
_originalShakeRed = ShakeRed;
_originalRemapRedZero = RemapRedZero;
_originalRemapRedOne = RemapRedOne;
_originalShakeGreen = ShakeGreen;
_originalRemapGreenZero = RemapGreenZero;
_originalRemapGreenOne = RemapGreenOne;
_originalShakeBlue = ShakeBlue;
_originalRemapBlueZero = RemapBlueZero;
_originalRemapBlueOne = RemapBlueOne;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
RelativeValues = relativeValues;
ShakeRed = shakeRed;
RemapRedZero = remapRedZero;
RemapRedOne = remapRedOne;
ShakeGreen = shakeGreen;
RemapGreenZero = remapGreenZero;
RemapGreenOne = remapGreenOne;
ShakeBlue = shakeBlue;
RemapBlueZero = remapBlueZero;
RemapBlueOne = remapBlueOne;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_channelMixer.redOutRedIn.Override(_initialRed);
_channelMixer.greenOutGreenIn.Override(_initialGreen);
_channelMixer.blueOutBlueIn.Override(_initialBlue);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
RelativeValues = _originalRelativeValues;
ShakeRed = _originalShakeRed;
RemapRedZero = _originalRemapRedZero;
RemapRedOne = _originalRemapRedOne;
ShakeGreen = _originalShakeGreen;
RemapGreenZero = _originalRemapGreenZero;
RemapGreenOne = _originalRemapGreenOne;
ShakeBlue = _originalShakeBlue;
RemapBlueZero = _originalRemapBlueZero;
RemapBlueOne = _originalRemapBlueOne;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMChannelMixerShakeEvent_URP.Register(OnMMChannelMixerShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMChannelMixerShakeEvent_URP.Unregister(OnMMChannelMixerShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMChannelMixerShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(
AnimationCurve shakeRed, float remapRedZero, float remapRedOne,
AnimationCurve shakeGreen, float remapGreenZero, float remapGreenOne,
AnimationCurve shakeBlue, float remapBlueZero, float remapBlueOne,
float duration, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(
AnimationCurve shakeRed, float remapRedZero, float remapRedOne,
AnimationCurve shakeGreen, float remapGreenZero, float remapGreenOne,
AnimationCurve shakeBlue, float remapBlueZero, float remapBlueOne,
float duration, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(shakeRed, remapRedZero, remapRedOne,
shakeGreen, remapGreenZero, remapGreenOne,
shakeBlue, remapBlueZero, remapBlueOne,
duration, relativeValues, attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using UnityEngine;
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP chromatic aberration post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMChromaticAberrationShaker_URP")]
public class MMChromaticAberrationShaker_URP : MMShaker
{
[MMInspectorGroup("Chromatic Aberration Intensity", true, 45)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeIntensity = false;
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapIntensityOne = 1f;
#if MM_URP
protected Volume _volume;
protected ChromaticAberration _chromaticAberration;
protected float _initialIntensity;
protected float _originalShakeDuration;
protected AnimationCurve _originalShakeIntensity;
protected float _originalRemapIntensityZero;
protected float _originalRemapIntensityOne;
protected bool _originalRelativeIntensity;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _chromaticAberration);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
_chromaticAberration.intensity.Override(newValue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialIntensity = _chromaticAberration.intensity.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnMMChromaticAberrationShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeIntensity = ShakeIntensity;
_originalRemapIntensityZero = RemapIntensityZero;
_originalRemapIntensityOne = RemapIntensityOne;
_originalRelativeIntensity = RelativeIntensity;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeIntensity = intensity;
RemapIntensityZero = remapMin * attenuation;
RemapIntensityOne = remapMax * attenuation;
RelativeIntensity = relativeIntensity;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_chromaticAberration.intensity.Override(_initialIntensity);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeIntensity = _originalShakeIntensity;
RemapIntensityZero = _originalRemapIntensityZero;
RemapIntensityOne = _originalRemapIntensityOne;
RelativeIntensity = _originalRelativeIntensity;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMChromaticAberrationShakeEvent_URP.Register(OnMMChromaticAberrationShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMChromaticAberrationShakeEvent_URP.Unregister(OnMMChromaticAberrationShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMChromaticAberrationShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMColorAdjustmentsShaker_URP")]
public class MMColorAdjustmentsShaker_URP : MMShaker
{
/// whether or not to add to the initial value
public bool RelativeValues = true;
[MMInspectorGroup("Post Exposure", true, 43)]
/// the curve used to animate the focus distance value on
