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b/Assets/_Content/Models/VFX/Fog/Materials/Fog/M_Fog_Omnissiah.mat @@ -51,11 +51,13 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _DepthAtten: 1 + - _IntersectionAtten: 10 - _MaskID: 2 - _QueueControl: 0 - _QueueOffset: 0 m_Colors: - - _ColorA: {r: 1.4980392, g: 0.6024425, b: 0.27558267, a: 1} - - _ColorB: {r: 0.7924528, g: 0.2773978, b: 0.09344961, a: 1} + - _ColorA: {r: 0.5660378, g: 0.17199302, b: 0.029369887, a: 1} + - _ColorB: {r: 0.7264151, g: 0.22963232, b: 0.051397286, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 diff --git a/Assets/_Content/Models/VFX/Fog/Materials/Fog/M_Fog_Samyaza.mat b/Assets/_Content/Models/VFX/Fog/Materials/Fog/M_Fog_Samyaza.mat index f4feeac6..cf31de9f 100644 --- a/Assets/_Content/Models/VFX/Fog/Materials/Fog/M_Fog_Samyaza.mat +++ b/Assets/_Content/Models/VFX/Fog/Materials/Fog/M_Fog_Samyaza.mat @@ -59,8 +59,8 @@ Material: - _PaintSteps: 5 - _QueueControl: 0 - _QueueOffset: 0 - - _SpikeAmount: 2 - - _SpikeScale: 2 + - _SpikeAmount: 1.5 + - _SpikeScale: 2.5 - _SpikeSpeed: 0.5 - _SpikeTilt: 30 m_Colors: diff --git a/Assets/_Content/Models/VFX/Fog/ShadersB/Fog.hlsl b/Assets/_Content/Models/VFX/Fog/ShadersB/Fog.hlsl index d6e0a0ab..f008c36f 100644 --- a/Assets/_Content/Models/VFX/Fog/ShadersB/Fog.hlsl +++ b/Assets/_Content/Models/VFX/Fog/ShadersB/Fog.hlsl @@ -50,16 +50,19 @@ void Fog_float grain = grain * 2 - 1; // --- Color bands --- + // Transitions narrowed around the same centers (.2 / .5 / .8) as before: each + // quantized PaintSteps level now resolves closer to a pure A/B/C/D color instead + // of a muddier blend, giving a cleaner, more graphic/poster-like read. float colorMask = saturate(RidgedNoise3D((p - PivotWS * .9) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1)); float paintMask = saturate(colorMask + grain * 0.03); paintMask = floor(paintMask * PaintSteps) / max(PaintSteps - 1, 1); - float4 col = lerp(ColorA, ColorB, smoothstep(0.0, 0.4, paintMask)); - col = lerp(col, ColorC, smoothstep(0.35, 0.65, paintMask)); - col = lerp(col, ColorD, smoothstep(0.6, 1.0, paintMask)); + float4 col = lerp(ColorA, ColorB, smoothstep(0.16, 0.24, paintMask)); + col = lerp(col, ColorC, smoothstep(0.46, 0.54, paintMask)); + col = lerp(col, ColorD, smoothstep(0.76, 0.84, paintMask)); float luma = dot(col.rgb, float3(0.299, 0.587, 0.114)); - col.rgb = lerp(col.rgb, luma.xxx, 0.15); + col.rgb = lerp(col.rgb, luma.xxx, 0.2); // slightly more desaturated toward gray -> muted, graphic-novel mood col.rgb *= (1 + grain * GrainAmount); // --- Ground glow --- @@ -114,9 +117,180 @@ void Fog_float // Spikes read as red glowing veins; bars keep the painted color bands col.rgb = lerp(col.rgb, ColorA.rgb, spikeMask); + // --- Heavy black ink outline + scattered grime/dirt (Enki Bilal style) --- + // mask*(1-mask) peaks exactly where a smoothstep is mid-transition, so the line always + // lands right on the silhouette boundary no matter how small/large spikeField or barField + // happen to be -- no fragile inset constants, no screen-space derivatives needed. + // A low power + a gain pass fattens that peak into a bold, mostly-solid core instead of + // a thin soft gradient line; the existing noise fields break it up so it reads as a rough + // ink/charcoal stroke rather than a clean vector ring. + float spikeRim = saturate(pow(4 * spikeMask * (1 - spikeMask), 0.4)); + spikeRim = saturate(spikeRim * 1.6); + spikeRim *= lerp(0.4, 1.0, veins); + + float barRim = saturate(pow(4 * barMask * (1 - barMask), 0.4)); + barRim = saturate(barRim * 1.6); + barRim *= lerp(0.45, 1.0, saturate(grain * 0.5 + 0.5)); + + float inkRim = saturate(spikeRim + barRim); + col.rgb = lerp(col.rgb, float3(0, 0, 0), inkRim); // genuinely black, not a tinted wash + + // Grime: