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mirror of https://github.com/AcChosen/VR-Stage-Lighting.git synced 2024-11-23 23:21:07 +01:00

Post SF Update (2.4.2)

- Readjusted the smoothing algorithm for DMX movement as well as added a smoothing divider/multiplier for the local control panel to more accurately match the smoothing amounts between in-game and editor.
- Added toggleable extra buffer CRTs to the strobe textures so that fixture strobing can more accurately match up with GI strobing.
-Tweaked more smoothing values.
This commit is contained in:
AcChosen 2023-08-30 19:48:33 -04:00
parent f61bc9d697
commit 3a5e946c1b
54 changed files with 1413 additions and 291 deletions

View File

@ -235,6 +235,7 @@ public class VRSLInspector : ShaderGUI
//Interpolation Render Texture
MaterialProperty _SmoothValue = null;
MaterialProperty _UseOldSchoolSmoothing = null;
MaterialProperty _MinimumSmoothnessDMX = null;
MaterialProperty _MaximumSmoothnessDMX = null;
@ -1756,6 +1757,7 @@ public class VRSLInspector : ShaderGUI
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_UseOldSchoolSmoothing, new GUIContent("Use Old School Smoothing Technique", "Uses the old smoothing technique. Recommended for Light+Color Textures."));
matEditor.ShaderProperty(_EnableLegacyGlobalMovementSpeedChannel, new GUIContent("Enable Legacy Global Movement Speed", "Enables the use of the old Global Movement Speed Channel (DMX Channel 511) instead of having each sector have its own movement speed control. /nThis will always be true when compatibility mode is enabled"));
matEditor.ShaderProperty(_EnableCompatibilityMode, new GUIContent("Enable Compatibility Mode", "Changes the grid from reading the new 208x1080 grid to the old 200x200 grid. \nThis property is not an instanced property."));
matEditor.ShaderProperty(_EnableDMX, new GUIContent("Enable DMX", "Enables or Disables reading from the DMX Render Textures"));

View File

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m_ShaderKeywords: _NINEUNIVERSEMODE_ON _OLD_SCHOOL_SMOOTHING
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@ -94,11 +94,12 @@ Material:
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Sector: 0
- _SmoothValue: 0.755
- _SmoothValue: 0.7
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _UseOldSchoolSmoothing: 1
- _ZWrite: 1
m_Colors:
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View File

@ -84,21 +84,22 @@ Material:
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _MaximumSmoothnessDMX: 0.15
- _MaximumSmoothnessDMX: 0.5
- _MaximumSmoothnessOSC: 0.15
- _Metallic: 0
- _MinimumSmoothnessDMX: 0.0025
- _MinimumSmoothnessDMX: 0.25
- _MinimumSmoothnessOSC: 0.0025
- _Mode: 0
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- _Parallax: 0.02
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- _SmoothValue: 0.033
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- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _UseOldSchoolSmoothing: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}

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@ -32,10 +32,10 @@ Material:
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@ -10,6 +10,7 @@ Material:
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m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@ -94,11 +95,12 @@ Material:
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View File