[Tooltip("the curve used to animate the focus distance value on")]
public AnimationCurve ShakePostExposure = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapPostExposureZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapPostExposureOne = 1f;
[MMInspectorGroup("Hue Shift", true, 44)]
/// the curve used to animate the aperture value on
[Tooltip("the curve used to animate the aperture value on")]
public AnimationCurve ShakeHueShift = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Range(-180f, 180f)]
[Tooltip("the value to remap the curve's 0 to")]
public float RemapHueShiftZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-180f, 180f)]
public float RemapHueShiftOne = 180f;
[MMInspectorGroup("Saturation", true, 45)]
/// the curve used to animate the focal length value on
[Tooltip("the curve used to animate the focal length value on")]
public AnimationCurve ShakeSaturation = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-100f, 100f)]
public float RemapSaturationZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-100f, 100f)]
public float RemapSaturationOne = 100f;
[MMInspectorGroup("Contrast", true, 47)]
/// the curve used to animate the focal length value on
[Tooltip("the curve used to animate the focal length value on")]
public AnimationCurve ShakeContrast = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-100f, 100f)]
public float RemapContrastZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-100f, 100f)]
public float RemapContrastOne = 100f;
public enum ColorFilterModes { None, Gradient, Interpolate }
[MMInspectorGroup("Color Filter", true, 48)]
/// the color filter mode to work with (none, over a gradient, or interpolate to a destination color
[Tooltip("the color filter mode to work with (none, over a gradient, or interpolate to a destination color")]
public ColorFilterModes ColorFilterMode = ColorFilterModes.None;
/// the gradient over which to modify the color filter
[Tooltip("the gradient over which to modify the color filter")]
[MMFEnumCondition("ColorFilterMode", (int)ColorFilterModes.Gradient)]
[GradientUsage(true)]
public Gradient ColorFilterGradient;
/// the destination color to match when in Interpolate mode
[Tooltip("the destination color to match when in Interpolate mode")]
[MMFEnumCondition("ColorFilterMode", (int) ColorFilterModes.Interpolate)]
public Color ColorFilterDestination = Color.yellow;
/// the curve over which to interpolate the color filter
[Tooltip("the curve over which to interpolate the color filter")]
[MMFEnumCondition("ColorFilterMode", (int) ColorFilterModes.Interpolate)]
public AnimationCurve ColorFilterCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
#if MM_URP
protected Volume _volume;
protected ColorAdjustments _colorAdjustments;
protected float _initialPostExposure;
protected float _initialHueShift;
protected float _initialSaturation;
protected float _initialContrast;
protected Color _initialColorFilterColor;
protected float _originalShakeDuration;
protected bool _originalRelativeValues;
protected AnimationCurve _originalShakePostExposure;
protected float _originalRemapPostExposureZero;
protected float _originalRemapPostExposureOne;
protected AnimationCurve _originalShakeHueShift;
protected float _originalRemapHueShiftZero;
protected float _originalRemapHueShiftOne;
protected AnimationCurve _originalShakeSaturation;
protected float _originalRemapSaturationZero;
protected float _originalRemapSaturationOne;
protected AnimationCurve _originalShakeContrast;
protected float _originalRemapContrastZero;
protected float _originalRemapContrastOne;
protected ColorFilterModes _originalColorFilterMode;
protected Gradient _originalColorFilterGradient;
protected Color _originalColorFilterDestination;
protected AnimationCurve _originalColorFilterCurve;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _colorAdjustments);
}
/// <summary>
/// When that shaker gets added, we initialize its shake duration
/// </summary>
protected virtual void Reset()
{
ShakeDuration = 0.8f;
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newPostExposure = ShakeFloat(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne, RelativeValues, _initialPostExposure);
_colorAdjustments.postExposure.Override(newPostExposure);
float newHueShift = ShakeFloat(ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne, RelativeValues, _initialHueShift);
_colorAdjustments.hueShift.Override(newHueShift);
float newSaturation = ShakeFloat(ShakeSaturation, RemapSaturationZero, RemapSaturationOne, RelativeValues, _initialSaturation);
_colorAdjustments.saturation.Override(newSaturation);
float newContrast = ShakeFloat(ShakeContrast, RemapContrastZero, RemapContrastOne, RelativeValues, _initialContrast);
_colorAdjustments.contrast.Override(newContrast);
_remappedTimeSinceStart = MMFeedbacksHelpers.Remap(Time.time - _shakeStartedTimestamp, 0f, ShakeDuration, 0f, 1f);
if (ColorFilterMode == ColorFilterModes.Gradient)
{
