Merge branch 'main' of http://212.24.110.183:3000/IPSEITY/Unheimlich_POC
# Conflicts: # Assets/_Content/Scenes/Theatre.unity
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void Facing_float(float3 ObjectPos, float3 Origin, float3 InUp, uint Orthographic, out float3 FacingWorldPos, out float3 FacingObjectPos, out float3 Right, out float3 Up, out float3 Forward)
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{
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float3 origin = TransformObjectToWorld(float3(0, 0, 0));
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Up = normalize(InUp);
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Right = normalize(cross(Up, view));
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Forward = cross(Right, Up);
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FacingWorldPos = Origin;
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FacingWorldPos += ObjectPos.y * length(TransformObjectToWorld(float3(0, 1, 0)) - origin) * Up;
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FacingWorldPos += ObjectPos.z * length(TransformObjectToWorld(float3(0, 0, 1)) - origin) * Forward;
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//
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// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
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//
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// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts.
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// Translation and modification was made by Keijiro Takahashi.
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//
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// This shader is based on the webgl-noise GLSL shader. For further details
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// of the original shader, please see the following description from the
|
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// original source code.
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//
|
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
|
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// noise functions.
|
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// Author : Ian McEwan, Ashima Arts.
|
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// Maintainer : ijm
|
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// Lastmod : 20110822 (ijm)
|
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||
// Distributed under the MIT License. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
#ifndef SimplexNoise3D_hlsl
|
||||
#define SimplexNoise3D_hlsl
|
||||
|
||||
float3 mod289(float3 x)
|
||||
{
|
||||
return x - floor(x / 289.0) * 289.0;
|
||||
}
|
||||
|
||||
float4 mod289(float4 x)
|
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{
|
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return x - floor(x / 289.0) * 289.0;
|
||||
}
|
||||
|
||||
float4 permute(float4 x)
|
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{
|
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return mod289((x * 34.0 + 1.0) * x);
|
||||
}
|
||||
|
||||
float4 taylorInvSqrt(float4 r)
|
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{
|
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return 1.79284291400159 - r * 0.85373472095314;
|
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}
|
||||
|
||||
//Simplex noise
|
||||
float SimplexNoise(float3 v)
|
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{
|
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
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|
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// First corner
|
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float3 i = floor(v + dot(v, C.yyy));
|
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float3 x0 = v - i + dot(i, C.xxx);
|
||||
|
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// Other corners
|
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float3 g = step(x0.yzx, x0.xyz);
|
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float3 l = 1.0 - g;
|
||||
float3 i1 = min(g.xyz, l.zxy);
|
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float3 i2 = max(g.xyz, l.zxy);
|
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|
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// x1 = x0 - i1 + 1.0 * C.xxx;
|
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// x2 = x0 - i2 + 2.0 * C.xxx;
|
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
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float3 x1 = x0 - i1 + C.xxx;
|
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float3 x2 = x0 - i2 + C.yyy;
|
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float3 x3 = x0 - 0.5;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
float4 p =
|
||||
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
|
||||
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
||||
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
|
||||
|
||||
float4 x_ = floor(j / 7.0);
|
||||
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||||
|
||||
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
|
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float4 h = 1.0 - abs(x) - abs(y);
