chore: Project Restructuring & Theatre
This commit is contained in:
@@ -1,207 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Net.Http;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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[InitializeOnLoad]
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public static class SceneNotifier
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{
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private static readonly string WebhookUrl = "https://discord.com/api/webhooks/1486718530765328424/42mP_zYNTEwwBbc_lcuasPbpZppXoC4U14-Pde1YatdxatT5s9vml8lgQXTwAmm0PNe5";
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private static readonly string UserName = Environment.UserName;
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private static readonly string MachineName = Environment.MachineName;
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private static readonly HttpClient Http = new HttpClient();
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private static readonly Dictionary<string, DateTime> OpenScenes = new Dictionary<string, DateTime>();
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// Suppresses fake open/close events caused by Play Mode transitions
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private static bool SuppressSceneEvents = false;
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static SceneNotifier()
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{
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EditorSceneManager.sceneOpened += OnSceneOpened;
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EditorSceneManager.sceneClosed += OnSceneClosed;
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EditorApplication.quitting += OnEditorQuitting;
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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switch (state)
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{
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case PlayModeStateChange.ExitingEditMode:
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case PlayModeStateChange.EnteredPlayMode:
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case PlayModeStateChange.ExitingPlayMode:
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case PlayModeStateChange.EnteredEditMode:
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SuppressSceneEvents = true;
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break;
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}
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// Re-enable notifications shortly after returning to edit mode
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if (state == PlayModeStateChange.EnteredEditMode)
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{
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EditorApplication.delayCall += () =>
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{
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SuppressSceneEvents = false;
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};
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}
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}
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private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode)
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{
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if (SuppressSceneEvents || EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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if (!IsTrackableScene(scene))
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return;
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string scenePath = scene.path;
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DateTime openedAt = DateTime.Now;
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OpenScenes[scenePath] = openedAt;
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string message =
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$"---------------------\n"+
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$"🚧 **Scene Locked**\n" +
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$"👤 **{UserName}**\n" +
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$"💻 **{MachineName}**\n" +
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$"📁 `{FormatPath(scenePath)}`\n" +
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$"🕒 Opened: **{FormatDateTime(openedAt)}**";
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_ = SendDiscordMessage(message);
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}
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private static void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
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{
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if (SuppressSceneEvents || EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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if (!IsTrackableScene(scene))
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return;
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string scenePath = scene.path;
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DateTime closedAt = DateTime.Now;
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if (OpenScenes.TryGetValue(scenePath, out DateTime openedAt))
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{
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TimeSpan duration = closedAt - openedAt;
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string message =
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$"---------------------\n" +
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$"🔓 **Scene Released**\n" +
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$"👤 **{UserName}**\n" +
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$"💻 **{MachineName}**\n" +
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$"📁 `{FormatPath(scenePath)}`\n" +
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$"🕒 Opened: **{FormatDateTime(openedAt)}**\n" +
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$"🕒 Closed: **{FormatDateTime(closedAt)}**\n" +
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$"⏱ Stayed on scene: **{FormatDuration(duration)}**";
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OpenScenes.Remove(scenePath);
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_ = SendDiscordMessage(message);
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}
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}
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private static void OnEditorQuitting()
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{
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DateTime quitAt = DateTime.Now;
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if (OpenScenes.Count == 0)
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return;
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var scenesToRelease = new List<KeyValuePair<string, DateTime>>(OpenScenes);
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foreach (var kvp in scenesToRelease)
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{
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string scenePath = kvp.Key;
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DateTime openedAt = kvp.Value;
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TimeSpan duration = quitAt - openedAt;
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string message =
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$"---------------------\n" +
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$"❌ **Unity Closed — Scene Auto-Released**\n" +
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$"👤 **{UserName}**\n" +
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$"💻 **{MachineName}**\n" +
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$"📁 `{FormatPath(scenePath)}`\n" +
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$"🕒 Opened: **{FormatDateTime(openedAt)}**\n" +
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$"🕒 Unity closed: **{FormatDateTime(quitAt)}**\n" +
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$"⏱ Stayed on scene: **{FormatDuration(duration)}**";
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_ = SendDiscordMessage(message);
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}
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OpenScenes.Clear();
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}
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private static bool IsTrackableScene(UnityEngine.SceneManagement.Scene scene)
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{
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if (string.IsNullOrWhiteSpace(scene.path))
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return false;
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if (!scene.path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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return false;
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return true;
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}
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private static string FormatPath(string path)
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{
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return path.Replace("Assets/", "");
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}
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private static string FormatDateTime(DateTime dt)
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{
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return dt.ToString("yyyy-MM-dd HH:mm:ss");