_colorAdjustments.colorFilter.Override(ColorFilterGradient.Evaluate(_remappedTimeSinceStart));
}
else if (ColorFilterMode == ColorFilterModes.Interpolate)
{
float factor = ColorFilterCurve.Evaluate(_remappedTimeSinceStart);
_colorAdjustments.colorFilter.Override(Color.LerpUnclamped(_initialColorFilterColor, ColorFilterDestination, factor));
}
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialPostExposure = _colorAdjustments.postExposure.value;
_initialHueShift = _colorAdjustments.hueShift.value;
_initialSaturation = _colorAdjustments.saturation.value;
_initialContrast = _colorAdjustments.contrast.value;
_initialColorFilterColor = _colorAdjustments.colorFilter.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnMMColorGradingShakeEvent(AnimationCurve shakePostExposure, float remapPostExposureZero, float remapPostExposureOne,
AnimationCurve shakeHueShift, float remapHueShiftZero, float remapHueShiftOne,
AnimationCurve shakeSaturation, float remapSaturationZero, float remapSaturationOne,
AnimationCurve shakeContrast, float remapContrastZero, float remapContrastOne,
ColorFilterModes colorFilterMode, Gradient colorFilterGradient, Color colorFilterDestination,AnimationCurve colorFilterCurve,
float duration, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalRelativeValues = RelativeValues;
_originalShakePostExposure = ShakePostExposure;
_originalRemapPostExposureZero = RemapPostExposureZero;
_originalRemapPostExposureOne = RemapPostExposureOne;
_originalShakeHueShift = ShakeHueShift;
_originalRemapHueShiftZero = RemapHueShiftZero;
_originalRemapHueShiftOne = RemapHueShiftOne;
_originalShakeSaturation = ShakeSaturation;
_originalRemapSaturationZero = RemapSaturationZero;
_originalRemapSaturationOne = RemapSaturationOne;
_originalShakeContrast = ShakeContrast;
_originalRemapContrastZero = RemapContrastZero;
_originalRemapContrastOne = RemapContrastOne;
_originalColorFilterMode = ColorFilterMode;
_originalColorFilterGradient = ColorFilterGradient;
_originalColorFilterDestination = ColorFilterDestination;
_originalColorFilterCurve = ColorFilterCurve;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
RelativeValues = relativeValues;
ShakePostExposure = shakePostExposure;
RemapPostExposureZero = remapPostExposureZero;
RemapPostExposureOne = remapPostExposureOne;
ShakeHueShift = shakeHueShift;
RemapHueShiftZero = remapHueShiftZero;
RemapHueShiftOne = remapHueShiftOne;
ShakeSaturation = shakeSaturation;
RemapSaturationZero = remapSaturationZero;
RemapSaturationOne = remapSaturationOne;
ShakeContrast = shakeContrast;
RemapContrastZero = remapContrastZero;
RemapContrastOne = remapContrastOne;
ColorFilterMode = colorFilterMode;
ColorFilterGradient = colorFilterGradient;
ColorFilterDestination = colorFilterDestination;
ColorFilterCurve = colorFilterCurve;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_colorAdjustments.postExposure.Override(_initialPostExposure);
_colorAdjustments.hueShift.Override(_initialHueShift);
_colorAdjustments.saturation.Override(_initialSaturation);
_colorAdjustments.contrast.Override(_initialContrast);
_colorAdjustments.colorFilter.Override(_initialColorFilterColor);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
RelativeValues = _originalRelativeValues;
ShakePostExposure = _originalShakePostExposure;
RemapPostExposureZero = _originalRemapPostExposureZero;
RemapPostExposureOne = _originalRemapPostExposureOne;
ShakeHueShift = _originalShakeHueShift;
RemapHueShiftZero = _originalRemapHueShiftZero;
RemapHueShiftOne = _originalRemapHueShiftOne;
ShakeSaturation = _originalShakeSaturation;
RemapSaturationZero = _originalRemapSaturationZero;
RemapSaturationOne = _originalRemapSaturationOne;
ShakeContrast = _originalShakeContrast;
RemapContrastZero = _originalRemapContrastZero;
RemapContrastOne = _originalRemapContrastOne;
ColorFilterMode = _originalColorFilterMode;
ColorFilterGradient = _originalColorFilterGradient;
ColorFilterDestination = _originalColorFilterDestination;
ColorFilterCurve = _originalColorFilterCurve;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMColorAdjustmentsShakeEvent_URP.Register(OnMMColorGradingShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMColorAdjustmentsShakeEvent_URP.Unregister(OnMMColorGradingShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMColorAdjustmentsShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve shakePostExposure, float remapPostExposureZero, float remapPostExposureOne,
AnimationCurve shakeHueShift, float remapHueShiftZero, float remapHueShiftOne,
AnimationCurve shakeSaturation, float remapSaturationZero, float remapSaturationOne,
AnimationCurve shakeContrast, float remapContrastZero, float remapContrastOne,
MMColorAdjustmentsShaker_URP.ColorFilterModes colorFilterMode, Gradient colorFilterGradient, Color colorFilterDestination,AnimationCurve colorFilterCurve,
float duration, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve shakePostExposure, float remapPostExposureZero, float remapPostExposureOne,
