Hallucination system setup & implementation with the infinite staircase + Fake volumetric lights test

This commit is contained in:
Ferlat Thibaud
2026-03-27 20:47:11 +01:00
parent 34d8ffd5b0
commit 395f6266d6
119 changed files with 44996 additions and 816 deletions
@@ -0,0 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MonoLimboStudio
{
public class LightFlicker : MonoBehaviour
{
[Header("Light Settings")]
public Light targetLight;
public float minIntensity = 0.5f;
public float maxIntensity = 1.5f;
public float flickerSpeed = 5f;
[Header("Material Settings")]
public Renderer targetRenderer;
public string opacityProperty = "_Opacity"; // Must be a float property in your shader
[Range(0f, 1f)] public float minOpacity = 0.2f;
[Range(0f, 1f)] public float maxOpacity = 1.0f;
private Material materialInstance;
void Start()
{
if (targetRenderer != null)
{
materialInstance = targetRenderer.material;
// Validate that the property exists
if (!materialInstance.HasProperty(opacityProperty))
{
Debug.LogWarning($"Material does not have a float property named '{opacityProperty}'.");
}
}
}
void Update()
{
float flickerValue = Mathf.PerlinNoise(Time.time * flickerSpeed, 0.0f);
// Flicker the light
if (targetLight != null)
{
float intensity = Mathf.Lerp(minIntensity, maxIntensity, flickerValue);
targetLight.intensity = intensity;
}
// Adjust material opacity float
if (materialInstance != null && materialInstance.HasProperty(opacityProperty))
{
float opacity = Mathf.Lerp(minOpacity, maxOpacity, flickerValue);
materialInstance.SetFloat(opacityProperty, opacity);
}
}
}
}
@@ -0,0 +1,18 @@
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