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Transitions and colorRef
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hunterdyar committed May 2, 2021
1 parent 64bd045 commit dc0ace5
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Showing 11 changed files with 411 additions and 0 deletions.
17 changes: 17 additions & 0 deletions CameraTools/Blit.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Blit : MonoBehaviour
{
public Material _transitionMaterial;
void OnRenderImage(RenderTexture source, RenderTexture dest)
{
if (_transitionMaterial != null)
{
Graphics.Blit(source, dest, _transitionMaterial);
}

}

}
84 changes: 84 additions & 0 deletions CameraTools/CameraTransition.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class CameraTransition : MonoBehaviour
{
[SerializeField] private Material _transitionMaterial;
public Color TransitionColor;
public static Action TransitionInDoneEvent;
public static Action TransitionOutDoneEvent;
public float timeForTransition;
// public UnityEvent OnTransitionComplete;
// public UityEvent OnTransitionStart;
public bool OpenOnStart;
private Blit _blit;
private int _lerpID;
private int _colorID;
private Action afterTransitionAction;
private void Awake()
{
_lerpID = Shader.PropertyToID("_Lerp");
_colorID = Shader.PropertyToID("_Color");
_blit = gameObject.AddComponent<Blit>();
_blit._transitionMaterial = _transitionMaterial;
_blit.enabled = false;

if (OpenOnStart)
{
_blit.enabled = true;
TransitionOpenCurtain();
}
}

IEnumerator Transition(float start, float end, float totalTime)
{
_blit.enabled = true;
_transitionMaterial.SetFloat(_lerpID,start);
_transitionMaterial.SetColor(_colorID,TransitionColor);
float t = 0;
while (t < 1)
{
_transitionMaterial.SetFloat(_lerpID,Mathf.Lerp(start,end,t));
t += Time.deltaTime / totalTime;
yield return null;
}
_transitionMaterial.SetFloat(_lerpID,end);
yield return null;
if (end == 0)
{
_blit.enabled = false;
TransitionOutDoneEvent?.Invoke();
}else if (end == 1)
{
TransitionInDoneEvent?.Invoke();
}
afterTransitionAction?.Invoke();
}

[ContextMenu("Transition In")]
public Coroutine TransitionCloseCurtain()
{
afterTransitionAction = null;
return StartCoroutine(Transition(0, 1, timeForTransition));
}
[ContextMenu("Transition Out")]

public Coroutine TransitionOpenCurtain()
{
afterTransitionAction = null;
return StartCoroutine(Transition(1, 0, timeForTransition));
}

public void TransitionOpenCurtain(Action afterAction)
{
afterTransitionAction = afterAction;
StartCoroutine(Transition(1, 0, timeForTransition));
}
public Coroutine TransitionCloseCurtain(Action afterAction)
{
afterTransitionAction = afterAction;
return StartCoroutine(Transition(0, 1, timeForTransition));
}
}
File renamed without changes.
86 changes: 86 additions & 0 deletions CameraTools/TexTransition.mat
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: TexTransition
m_Shader: {fileID: 4800000, guid: 5add5d06b4d740e438ccac7f7ac74a3e, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Transition:
m_Texture: {fileID: 2800000, guid: 9423925000db1be4fa37a28badf0d122, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Lerp: 0
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Smooth: 0.233
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _BackgroundColor: {r: 0, g: 0, b: 0, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
72 changes: 72 additions & 0 deletions CameraTools/TransitionByTexture.shader
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Shader "Bloops/CameraUtility/TexTransition"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Transition ("Transition",2D) = "white" {}
_Color ("Color", Color) = (0, 0, 0, 1)
_Lerp ("Lerp", Range(0, 1)) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};

v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}

sampler2D _MainTex;
sampler2D _Transition;
float4 _Color;
float _Lerp;
float _Smooth;

fixed4 frag (v2f i) : SV_Target
{
if(_Lerp == 1)
{
return _Color;
}
fixed4 col = tex2D(_MainTex,i.uv);;
if(_Lerp == 0)
{
return col;
}
fixed4 transition = tex2D(_Transition,i.uv);

if (_Lerp >= transition.r)
{
return _Color;
}

return col;
}
ENDCG
}
}
}
60 changes: 60 additions & 0 deletions CameraTools/WipeTransition.shader
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Shader "Bloops/CameraUtility/WipeTransition"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (0, 0, 0, 1)
_Lerp ("Lerp", Range(0, 1)) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};

v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}

sampler2D _MainTex;
float4 _Color;
float _Lerp;

fixed4 frag (v2f i) : SV_Target
{
//the uv x position is a nice 0->1 left to right
fixed4 col = _Color;
if(i.uv.x < 1-_Lerp)
{
col = tex2D(_MainTex, i.uv);
}

return col;
}
ENDCG
}
}
}

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