AnimationCurve shakeHueShift, float remapHueShiftZero, float remapHueShiftOne,
AnimationCurve shakeSaturation, float remapSaturationZero, float remapSaturationOne,
AnimationCurve shakeContrast, float remapContrastZero, float remapContrastOne,
MMColorAdjustmentsShaker_URP.ColorFilterModes colorFilterMode, Gradient colorFilterGradient, Color colorFilterDestination,AnimationCurve colorFilterCurve,
float duration, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(shakePostExposure, remapPostExposureZero, remapPostExposureOne,
shakeHueShift, remapHueShiftZero, remapHueShiftOne,
shakeSaturation, remapSaturationZero, remapSaturationOne,
shakeContrast, remapContrastZero, remapContrastOne,
colorFilterMode, colorFilterGradient, colorFilterDestination, colorFilterCurve,
duration, relativeValues, attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP depth of field post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMDepthOfFieldShaker_URP")]
public class MMDepthOfFieldShaker_URP : MMShaker
{
/// whether or not to add to the initial value
public bool RelativeValues = true;
[MMInspectorGroup("Focus Distance", true, 51)]
/// the curve used to animate the focus distance value on
[Tooltip("the curve used to animate the focus distance value on")]
public AnimationCurve ShakeFocusDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapFocusDistanceZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapFocusDistanceOne = 3f;
[MMInspectorGroup("Aperture", true, 52)]
/// the curve used to animate the aperture value on
[Tooltip("the curve used to animate the aperture value on")]
public AnimationCurve ShakeAperture = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Range(0.1f, 32f)]
[Tooltip("the value to remap the curve's 0 to")]
public float RemapApertureZero = 0f;
/// the value to remap the curve's 1 to
[Range(0.1f, 32f)]
[Tooltip("the value to remap the curve's 1 to")]
public float RemapApertureOne = 0f;
[MMInspectorGroup("Focal Length", true, 53)]
/// the curve used to animate the focal length value on
[Tooltip("the curve used to animate the focal length value on")]
public AnimationCurve ShakeFocalLength = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 300f)]
public float RemapFocalLengthZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 300f)]
public float RemapFocalLengthOne = 0f;
#if MM_URP
protected Volume _volume;
protected DepthOfField _depthOfField;
protected float _initialFocusDistance;
protected float _initialAperture;
protected float _initialFocalLength;
protected float _originalShakeDuration;
protected bool _originalRelativeValues;
protected AnimationCurve _originalShakeFocusDistance;
protected float _originalRemapFocusDistanceZero;
protected float _originalRemapFocusDistanceOne;
protected AnimationCurve _originalShakeAperture;
protected float _originalRemapApertureZero;
protected float _originalRemapApertureOne;
protected AnimationCurve _originalShakeFocalLength;
protected float _originalRemapFocalLengthZero;
protected float _originalRemapFocalLengthOne;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _depthOfField);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newFocusDistance = ShakeFloat(ShakeFocusDistance, RemapFocusDistanceZero, RemapFocusDistanceOne, RelativeValues, _initialFocusDistance);
_depthOfField.focusDistance.Override(newFocusDistance);
float newAperture = ShakeFloat(ShakeAperture, RemapApertureZero, RemapApertureOne, RelativeValues, _initialAperture);
_depthOfField.aperture.Override(newAperture);
float newFocalLength = ShakeFloat(ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, _initialFocalLength);
_depthOfField.focalLength.Override(newFocalLength);
}
/// <summary>
/// When that shaker gets added, we initialize its shake duration
/// </summary>
protected virtual void Reset()
{
ShakeDuration = 2f;
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialFocusDistance = _depthOfField.focusDistance.value;
_initialAperture = _depthOfField.aperture.value;
_initialFocalLength = _depthOfField.focalLength.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnDepthOfFieldShakeEvent(AnimationCurve focusDistance, float duration, float remapFocusDistanceMin, float remapFocusDistanceMax,
AnimationCurve aperture, float remapApertureMin, float remapApertureMax,
AnimationCurve focalLength, float remapFocalLengthMin, float remapFocalLengthMax,
bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalRelativeValues = RelativeValues;
_originalShakeFocusDistance = ShakeFocusDistance;
_originalRemapFocusDistanceZero = RemapFocusDistanceZero;
_originalRemapFocusDistanceOne = RemapFocusDistanceOne;
_originalShakeAperture = ShakeAperture;
_originalRemapApertureZero = RemapApertureZero;
_originalRemapApertureOne = RemapApertureOne;
_originalShakeFocalLength = ShakeFocalLength;
_originalRemapFocalLengthZero = RemapFocalLengthZero;
_originalRemapFocalLengthOne = RemapFocalLengthOne;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