@ -85,10 +85,10 @@ Material:
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- _Glossiness: 0.5
- _GlossyReflections: 1
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- _MaximumSmoothnessDMX: 0.5
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@ -100,6 +100,7 @@ Material:
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@ -9,7 +9,7 @@ Material:
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@ -94,11 +94,12 @@ Material:
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@ -84,10 +84,10 @@ Material:
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Data: 231|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
mscorlib
- Name:
Entry: 12
@ -4616,7 +4821,7 @@ MonoBehaviour:
Data: _Udon_DMXGridStrobeTimer
- Name: $v
Entry: 7
Data: 223|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
Data: 232|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
- Name: <Name>k__BackingField
Entry: 1
Data: _Udon_DMXGridStrobeTimer
@ -4640,7 +4845,7 @@ MonoBehaviour:
Data: false
- Name: _fieldAttributes
Entry: 7
Data: 224|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
Data: 233|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
mscorlib
- Name:
Entry: 12
@ -4665,7 +4870,7 @@ MonoBehaviour:
Data: _Udon_DMXGridStrobeOutput
- Name: $v
Entry: 7
Data: 225|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
Data: 234|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
- Name: <Name>k__BackingField
Entry: 1
Data: _Udon_DMXGridStrobeOutput
@ -4689,7 +4894,7 @@ MonoBehaviour:
Data: false
- Name: _fieldAttributes
Entry: 7
Data: 226|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
Data: 235|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
mscorlib
- Name:
Entry: 12
@ -4714,7 +4919,7 @@ MonoBehaviour:
Data: _requireDepthLight
- Name: $v
Entry: 7
Data: 227|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
Data: 236|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
- Name: <Name>k__BackingField
Entry: 1
Data: _requireDepthLight
@ -4738,20 +4943,20 @@ MonoBehaviour:
Data: true
- Name: _fieldAttributes
Entry: 7
Data: 228|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
Data: 237|System.Collections.Generic.List`1[[System.Attribute, mscorlib]],
mscorlib
- Name:
Entry: 12
Data: 2
- Name:
Entry: 7
Data: 229|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime
Data: 238|UdonSharp.FieldChangeCallbackAttribute, UdonSharp.Runtime
- Name:
Entry: 8
Data:
- Name:
Entry: 7
Data: 230|UnityEngine.SerializeField, UnityEngine.CoreModule
Data: 239|UnityEngine.SerializeField, UnityEngine.CoreModule
- Name:
Entry: 8
Data:

View File

@ -116,6 +116,8 @@ namespace VRSL
const int VERTICAL_MODE = 1;
const int LEGACY_MODE = 2;
[Space(20)]
public bool delayStrobeForGI = true;
[Space(5)]
public CustomRenderTexture[] DMX_CRTS_Horizontal;
public CustomRenderTexture[] DMX_CRTS_Vertical;
public CustomRenderTexture[] DMX_CRTS_Legacy;
@ -132,6 +134,10 @@ namespace VRSL
[HideInInspector]
public bool useLegacyStaticLights = false;
public bool useExtendedUniverses = false;
// public bool adjustInGameInterpolation;
public bool sperateInGameInterpolationSpeed = true;
public float inGameInterpolationModifier = 1.55f;
public bool outputDebugLogs;
[HideInInspector]
@ -174,6 +180,44 @@ namespace VRSL
_Udon_DMXGridStrobeOutput = PropertyToID("_Udon_DMXGridStrobeOutput");
}
void ReduceInGameInterpolation()
{
if(sperateInGameInterpolationSpeed)
{
foreach(CustomRenderTexture rend in DMX_CRTS_Horizontal)
{
if(rend.material != null && rend.material.name.Contains("Interpolated"))
{
float max = Mathf.Clamp01(rend.material.GetFloat("_MaximumSmoothnessDMX"));
float min = Mathf.Clamp01(rend.material.GetFloat("_MinimumSmoothnessDMX"));
rend.material.SetFloat("_MaximumSmoothnessDMX", Mathf.Clamp01(max/inGameInterpolationModifier));
rend.material.SetFloat("_MinimumSmoothnessDMX", Mathf.Clamp01(min/inGameInterpolationModifier));
}
}
foreach(CustomRenderTexture rend in DMX_CRTS_Vertical)
{
if(rend.material != null && rend.material.name.Contains("Interpolated"))
{
float max = Mathf.Clamp01(rend.material.GetFloat("_MaximumSmoothnessDMX"));
float min = Mathf.Clamp01(rend.material.GetFloat("_MinimumSmoothnessDMX"));
rend.material.SetFloat("_MaximumSmoothnessDMX", Mathf.Clamp01(max/inGameInterpolationModifier));
rend.material.SetFloat("_MinimumSmoothnessDMX", Mathf.Clamp01(min/inGameInterpolationModifier));
}
}
foreach(CustomRenderTexture rend in DMX_CRTS_Legacy)
{
if(rend.material != null && rend.material.name.Contains("Interpolated"))
{
float max = Mathf.Clamp01(rend.material.GetFloat("_MaximumSmoothnessDMX"));
float min = Mathf.Clamp01(rend.material.GetFloat("_MinimumSmoothnessDMX"));
rend.material.SetFloat("_MaximumSmoothnessDMX", Mathf.Clamp01(max/inGameInterpolationModifier));
rend.material.SetFloat("_MinimumSmoothnessDMX", Mathf.Clamp01(min/inGameInterpolationModifier));
}
}
}
}
public void OnEnable()
{
@ -205,6 +249,10 @@ namespace VRSL
_SetDiscoBallQualityMode();
_SetLensFlareQualtiyMode();
_CheckButtonLockStatus();
#if !UNITY_EDITOR
ReduceInGameInterpolation();
#endif
}
void _CheckButtonLockStatus()
@ -287,7 +335,8 @@ namespace VRSL
public void _Test()
{
Debug.Log("This is a test");
if(outputDebugLogs)
Debug.Log("This is a test");
}
@ -540,6 +589,8 @@ namespace VRSL
rt.updateMode = CustomRenderTextureUpdateMode.Realtime;
if(rt.name.Contains("Color"))
{
if(outputDebugLogs){
Debug.Log("DMX Color: " + rt.name);}
#if UDONSHARP
VRCShader.SetGlobalTexture(_Udon_DMXGridRenderTexture, rt);
#else
@ -548,6 +599,8 @@ namespace VRSL
}
else if(rt.name.Contains("Movement"))
{
if(outputDebugLogs){
Debug.Log("DMX Movement: " + rt.name);}
#if UDONSHARP
VRCShader.SetGlobalTexture(_Udon_DMXGridRenderTextureMovement, rt);
#else
@ -556,6 +609,8 @@ namespace VRSL
}
else if(rt.name.Contains("Spin"))
{
if(outputDebugLogs){
Debug.Log("DMX Spin Timings: " + rt.name);}
#if UDONSHARP
VRCShader.SetGlobalTexture(_Udon_DMXGridSpinTimer, rt);
#else
@ -566,7 +621,8 @@ namespace VRSL
{
if(rt.name.Contains("Timings"))
{
Debug.Log("Setting Strobe Timer");
if(outputDebugLogs){
Debug.Log("DMX Strobe Timings: " + rt.name);}
#if UDONSHARP
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeTimer, rt);
#else
@ -575,12 +631,43 @@ namespace VRSL
}
else
{
Debug.Log("Setting Strobe Output");
#if UDONSHARP
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt);
#else
Shader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt, RenderTextureSubElement.Default);
#endif
//Debug.Log("Setting Strobe Output");
if(delayStrobeForGI)
{
if(rt.name.Contains("Delay-Final") && DMXMode != LEGACY_MODE)
{
#if UDONSHARP
if(outputDebugLogs){
Debug.Log("DMX Strobe Output: " + rt.name);}
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt);
#else
Shader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt, RenderTextureSubElement.Default);
#endif
}
else if(DMXMode == LEGACY_MODE)
{
#if UDONSHARP
if(outputDebugLogs){
Debug.Log("DMX Strobe Output: " + rt.name);}
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt);
#else
Shader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt, RenderTextureSubElement.Default);
#endif
}
}
else
{
if(rt.name.Contains("Delay") == false)
{
#if UDONSHARP
if(outputDebugLogs){
Debug.Log("Strobe Output: " + rt.name);}
VRCShader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt);
#else
Shader.SetGlobalTexture(_Udon_DMXGridStrobeOutput, rt, RenderTextureSubElement.Default);
#endif
}
}
}
}
}