|
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|
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float4 b0 = float4(x.xy, y.xy);
|
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float4 b1 = float4(x.zw, y.zw);
|
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|
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//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
|
||||
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
|
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float4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
float4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
float4 sh = -step(h, 0.0);
|
||||
|
||||
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
float3 g0 = float3(a0.xy, h.x);
|
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float3 g1 = float3(a0.zw, h.y);
|
||||
float3 g2 = float3(a1.xy, h.z);
|
||||
float3 g3 = float3(a1.zw, h.w);
|
||||
|
||||
// Normalise gradients
|
||||
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
|
||||
g0 *= norm.x;
|
||||
g1 *= norm.y;
|
||||
g2 *= norm.z;
|
||||
g3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||||
m = m * m;
|
||||
m = m * m;
|
||||
|
||||
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
|
||||
return 42.0 * dot(m, px);
|
||||
}
|
||||
|
||||
//Simplex noise with octaves
|
||||
float SimplexNoise_Octaves(float3 inCoord, float scale, float3 speed, uint octaveNumber, float octaveScale, float octaveAttenuation, float time) {
|
||||
|
||||
float output = 0.0f;
|
||||
float weight = 1.0f;
|
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|
||||
for (uint i = 0; i < octaveNumber; i++)
|
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{
|
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float3 coord = inCoord * scale + time * speed;
|
||||
|
||||
output += SimplexNoise(coord) * weight;
|
||||
|
||||
scale *= octaveScale;
|
||||
weight *= 1.0f - octaveAttenuation;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
//Simplex noise gradient
|
||||
float4 SimplexNoiseGradient(float3 v)
|
||||
{
|
||||
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
||||
|
||||
// First corner
|
||||
float3 i = floor(v + dot(v, C.yyy));
|
||||
float3 x0 = v - i + dot(i, C.xxx);
|
||||
|
||||
// Other corners
|
||||
float3 g = step(x0.yzx, x0.xyz);
|
||||
float3 l = 1.0 - g;
|
||||
float3 i1 = min(g.xyz, l.zxy);
|
||||
float3 i2 = max(g.xyz, l.zxy);
|
||||
|
||||
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||||
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||||
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||||
float3 x1 = x0 - i1 + C.xxx;
|
||||
float3 x2 = x0 - i2 + C.yyy;
|
||||
float3 x3 = x0 - 0.5;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
float4 p =
|
||||
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
|
||||
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
||||
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
|
||||
|
||||
float4 x_ = floor(j / 7.0);
|
||||
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||||
|
||||
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
|
||||
float4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
float4 b0 = float4(x.xy, y.xy);
|
||||
float4 b1 = float4(x.zw, y.zw);
|
||||
|
||||
//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
|
||||
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
|
||||
float4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
float4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
float4 sh = -step(h, 0.0);
|
||||
|
||||
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
float3 g0 = float3(a0.xy, h.x);
|
||||
float3 g1 = float3(a0.zw, h.y);
|
||||
float3 g2 = float3(a1.xy, h.z);
|
||||
float3 g3 = float3(a1.zw, h.w);
|
||||
|
||||
// Normalise gradients
|
||||
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
|
||||
g0 *= norm.x;
|
||||
g1 *= norm.y;
|
||||
g2 *= norm.z;
|
||||
g3 *= norm.w;
|
||||
|
||||
// Compute noise and gradient at P
|
||||
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||||
float4 m2 = m * m;
|
||||
float4 m3 = m2 * m;
|
||||
float4 m4 = m2 * m2;
|
||||
float3 grad =
|
||||
-6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +
|
||||
-6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +
|
||||
-6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 +
|
||||
-6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3;
|
||||
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
|
||||
return 42.0 * float4(grad, dot(m4, px));
|
||||
}
|
||||
|
||||
//Simplex noise gradient with octaves
|
||||
float4 SimplexNoiseGradient_Octaves(float3 inCoord, float scale, float3 speed, uint octaveNumber, float octaveScale, float octaveAttenuation, float time) {
|
||||
|
||||
float4 output = 0.0f;
|
||||
float weight = 1.0f;
|
||||
|
||||
for (uint i = 0; i < octaveNumber; i++)
|
||||
{
|
||||
float3 coord = inCoord * scale + time * speed;
|
||||
|
||||
output += SimplexNoiseGradient(coord) * weight;
|
||||
|
||||
scale *= octaveScale;
|
||||
weight *= 1.0f - octaveAttenuation;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float SimplexNoise01(float3 Position, float Size, float Amplitude)
|
||||
{
|
||||
return (SimplexNoiseGradient(Position / Size).x * .1 + .6) * Amplitude;