RelativeValues = relativeValues;
ShakeFocusDistance = focusDistance;
RemapFocusDistanceZero = remapFocusDistanceMin;
RemapFocusDistanceOne = remapFocusDistanceMax;
ShakeAperture = aperture;
RemapApertureZero = remapApertureMin;
RemapApertureOne = remapApertureMax;
ShakeFocalLength = focalLength;
RemapFocalLengthZero = remapFocalLengthMin;
RemapFocalLengthOne = remapFocalLengthMax;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_depthOfField.focusDistance.Override(_initialFocusDistance);
_depthOfField.aperture.Override(_initialAperture);
_depthOfField.focalLength.Override(_initialFocalLength);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
RelativeValues = _originalRelativeValues;
ShakeFocusDistance = _originalShakeFocusDistance;
RemapFocusDistanceZero = _originalRemapFocusDistanceZero;
RemapFocusDistanceOne = _originalRemapFocusDistanceOne;
ShakeAperture = _originalShakeAperture;
RemapApertureZero = _originalRemapApertureZero;
RemapApertureOne = _originalRemapApertureOne;
ShakeFocalLength = _originalShakeFocalLength;
RemapFocalLengthZero = _originalRemapFocalLengthZero;
RemapFocalLengthOne = _originalRemapFocalLengthOne;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMDepthOfFieldShakeEvent_URP.Register(OnDepthOfFieldShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMDepthOfFieldShakeEvent_URP.Unregister(OnDepthOfFieldShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMDepthOfFieldShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve focusDistance, float duration, float remapFocusDistanceMin, float remapFocusDistanceMax,
AnimationCurve aperture, float remapApertureMin, float remapApertureMax,
AnimationCurve focalLength, float remapFocalLengthMin, float remapFocalLengthMax,
bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve focusDistance, float duration, float remapFocusDistanceMin, float remapFocusDistanceMax,
AnimationCurve aperture, float remapApertureMin, float remapApertureMax,
AnimationCurve focalLength, float remapFocalLengthMin, float remapFocalLengthMax,
bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(focusDistance, duration, remapFocusDistanceMin, remapFocusDistanceMax,
aperture, remapApertureMin, remapApertureMax,
focalLength, remapFocalLengthMin, remapFocalLengthMax, relativeValues,
attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP FilmGrain post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMFilmGrainShaker_URP")]
public class MMFilmGrainShaker_URP : MMShaker
{
[MMInspectorGroup("Film Grain Intensity", true, 51)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeIntensity = false;
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapIntensityOne = 1f;
#if MM_URP
protected Volume _volume;
protected FilmGrain _filmGrain;
protected float _initialIntensity;
protected float _originalShakeDuration;
protected AnimationCurve _originalShakeIntensity;
protected float _originalRemapIntensityZero;
protected float _originalRemapIntensityOne;
protected bool _originalRelativeIntensity;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _filmGrain);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
_filmGrain.intensity.Override(newValue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialIntensity = _filmGrain.intensity.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnFilmGrainShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeIntensity = ShakeIntensity;
_originalRemapIntensityZero = RemapIntensityZero;
_originalRemapIntensityOne = RemapIntensityOne;
_originalRelativeIntensity = RelativeIntensity;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeIntensity = intensity;
RemapIntensityZero = remapMin * attenuation;
RemapIntensityOne = remapMax * attenuation;
RelativeIntensity = relativeIntensity;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_filmGrain.intensity.Override(_initialIntensity);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeIntensity = _originalShakeIntensity;
RemapIntensityZero = _originalRemapIntensityZero;
RemapIntensityOne = _originalRemapIntensityOne;
RelativeIntensity = _originalRelativeIntensity;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMFilmGrainShakeEvent_URP.Register(OnFilmGrainShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMFilmGrainShakeEvent_URP.Unregister(OnFilmGrainShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger FilmGrain shakes
/// </summary>
public struct MMFilmGrainShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP lens distortion post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMLensDistortionShaker_URP")]
public class MMLensDistortionShaker_URP : MMShaker
{
[MMInspectorGroup("Lens Distortion Intensity", true, 51)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeIntensity = false;
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0),
new Keyframe(0.2f, 1),
new Keyframe(0.25f, -1),
new Keyframe(0.35f, 0.7f),
new Keyframe(0.4f, -0.7f),
new Keyframe(0.6f, 0.3f),
new Keyframe(0.65f, -0.3f),