View File

@ -278,6 +278,8 @@ namespace VRSL
props.SetFloat("_MaxMinTiltAngle", (maxMinTilt/2.0f));
switch(objRenderers.Length)
{
case 0:
break;
case 1:
if(objRenderers[0])
objRenderers[0].SetPropertyBlock(props);
@ -376,6 +378,8 @@ namespace VRSL
props.SetFloat("_MaxMinTiltAngle", (maxMinTilt/2.0f));
switch(objRenderers.Length)
{
case 0:
break;
case 1:
if(objRenderers[0])
objRenderers[0].SetPropertyBlock(props);

View File

@ -7,6 +7,7 @@ Shader "VRSL/DMX CRTs/Interpolation"
[Toggle] _EnableDMX ("Enable Stream DMX/DMX Control", Int) = 0
[Toggle] _NineUniverseMode ("Extended Universe Mode", Int) = 0
[Toggle] _EnableCompatibilityMode ("Enable Stream DMX/DMX Control", Int) = 0
[Toggle(_OLD_SCHOOL_SMOOTHING)] _UseOldSchoolSmoothing ("Use Old School Smoothing", Int) = 0
[NoScaleOffset]_DMXTexture("DMX Grid Render Texture (To Control Lights)", 2D) = "white" {}
_SmoothValue ("Smoothness Level (0 to 1, 0 = max)", Range(0,1)) = 0.5
_MinimumSmoothnessDMX ("Minimum Smoothness Value for DMX", Float) = 0
@ -39,6 +40,8 @@ Shader "VRSL/DMX CRTs/Interpolation"
float3 rgbSmoothnessRaw;
#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0));
#pragma multi_compile_local _ _OLD_SCHOOL_SMOOTHING
float2 getSectorCoordinates(float x, float y, uint sector)
@ -115,41 +118,107 @@ Shader "VRSL/DMX CRTs/Interpolation"
{
return float2(0.911, uv.y);
}
float getSmoothnessValue(float2 uv)
float getSmoothnessValuePreSet()
{
return _SmoothValue;
}
float3 getSmoothnessValueRGBPreSet()
{
return float3(_SmoothValue, _SmoothValue, _SmoothValue);
}
float getSmoothnessValue(float2 uv, out float dmxSmoothness)
{
if(_EnableLegacyGlobalMovementSpeedChannel == 1)
{
oscSmoothnessRAW = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtCoords(0.189936, 0.00762, _DMXChannel));
dmxSmoothness = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtCoords(0.189936, 0.00762, _DMXChannel));
}
else
{
oscSmoothnessRAW = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtUV(float2(0.960, uv.y)));
dmxSmoothness = IF(_EnableCompatibilityMode == 1, getValueAtCoords(0.096151, 0.019231, _DMXChannel), getValueAtUV(float2(0.960, uv.y)));
}
float oscSmoothness = lerp(_MinimumSmoothnessDMX, _MaximumSmoothnessDMX, oscSmoothnessRAW);
return IF(_EnableDMX == 1, oscSmoothness, _SmoothValue);
float oscSmoothness = lerp(saturate(_MaximumSmoothnessDMX), saturate(_MinimumSmoothnessDMX), dmxSmoothness);
return oscSmoothness;
// return IF(_EnableDMX == 1, oscSmoothness, _SmoothValue);
}
float3 getSmoothnessValueRGB(float2 uv)
float3 getSmoothnessValueRGB(float2 uv, out float3 dmxSmoothness)
{
rgbSmoothnessRaw = float3(0,0,0);
//rgbSmoothnessRaw = float3(0,0,0);
if(_EnableLegacyGlobalMovementSpeedChannel == 1)
{
rgbSmoothnessRaw = getValueAtCoordsRGB(0.189936, 0.00762, _DMXChannel);
dmxSmoothness = getValueAtCoordsRGB(0.189936, 0.00762, _DMXChannel);
}
else
{
rgbSmoothnessRaw = getValueAtUVRGB(float2(0.960, uv.y));
dmxSmoothness = getValueAtUVRGB(float2(0.960, uv.y));
}
float3 rgbSmoothness = float3(lerp(_MinimumSmoothnessDMX, _MaximumSmoothnessDMX, rgbSmoothnessRaw.r),
lerp(_MinimumSmoothnessDMX, _MaximumSmoothnessDMX, rgbSmoothnessRaw.g),
lerp(_MinimumSmoothnessDMX, _MaximumSmoothnessDMX, rgbSmoothnessRaw.b));
return IF(_EnableDMX == 1, rgbSmoothness, float3(_SmoothValue, _SmoothValue, _SmoothValue));
float3 rgbSmoothness = float3(lerp( saturate(_MaximumSmoothnessDMX), saturate(_MinimumSmoothnessDMX), dmxSmoothness.r),
lerp(saturate(_MaximumSmoothnessDMX), saturate(_MinimumSmoothnessDMX), dmxSmoothness.g),
lerp(saturate(_MaximumSmoothnessDMX), saturate(_MinimumSmoothnessDMX), dmxSmoothness.b));
return rgbSmoothness;
// return IF(_EnableDMX == 1, rgbSmoothness, float3(_SmoothValue, _SmoothValue, _SmoothValue));
}
float SmoothDamp (float current, float target, inout float currentVelocity, float smoothTime, float maxSpeed, float deltaTime)
{