independent dark smudges scattered across the whole surface, not tied to any silhouette + float grimeNoise = saturate(FBMNoise3D(PositionWS * 4 + float3(t * 0.05, 0, 0), 5, 3, 2, .5)); + float grimeMask = smoothstep(0.5, 0.58, grimeNoise) * (1 - smoothstep(0.8, 0.9, grimeNoise)); + col.rgb = lerp(col.rgb, float3(0, 0, 0), grimeMask * 0.75); + // --- Final output --- Output = saturate(col.rgb); Alpha = saturate(fog * combinedMask * lerp(.2, 1, smoothstep(0, 15, depth)) * col.a); } -#endif \ No newline at end of file +#endif +#ifndef FOG_INCLUDED +#define FOG_INCLUDED + +#include "Assets/_Content/Shaders/Include/Noises.hlsl" + +void Fog_float +( + float4 ColorA, + float4 ColorB, + float4 ColorC, + float4 ColorD, + float DepthAtten, + float3 PositionWS, + float3 PositionOS, + float3 PivotWS, + float3 Scale, + float SpikeAmount, + float SpikeScale, + float SpikeTilt, + float SpikeSpeed, + float PaintSteps, + float GrainAmount, + float FogStartTime, + out float3 Output, + out float Alpha +) +{ + float3 camPos = _WorldSpaceCameraPos.xyz; + float depth = distance(camPos, PositionWS); + float depthAtten = lerp(1, smoothstep(5, 30, depth), DepthAtten); + + + + float t = (_Time.y - FogStartTime) * .7; + float s = lerp(Scale.x, 1, .3); + + // Base sampling position, scrolling over time + float3 p = PositionWS; + p += float3(t, t * .2, t); + + // Domain warp for organic fog shapes + float noise = RidgedNoise3D(p - PivotWS * .9, .1, 5, 1.6, 1); + p += noise * 3; + + // Base fog density + float fog = saturate(FBMNoise3D((p - PivotWS * .5), 10 / s, 3, 1.5, .5)); + + // --- Painterly grain --- + float grain = FBMNoise3D(PositionWS * 25, 4, 2, 2, .5); + grain = grain * 2 - 1; + + // --- Color bands --- + // Transitions narrowed around the same centers (.2 / .5 / .8) as before: each + // quantized PaintSteps level now resolves closer to a pure A/B/C/D color instead + // of a muddier blend, giving a cleaner, more graphic/poster-like read. + float colorMask = saturate(RidgedNoise3D((p - PivotWS * .9) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1)); + float paintMask = saturate(colorMask + grain * 0.03); + paintMask = floor(paintMask * PaintSteps) / max(PaintSteps - 1, 1); + + float4 col = lerp(ColorA, ColorB, smoothstep(0.16, 0.24, paintMask)); + col = lerp(col, ColorC, smoothstep(0.46, 0.54, paintMask)); + col = lerp(col, ColorD, smoothstep(0.76, 0.84, paintMask)); + + float luma = dot(col.rgb, float3(0.299, 0.587, 0.114)); + col.rgb = lerp(col.rgb, luma.xxx, 0.2); // slightly more desaturated toward gray -> muted, graphic-novel mood + col.rgb *= (1 + grain * GrainAmount); + + // --- Ground glow --- + float height01 = saturate(PositionOS.y / 0.3); + float groundMask = pow(1 - height01, 2); + + // --- Reference vector from pivot --- + float2 radial = PositionWS.xz - PivotWS.xz; + + // Smooth left/right factor, zero exactly at the front/back seams of the circle + float sideSign = clamp(radial.x / (Scale.x * 0.3 + 0.001), -1, 1); + + // Tangential direction (= "around the circle") + float2 tangentDir = normalize(float2(-radial.y, radial.x)); + + // --- Spikes: lean + drift tangentially, direction flips per side --- + float2 spikeXZ = radial + tangentDir * (SpikeTilt * height01 * sideSign); + + // Tangential animation, same sign as the lean -> each half rotates outward, opposite directions + spikeXZ += tangentDir * (t * SpikeSpeed * sideSign); + // Horizontal-only animation, drifting outward (same direction as the tilt) + spikeXZ.y -= t * SpikeSpeed * sideSign; + + // Low frequency field defines the spike's overall height/silhouette + // (low freq -> the lean doesn't break the shape into zigzags) + float spikeField = saturate(FBMNoise3D(float3(spikeXZ.x, spikeXZ.y, 0), SpikeScale * 0.3, 3, 2, .5)); + spikeField = pow(spikeField, 