Hallucination system setup & implementation with the infinite staircase + Fake volumetric lights test
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MonoLimboStudio
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{
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public class LightFlicker : MonoBehaviour
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{
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[Header("Light Settings")]
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public Light targetLight;
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public float minIntensity = 0.5f;
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public float maxIntensity = 1.5f;
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public float flickerSpeed = 5f;
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[Header("Material Settings")]
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public Renderer targetRenderer;
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public string opacityProperty = "_Opacity"; // Must be a float property in your shader
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[Range(0f, 1f)] public float minOpacity = 0.2f;
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[Range(0f, 1f)] public float maxOpacity = 1.0f;
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private Material materialInstance;
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void Start()
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{
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if (targetRenderer != null)
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{
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materialInstance = targetRenderer.material;
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// Validate that the property exists
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if (!materialInstance.HasProperty(opacityProperty))
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{
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Debug.LogWarning($"Material does not have a float property named '{opacityProperty}'.");
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}
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}
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}
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void Update()
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{
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float flickerValue = Mathf.PerlinNoise(Time.time * flickerSpeed, 0.0f);
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// Flicker the light
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if (targetLight != null)
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{
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float intensity = Mathf.Lerp(minIntensity, maxIntensity, flickerValue);
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targetLight.intensity = intensity;
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}
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// Adjust material opacity float
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if (materialInstance != null && materialInstance.HasProperty(opacityProperty))
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{
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float opacity = Mathf.Lerp(minOpacity, maxOpacity, flickerValue);
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materialInstance.SetFloat(opacityProperty, opacity);
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}
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}
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}
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}
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