//smoothTime = 1-pow(smoothTime, deltaTime);
float multiplier = target < current ? 0.4 : 1.0;
smoothTime *= multiplier;
smoothTime = max(0.0001, smoothTime);
float num = 2.0 / smoothTime;
float num2 = num * deltaTime;
float num3 = 1.0 / (1.0 + num2 + 0.48 * num2 * num2 + 0.235 * num2 * num2 * num2);
float num4 = current - target;
float num5 = target;
float num6 = maxSpeed * smoothTime;
num4 = clamp(num4, -num6, num6);
target = current - num4;
float num7 = (currentVelocity + num * num4) * deltaTime;
currentVelocity = (currentVelocity - num * num7) * num3;
float num8 = target + (num4 + num7) * num3;
if (num5 - current > 0.0 == num8 > num5)
{
num8 = num5;
currentVelocity = (num8 - num5) / deltaTime;
}
return num8;
}
// float invLerp(float from, float to, float value){
// return (value - from) / (to - from);
// }
// float remap(float origFrom, float origTo, float targetFrom, float targetTo, float value){
// float rel = invLerp(origFrom, origTo, value);
// return lerp(targetFrom, targetTo, rel);
// }
float DampComplex(float source, float target, float smoothing, float dt, float dmxMod)
{
float multiplier = target < source ? 0.02-(0.01 * dmxMod) : 1.0;
smoothing *= multiplier;
return lerp(source, target, 1 - pow(saturate(smoothing), dt));
}
float Damp(float source, float target, float smoothing, float dt)
{
return lerp(source, target, 1 - pow(saturate(smoothing), dt));
}
// float3 Damp(float3 source, float3 target, float smoothing, float dt)
// {
// return lerp(source, target, 1 - pow(smoothing, dt))
// }
float4 frag(v2f_customrendertexture IN) : COLOR
{
@ -164,14 +233,49 @@ Shader "VRSL/DMX CRTs/Interpolation"
// }
if(_NineUniverseMode && _EnableDMX)
{
float3 s = getSmoothnessValueRGB(IN.localTexcoord.xy);
s = lerp(clamp(lerp(previousFrame.rgb, currentFrame.rgb,smoothstep(0.0, 1.0, clamp(unity_DeltaTime.z,0.0,1.0))) , 0.0, 400.0), currentFrame.rgb, s);
float3 dmxSmoothness = float3(1.0, 1.0, 1.0);
#if _OLD_SCHOOL_SMOOTHING
float3 s = getSmoothnessValueRGB(IN.localTexcoord.xy, dmxSmoothness);
s = lerp(clamp(lerp(previousFrame.rgb, currentFrame.rgb,smoothstep(0.0, 1.0, clamp(unity_DeltaTime.z,0.0,100.0))) , 0.0, 100.0), currentFrame.rgb, s);
#else
float3 smoothing = _EnableDMX == 1 ? getSmoothnessValueRGB(IN.localTexcoord.xy, dmxSmoothness) : getSmoothnessValueRGBPreSet() ;
float3 s = float3(
lerp(DampComplex(previousFrame.r, currentFrame.r, smoothing.r, unity_DeltaTime.x, dmxSmoothness.r), currentFrame.r, dmxSmoothness.r * 0.1),
lerp(DampComplex(previousFrame.g, currentFrame.g, smoothing.g, unity_DeltaTime.x, dmxSmoothness.g), currentFrame.g, dmxSmoothness.g * 0.1),
(DampComplex(previousFrame.b, currentFrame.b, smoothing.b, unity_DeltaTime.x, dmxSmoothness.b), currentFrame.b, dmxSmoothness.b * 0.1)
);
#endif
return float4(s, currentFrame.a);
}
else
{
float smoothness = getSmoothnessValue(IN.localTexcoord.xy);
return lerp(clamp(lerp(previousFrame, currentFrame,smoothstep(0.0, 1.0, clamp(unity_DeltaTime.z,0.0,1.0))) , 0.0, 400.0), currentFrame, smoothness);
float dmxSmoothness = 1.0;
float smoothing = 0.0;
#if _OLD_SCHOOL_SMOOTHING
float smoothness = _EnableDMX == 1 ? getSmoothnessValue(IN.localTexcoord.xy, dmxSmoothness) : getSmoothnessValuePreSet();
return lerp(clamp(lerp(previousFrame, currentFrame,smoothstep(0.0, 1.0, clamp(unity_DeltaTime.x,0.0,100.0))) , 0.0, 100.0), currentFrame, smoothness);
#else
//float currentVelocity = previousFrame.a;
if(_EnableDMX == 1)
{
smoothing = getSmoothnessValue(IN.localTexcoord.xy, dmxSmoothness);
}
else
{
smoothing = getSmoothnessValuePreSet();
}
return lerp(DampComplex(previousFrame.r, currentFrame.r, smoothing, unity_DeltaTime.x, dmxSmoothness), currentFrame.r , dmxSmoothness * 0.1);
//float output = SmoothDamp(previousFrame.r, currentFrame.r, currentVelocity, smoothing,100000.0,unity_DeltaTime.x);
// return (float4(output, output, output, currentVelocity));
#endif
}
}
else