new Keyframe(0.8f, 0.1f),
new Keyframe(0.85f, -0.1f),
new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-100f, 100f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-100f, 100f)]
public float RemapIntensityOne = 0.5f;
#if MM_URP
protected Volume _volume;
protected LensDistortion _lensDistortion;
protected float _initialIntensity;
protected float _originalShakeDuration;
protected AnimationCurve _originalShakeIntensity;
protected float _originalRemapIntensityZero;
protected float _originalRemapIntensityOne;
protected bool _originalRelativeIntensity;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _lensDistortion);
}
/// <summary>
/// When that shaker gets added, we initialize its shake duration
/// </summary>
protected virtual void Reset()
{
ShakeDuration = 0.8f;
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
_lensDistortion.intensity.Override(newValue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialIntensity = _lensDistortion.intensity.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnMMLensDistortionShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeIntensity = ShakeIntensity;
_originalRemapIntensityZero = RemapIntensityZero;
_originalRemapIntensityOne = RemapIntensityOne;
_originalRelativeIntensity = RelativeIntensity;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeIntensity = intensity;
RemapIntensityZero = remapMin * attenuation;
RemapIntensityOne = remapMax * attenuation;
RelativeIntensity = relativeIntensity;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_lensDistortion.intensity.Override(_initialIntensity);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeIntensity = _originalShakeIntensity;
RemapIntensityZero = _originalRemapIntensityZero;
RemapIntensityOne = _originalRemapIntensityOne;
RelativeIntensity = _originalRelativeIntensity;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMLensDistortionShakeEvent_URP.Register(OnMMLensDistortionShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMLensDistortionShakeEvent_URP.Unregister(OnMMLensDistortionShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMLensDistortionShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMMotionBlurShaker_URP")]
public class MMMotionBlurShaker_URP : MMShaker
{
[MMInspectorGroup("Motion Blur Intensity", true, 61)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeIntensity = false;
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapIntensityOne = 1f;
#if MM_URP
protected Volume _volume;
protected MotionBlur _motionBlur;
protected float _initialIntensity;
protected float _originalShakeDuration;
protected AnimationCurve _originalShakeIntensity;
protected float _originalRemapIntensityZero;
protected float _originalRemapIntensityOne;
protected bool _originalRelativeIntensity;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _motionBlur);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
_motionBlur.intensity.Override(newValue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialIntensity = _motionBlur.intensity.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnMotionBlurShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeIntensity = ShakeIntensity;
_originalRemapIntensityZero = RemapIntensityZero;
_originalRemapIntensityOne = RemapIntensityOne;
_originalRelativeIntensity = RelativeIntensity;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeIntensity = intensity;
RemapIntensityZero = remapMin * attenuation;
RemapIntensityOne = remapMax * attenuation;
RelativeIntensity = relativeIntensity;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_motionBlur.intensity.Override(_initialIntensity);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeIntensity = _originalShakeIntensity;
RemapIntensityZero = _originalRemapIntensityZero;
RemapIntensityOne = _originalRemapIntensityOne;
RelativeIntensity = _originalRelativeIntensity;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMMotionBlurShakeEvent_URP.Register(OnMotionBlurShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMMotionBlurShakeEvent_URP.Unregister(OnMotionBlurShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMMotionBlurShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMPaniniProjectionShaker_URP")]
public class MMPaniniProjectionShaker_URP : MMShaker
{
[MMInspectorGroup("Distance", true, 62)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeDistance = false;
/// the curve used to animate the distance value on
[Tooltip("the curve used to animate the distance value on")]
public AnimationCurve ShakeDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 1f)]
public float RemapDistanceZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapDistanceOne = 1f;
#if MM_URP
protected Volume _volume;
protected PaniniProjection _paniniProjection;
protected float _initialDistance;
protected float _originalShakeDuration;
protected AnimationCurve _originalShakeDistance;
protected float _originalRemapDistanceZero;
protected float _originalRemapDistanceOne;