4) * SpikeAmount; + spikeField = min(spikeField, 0.7); // never reaches the sky + + // High frequency detail -> subtle jagged/organic edges only + float edgeWarp = RidgedNoise3D(float3(spikeXZ * 4, t * 0.1), .1, 3, 2, .5); + float veins = RidgedNoise3D(float3(spikeXZ * 12, t * 0.05), .1, 4, 2.2, .6); + spikeField *= lerp(0.75, 1.0, veins); + + float spikeMask = smoothstep(spikeField, spikeField - 0.04, height01 + edgeWarp * 0.02); + + // --- Tall organic bars reaching toward the sky --- + float2 barXZ = radial + float2(SpikeTilt * 0.3 * height01 * sideSign, 0); + + float phase = FBMNoise3D(float3(radial * 0.2, t * 0.02), 1, 2, 2, .5) * 6.2831; + float wobble = sin(height01 * 6.2831 * 1.5 + phase) * 2.5 * height01; + barXZ.x += wobble; + + float barField = saturate(FBMNoise3D(float3(barXZ * 0.4, t * 0.02), 1, 3, 2, .5)); + barField = saturate(pow(barField, 3) * 1.1); + + float barMask = smoothstep(barField, barField - 0.2, height01); + + // --- Combine --- + float combinedMask = saturate(max(groundMask, max(spikeMask, barMask))); + + // Spikes read as red glowing veins; bars keep the painted color bands + col.rgb = lerp(col.rgb, ColorA.rgb, spikeMask); + + // --- Heavy black ink outline + scattered grime/dirt (Enki Bilal style) --- + // mask*(1-mask) peaks exactly where a smoothstep is mid-transition, so the line always + // lands right on the silhouette boundary no matter how small/large spikeField or barField + // happen to be -- no fragile inset constants, no screen-space derivatives needed. + // A low power + a gain pass fattens that peak into a bold, mostly-solid core instead of + // a thin soft gradient line; the existing noise fields break it up so it reads as a rough + // ink/charcoal stroke rather than a clean vector ring. + float spikeRim = saturate(pow(4 * spikeMask * (1 - spikeMask), 0.4)); + spikeRim = saturate(spikeRim * 1.6); + spikeRim *= lerp(0.4, 1.0, veins); + + float barRim = saturate(pow(4 * barMask * (1 - barMask), 0.4)); + barRim = saturate(barRim * 1.6); + barRim *= lerp(0.45, 1.0, saturate(grain * 0.5 + 0.5)); + + float inkRim = saturate(spikeRim + barRim); + col.rgb = lerp(col.rgb, float3(0, 0, 0), inkRim); // genuinely black, not a tinted wash + + // Grime: independent dark smudges scattered across the whole surface, not tied to any silhouette + float grimeNoise = saturate(FBMNoise3D(PositionWS * 4 + float3(t * 0.05, 0, 0), 5, 3, 2, .5)); + float grimeMask = smoothstep(0.5, 0.58, grimeNoise) * (1 - smoothstep(0.8, 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a/Assets/_Content/Scripts/SpiralStaircase.cs b/Assets/_Content/Scripts/SpiralStaircase.cs index 7635712e..a1453b83 100644 --- a/Assets/_Content/Scripts/SpiralStaircase.cs +++ b/Assets/_Content/Scripts/SpiralStaircase.cs @@ -100,7 +100,20 @@ public class SpiralStaircase : MonoBehaviour } _references.WallTop.transform.localPosition = Vector3.up * _settings.HalfTurns * _stairHeight; - _references.WallMiddle.transform.localScale = new Vector3(1, _settings.HalfTurns - 3, 1); + + float wallSegmentHeight = _stairHeight * 2f; + + for (int i = 1; i < _settings.HalfTurns / 2 - 2; i++) + { + GameObject obj = Instantiate( + _references.WallMiddle, + _references.WallMiddle.transform.parent + ); + + obj.transform.localPosition = + _references.WallMiddle.transform.localPosition + + Vector3.up * wallSegmentHeight * i; + } } void Start() diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset index 029ad8b9..7a17e8f7 100644 --- a/ProjectSettings/UnityConnectSettings.asset +++ b/ProjectSettings/UnityConnectSettings.asset @@ -4,7 +4,7 @@ UnityConnectSettings: m_ObjectHideFlags: 0 serializedVersion: 1 - m_Enabled: 0 + m_Enabled: 1 m_TestMode: 0 m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events m_EventUrl: https://cdp.cloud.unity3d.com/v1/events