|
||||
}
|
||||
|
||||
void SimplexNoise_float(float3 Position, float Size, float Amplitude, out float Noise)
|
||||
{
|
||||
Noise = (SimplexNoiseGradient(Position / Size).x * .1 + .6) * Amplitude;
|
||||
}
|
||||
|
||||
void SimplexNoiseOctaves_float(float3 Position, float Size, float Octaves, float OctaveScale, float OctaveAttenuation, float Amplitude, out float Noise)
|
||||
{
|
||||
Noise = SimplexNoiseGradient_Octaves(Position, Size, 0, Octaves, OctaveScale, OctaveAttenuation, 0).x * Amplitude;
|
||||
}
|
||||
|
||||
#endif
|
||||
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File diff suppressed because it is too large
Load Diff
@@ -24,6 +24,8 @@ public class Audio_AudioManager : MonoBehaviour
|
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public AK.Wwise.Event PlayMusic;
|
||||
public AK.Wwise.Event StopMusic;
|
||||
|
||||
|
||||
|
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private void Awake()
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{
|
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Initialize();
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@@ -37,6 +39,7 @@ public class Audio_AudioManager : MonoBehaviour
|
||||
|
||||
SetWwiseMusicState(WwiseMusicState.Sane);
|
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PlayMusic.Post(gameObject);
|
||||
|
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}
|
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@@ -0,0 +1,13 @@
|
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using UnityEngine;
|
||||
|
||||
|
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|
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public class Audio_BreathControl : MonoBehaviour
|
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{
|
||||
[SerializeField] private AK.Wwise.Event PlayerBreath;
|
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|
||||
private void Start()
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{
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PlayerBreath.Post(gameObject);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 84fb04a3132ab974e96cb88e98eb4d4e
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@@ -0,0 +1,64 @@
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using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public enum TriggerCondition
|
||||
{
|
||||
Awake,
|
||||
Start,
|
||||
OnEnable,
|
||||
OnDisable,
|
||||
OnDestroy,
|
||||
OnTriggerEnter,
|
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OnTriggerExit,
|
||||
OnTriggerStay,
|
||||
OnCollisionEnter,
|
||||
OnCollisionExit
|
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}
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public class Audio_SwitchTrigger : MonoBehaviour
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{
|
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[Header("Switch Settings")]
|
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[SerializeField] private AK.Wwise.Switch wwiseSwitch;
|
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[SerializeField] private GameObject switchTarget;
|
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|
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[Header("Trigger Settings")]
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||||
[SerializeField] private string filterTag = "Player";
|
||||
[SerializeField] private List<TriggerCondition> conditions;
|
||||
|
||||
private void Awake() => TryFire(TriggerCondition.Awake);
|
||||
private void Start() => TryFire(TriggerCondition.Start);
|
||||
private void OnEnable() => TryFire(TriggerCondition.OnEnable);
|
||||
private void OnDisable() => TryFire(TriggerCondition.OnDisable);
|
||||
private void OnDestroy() => TryFire(TriggerCondition.OnDestroy);
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag(filterTag)) TryFire(TriggerCondition.OnTriggerEnter);
|
||||
}
|
||||
|
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private void OnTriggerExit(Collider other)
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{
|
||||
if (other.CompareTag(filterTag)) TryFire(TriggerCondition.OnTriggerExit);
|
||||
}
|
||||
|
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private void OnTriggerStay(Collider other)
|
||||
{
|
||||
if (other.CompareTag(filterTag)) TryFire(TriggerCondition.OnTriggerStay);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
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{
|
||||
if (collision.gameObject.CompareTag(filterTag)) TryFire(TriggerCondition.OnCollisionEnter);
|
||||
}
|
||||
|
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private void OnCollisionExit(Collision collision)
|
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{
|
||||
if (collision.gameObject.CompareTag(filterTag)) TryFire(TriggerCondition.OnCollisionExit);
|
||||
}
|
||||
|
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private void TryFire(TriggerCondition condition)
|
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{
|
||||
if (conditions.Contains(condition))
|
||||
wwiseSwitch.SetValue(switchTarget);
|
||||
}
|
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 248105068f0589c40b0dfd7ca39a26e5
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Reference in New Issue
Block a user