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}
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private static string FormatDuration(TimeSpan duration)
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{
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if (duration.TotalSeconds < 60)
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return $"{(int)duration.TotalSeconds}s";
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if (duration.TotalMinutes < 60)
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return $"{(int)duration.TotalMinutes}m {duration.Seconds}s";
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return $"{(int)duration.TotalHours}h {duration.Minutes}m {duration.Seconds}s";
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}
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private static async Task SendDiscordMessage(string content)
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{
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try
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{
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string escapedContent = EscapeJson(content);
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string json = $"{{\"content\":\"{escapedContent}\"}}";
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using var httpContent = new StringContent(json, Encoding.UTF8, "application/json");
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using var response = await Http.PostAsync(WebhookUrl, httpContent);
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if (!response.IsSuccessStatusCode)
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{
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string responseBody = await response.Content.ReadAsStringAsync();
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Debug.LogWarning(
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$"[SceneNotifier] Discord webhook failed. Status: {(int)response.StatusCode} {response.StatusCode}\n{responseBody}"
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);
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}
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[SceneNotifier] Failed to notify Discord: {e.Message}");
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}
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}
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private static string EscapeJson(string value)
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{
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if (string.IsNullOrEmpty(value))
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return string.Empty;
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return value
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.Replace("\\", "\\\\")
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.Replace("\"", "\\\"")
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.Replace("\r", "\\r")
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.Replace("\n", "\\n")
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.Replace("\t", "\\t");
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}
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}
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@@ -1,2 +0,0 @@
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using System.Collections;
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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 Renderer targetRenderer;
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[Range(0f, 1f)] public float maxOpacity = 1.0f;
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private Material _materialInstance;
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private float _randomOffset;
|
||||
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||||
void Start()
|
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{
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// unique offset per instance so lamps don't flicker in sync
|
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StartCoroutine(FlickerRoutine());
|
||||
}
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||||
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private IEnumerator FlickerRoutine()
|
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{
|
||||
while (true)
|
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{
|
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// --- Smooth Perlin phase ---
|
||||
float perlinValue = Mathf.PerlinNoise(Time.time * flickerSpeed + _randomOffset, 0f);
|
||||
ApplyFlicker(perlinValue);
|
||||
|
||||
// --- Random glitch burst (occasional) ---
|
||||
if (Random.value < glitchChance)
|
||||
{
|
||||
yield return StartCoroutine(GlitchBurst());
|
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}
|
||||
|
||||
yield return null; // wait for next frame
|
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}
|
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}
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private IEnumerator GlitchBurst()
|
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{
|
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float duration = Random.Range(glitchMinDuration, glitchMaxDuration);
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
// fully random intensity during the burst
|
||||
float glitchValue = Random.value;
|
||||
ApplyFlicker(glitchValue);
|
||||
|
||||
elapsed += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyFlicker(float t)
|
||||
{
|
||||
if (targetLight != null)
|
||||
targetLight.intensity = Mathf.Lerp(minIntensity, maxIntensity, t);
|
||||
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if (_materialInstance != null && _materialInstance.HasProperty(opacityProperty))
|
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_materialInstance.SetFloat(opacityProperty, Mathf.Lerp(minOpacity, maxOpacity, t));
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}
|
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void OnDestroy()
|
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{
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// .material creates a new instance — destroy it to avoid memory leaks
|
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if (_materialInstance != null)
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Destroy(_materialInstance);
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||||
Simple Fake Volume Fog
|
||||
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||||
A lightweight, UV-free fog shader solution using world-space projection — perfect for mobile, VR, stylized games, and low-end hardware.
|
||||
|
||||
📌 Summary
|
||||
|
||||
Simple Fake Volume Fog is a fast, stylized fog shader that requires no UVs and works instantly on any mesh. It uses world-space math and triplanar projection to simulate soft volumetric fog without the performance cost of true volumetrics.
|
||||
|
||||
Ideal for:
|
||||
|
||||
Mobile & VR
|
||||
|
||||
Procedural levels
|
||||
|
||||
Stylized games
|
||||
|
||||
Scenes with unwrapped or auto-generated meshes
|
||||
|
||||
📘 Description
|
||||
|
||||
The Simple Triplanar Fog Shader creates a volumetric-looking fog effect using clever shader math instead of complex lighting or 3D textures. Because it uses world-space position instead of UVs, it works immediately on any 3D model, even ones without proper UVs.
|
||||
|
||||
It is built with performance in mind and is fully suitable for all Unity render pipelines (depending on your shader version).
|
||||
|
||||
This package is perfect for developers who want quick atmospheric depth without sacrificing FPS.
|
||||
|
||||
✨ Features
|
||||
|
||||
World-Space Fog
|
||||
No UVs required — uses object position for fog fading.
|
||||
|
||||
Triplanar Blending
|
||||
Ensures smooth coverage from all angles without stretching.
|
||||
|
||||
Alpha-Only Mode
|
||||
Add fog on top of existing materials as a mask or overlay.
|
||||
|
||||
Performance First
|
||||
Extremely lightweight, ideal for mobile & VR.
|
||||
|
||||
Drop-In Ready
|
||||
Works out-of-the-box with any mesh. No baking or setup.
|
||||
|
||||
🎨 Customization Options
|
||||
Property Description
|
||||
Fog Color Controls tint of the fog effect
|
||||
Fog Density Adjusts thickness and opacity of the fog
|
||||
World Scale Controls how quickly fog fades through space
|
||||
Blend Sharpness Defines smoothness of triplanar blend
|
||||
🧰 Technical Details
|
||||
|
||||
Shader-based fake volumetric fog
|
||||
|
||||
World-space projection
|
||||
|
||||
Triplanar blending
|
||||
|
||||
Supports alpha blending
|
||||
|
||||
Does not require custom meshes
|
||||
|
||||
Ultra-low performance cost
|
||||
|
||||
Ideal for real-time games and mobile hardware
|
||||
|
||||
✔ Best Use Cases
|
||||
|
||||
Procedural or unwrapped 3D models
|
||||
|
||||
Mobile / VR games needing atmosphere with low cost
|
||||
|
||||
Stylized fog effects
|
||||
|
||||
First-person & third-person exploration games
|
||||
|
||||
Prototypes and demos without proper UV setups
|
||||
|
||||
📁 Package Includes
|
||||
|
||||
Fog Shader (Triplanar / Alpha-Only variants)
|
||||
|
||||
Example Scene
|
||||
|
||||
User Guide PDF
|
||||
|
||||
Material presets
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Support
|
||||
Questions?: [ https://monogd.mydurable.com/fr]
|
||||
|
||||
Bug reports? Please include Unity version and steps to reproduce.
|
||||
|
||||
Updates: Check the Asset Store page for new versions!
|
||||
|
||||
Enjoy!
|
||||
Feel free to leave a review if you love the pack!
|
||||
|
||||
License
|
||||
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