protected bool _originalRelativeDistance;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _paniniProjection);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newValue = ShakeFloat(ShakeDistance, RemapDistanceZero, RemapDistanceOne, RelativeDistance, _initialDistance);
_paniniProjection.distance.Override(newValue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialDistance = _paniniProjection.distance.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="distance"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeDistance"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnPaniniProjectionShakeEvent(AnimationCurve distance, float duration, float remapMin, float remapMax, bool relativeDistance = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeDistance = ShakeDistance;
_originalRemapDistanceZero = RemapDistanceZero;
_originalRemapDistanceOne = RemapDistanceOne;
_originalRelativeDistance = RelativeDistance;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeDistance = distance;
RemapDistanceZero = remapMin * attenuation;
RemapDistanceOne = remapMax * attenuation;
RelativeDistance = relativeDistance;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_paniniProjection.distance.Override(_initialDistance);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeDistance = _originalShakeDistance;
RemapDistanceZero = _originalRemapDistanceZero;
RemapDistanceOne = _originalRemapDistanceOne;
RelativeDistance = _originalRelativeDistance;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMPaniniProjectionShakeEvent_URP.Register(OnPaniniProjectionShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMPaniniProjectionShakeEvent_URP.Unregister(OnPaniniProjectionShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMPaniniProjectionShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve distance, float duration, float remapMin, float remapMax, bool relativeDistance = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve distance, float duration, float remapMin, float remapMax, bool relativeDistance = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(distance, duration, remapMin, remapMax, relativeDistance, attenuation, channelData,
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMVignetteShaker_URP")]
public class MMVignetteShaker_URP : MMShaker
{
[MMInspectorGroup("Vignette Intensity", true, 63)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeIntensity = false;
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapIntensityOne = 1f;
#if MM_URP
protected Volume _volume;
protected Vignette _vignette;
protected float _initialIntensity;
protected float _originalShakeDuration;
protected AnimationCurve _originalShakeIntensity;
protected float _originalRemapIntensityZero;
protected float _originalRemapIntensityOne;
protected bool _originalRelativeIntensity;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _vignette);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity);
_vignette.intensity.Override(newValue);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialIntensity = _vignette.intensity.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="intensity"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeIntensity"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnVignetteShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeIntensity = ShakeIntensity;
_originalRemapIntensityZero = RemapIntensityZero;
_originalRemapIntensityOne = RemapIntensityOne;
_originalRelativeIntensity = RelativeIntensity;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeIntensity = intensity;
RemapIntensityZero = remapMin * attenuation;
RemapIntensityOne = remapMax * attenuation;
RelativeIntensity = relativeIntensity;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_vignette.intensity.Override(_initialIntensity);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeIntensity = _originalShakeIntensity;
RemapIntensityZero = _originalRemapIntensityZero;
RemapIntensityOne = _originalRemapIntensityOne;
RelativeIntensity = _originalRelativeIntensity;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMVignetteShakeEvent_URP.Register(OnVignetteShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMVignetteShakeEvent_URP.Unregister(OnVignetteShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMVignetteShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData,
resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if MM_URP
using UnityEngine.Rendering.Universal;
#endif
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events
/// </summary>
#if MM_URP
[RequireComponent(typeof(Volume))]
#endif
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMWhiteBalanceShaker_URP")]
public class MMWhiteBalanceShaker_URP : MMShaker
{
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeValues = true;
[MMInspectorGroup("Temperature", true, 55)]
/// the curve used to animate the temperature value on
[Tooltip("the curve used to animate the temperature value on")]
