wip: Critical Path Blocking

This commit is contained in:
Alexandre Coirier
2026-05-20 23:05:52 +02:00
parent 55e19eb959
commit ce17cbbe8b
36 changed files with 4180 additions and 16 deletions
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#ifndef SKYBOX_INCLUDED
#define SKYBOX_INCLUDED
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
void Skybox_float
(
float3 ColorA,
float3 ColorB,
float3 ColorC,
float3 ColorD,
float3 PositionOS,
out float3 Color
)
{
float t = _Time.y;
float gradient = length(PositionOS - float3(0, 0, 50));
gradient += FBMNoise3D(PositionOS + float3(0, 0, t * 10), .1, 3, 2, .5) * 20 - 15;
gradient -= RidgedNoise3D(PositionOS + gradient * .3 + float3(0, 0, t * 4), .1, 1, 2, .5) * 7;
float3 c = ColorD;
c = lerp(c, ColorC, smoothstep(40, 0, gradient));
c = lerp(c, ColorB, smoothstep(26, 0, gradient));
c = lerp(c, ColorA, smoothstep(18, 0, gradient));
// Test
//float test = ValueNoise3D(PositionWS, 40);
//float test = PerlinNoise3D(PositionWS, 40);
//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
//float test = SimplexNoise3D(PositionWS, 40);
//float test = WorleyNoise3D(PositionWS, 40, 1);
//float id;
//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
// Output
Color = c;
}
#endif
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@@ -105,6 +105,8 @@ namespace OctoCore.Components
void Start()
{
_timeOffset = Time.timeSinceLevelLoad;
if (_started)
Init();
}
@@ -363,7 +363,7 @@ MonoBehaviour:
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@@ -35,6 +35,12 @@ namespace OctoCore.Components
public PlayerModes Mode = PlayerModes.FirstPerson;
public Orientations Orientation = Orientations.Camera;
[Tooltip("Allow position movement.")]
public bool AllowMove = true;
[Tooltip("Allow looking around.")]
public bool AllowLook = true;
[Tooltip("Walk speed (km/h).")]
public float WalkSpeed = 10;
@@ -229,7 +235,7 @@ namespace OctoCore.Components
private void HandleMovement()
{
_moveInput = (State.IsPaused || !State.IsFocussed) ? Vector2.zero : Vector2.ClampMagnitude(_moveInput, 1);
_moveInput = (State.IsPaused || !State.IsFocussed || !_settings.AllowMove) ? Vector2.zero : Vector2.ClampMagnitude(_moveInput, 1);
Camera cam = (_firstPerson.Camera && _firstPerson.Camera.enabled && _firstPerson.Camera.gameObject.activeInHierarchy) ? _firstPerson.Camera : Camera.main;
bool accelerating = _moveInput.magnitude > .1f;
@@ -324,11 +330,14 @@ namespace OctoCore.Components
{
Vector2 delta = (State.IsPaused || !State.IsFocussed) ? Vector2.zero : _lookInput;
if (_settings.AllowLook)
{
float mouseX = delta.x * _firstPerson.SensitivityX;
float mouseY = delta.y * _firstPerson.SensitivityY * -1;
State.Yaw += mouseX;
State.Pitch = Mathf.Clamp(State.Pitch + mouseY, _firstPerson.MinPitch, _firstPerson.MaxPitch);
}
if (State.Driver)
State.Driver.ApplyLookInfluence(State.Yaw, State.Pitch, Time.deltaTime, out State.Yaw, out State.Pitch);
@@ -100,7 +100,6 @@ namespace OctoCore.Components
void Start()
{
Debug.Log("Start");
_state.InitialPosition = transform.localPosition;
_state.InitialRotation = transform.localRotation;
_state.InitialScale = transform.localScale;