public AnimationCurve ShakeTemperature = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-100f, 100f)]
public float RemapTemperatureZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-100f, 100f)]
public float RemapTemperatureOne = 100f;
[MMInspectorGroup("Tint", true, 56)]
/// the curve used to animate the tint value on
[Tooltip("the curve used to animate the tint value on")]
public AnimationCurve ShakeTint = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(-100f, 100f)]
public float RemapTintZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(-100f, 100f)]
public float RemapTintOne = 100f;
#if MM_URP
protected Volume _volume;
protected WhiteBalance _whiteBalance;
protected float _initialTemperature;
protected float _initialTint;
protected float _originalShakeDuration;
protected bool _originalRelativeValues;
protected AnimationCurve _originalShakeTemperature;
protected float _originalRemapTemperatureZero;
protected float _originalRemapTemperatureOne;
protected AnimationCurve _originalShakeTint;
protected float _originalRemapTintZero;
protected float _originalRemapTintOne;
/// <summary>
/// On init we initialize our values
/// </summary>
protected override void Initialization()
{
base.Initialization();
_volume = this.gameObject.GetComponent<Volume>();
_volume.profile.TryGet(out _whiteBalance);
}
/// <summary>
/// Shakes values over time
/// </summary>
protected override void Shake()
{
float newTemperature = ShakeFloat(ShakeTemperature, RemapTemperatureZero, RemapTemperatureOne, RelativeValues, _initialTemperature);
_whiteBalance.temperature.Override(newTemperature);
float newTint = ShakeFloat(ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, _initialTint);
_whiteBalance.tint.Override(newTint);
}
/// <summary>
/// Collects initial values on the target
/// </summary>
protected override void GrabInitialValues()
{
_initialTemperature = _whiteBalance.temperature.value;
_initialTint = _whiteBalance.tint.value;
}
/// <summary>
/// When we get the appropriate event, we trigger a shake
/// </summary>
/// <param name="temperature"></param>
/// <param name="duration"></param>
/// <param name="amplitude"></param>
/// <param name="relativeValues"></param>
/// <param name="attenuation"></param>
/// <param name="channel"></param>
public virtual void OnWhiteBalanceShakeEvent(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
{
return;
}
if (stop)
{
Stop();
return;
}
if (restore)
{
ResetTargetValues();
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeTemperature = ShakeTemperature;
_originalRemapTemperatureZero = RemapTemperatureZero;
_originalRemapTemperatureOne = RemapTemperatureOne;
_originalRelativeValues = RelativeValues;
_originalShakeTint = ShakeTint;
_originalRemapTintZero = RemapTintZero;
_originalRemapTintOne = RemapTintOne;
}
if (!OnlyUseShakerValues)
{
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeTemperature = temperature;
RemapTemperatureZero = remapTemperatureMin * attenuation;
RemapTemperatureOne = remapTemperatureMax * attenuation;
RelativeValues = relativeValues;
ShakeTint = tint;
RemapTintZero = remapTintMin;
RemapTintOne = remapTintMax;
ForwardDirection = forwardDirection;
}
Play();
}
/// <summary>
/// Resets the target's values
/// </summary>
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_whiteBalance.temperature.Override(_initialTemperature);
_whiteBalance.tint.Override(_initialTint);
}
/// <summary>
/// Resets the shaker's values
/// </summary>
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeTemperature = _originalShakeTemperature;
RemapTemperatureZero = _originalRemapTemperatureZero;
RemapTemperatureOne = _originalRemapTemperatureOne;
RelativeValues = _originalRelativeValues;
ShakeTint = _originalShakeTint;
RemapTintZero = _originalRemapTintZero;
RemapTintOne = _originalRemapTintOne;
}
/// <summary>
/// Starts listening for events
/// </summary>
public override void StartListening()
{
base.StartListening();
MMWhiteBalanceShakeEvent_URP.Register(OnWhiteBalanceShakeEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public override void StopListening()
{
base.StopListening();
MMWhiteBalanceShakeEvent_URP.Unregister(OnWhiteBalanceShakeEvent);
}
#endif
}
/// <summary>
/// An event used to trigger vignette shakes
/// </summary>
public struct MMWhiteBalanceShakeEvent_URP
{
static private event Delegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
static public void Register(Delegate callback) { OnEvent += callback; }
static public void Unregister(Delegate callback) { OnEvent -= callback; }
public delegate void Delegate(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
static public void Trigger(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
{
OnEvent?.Invoke(temperature, duration, remapTemperatureMin, remapTemperatureMax,
tint, remapTintMin, remapTintMax, relativeValues,
attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
}
}
}

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