View File

@ -0,0 +1,32 @@
Shader "VRSL/DMX CRTs/Re-Render RT"
{
//THIS IS A TIMER, TO KEEP TRACK OF HOW MUCH TIME HAS PASSED FOR THE STROBE
Properties
{
[NoScaleOffset]_Input("", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#include "UnityCG.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 4.5
#define VRSL_DMX
sampler2D _Input;
float4 frag(v2f_customrendertexture IN) : COLOR
{
return tex2D(_Input, IN.localTexcoord.xy);
}
ENDCG
}
}
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ef72139c4ded1554faff62378cee3ee3
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -5,6 +5,7 @@
{
[NoScaleOffset]_DMXTexture("DMX Grid Texture", 2D) = "white" {}
[Toggle] _NineUniverseMode ("Extended Universe Mode", Int) = 0
// _MaxSpinSpeed("Maximum Spin Speed", Range(0.0,1.0)) = 0.0
}
SubShader
@ -26,6 +27,7 @@
sampler2D _Tex;
Texture2D _DMXTexture;
// half _MaxSpinSpeed;
uniform float4 _DMXTexture_TexelSize;
SamplerState sampler_point_repeat;
uint _NineUniverseMode;
@ -55,13 +57,13 @@
float4 previousFrame = tex2D(_SelfTexture2D, IN.localTexcoord.xy);
float4 currentFrame = _DMXTexture.SampleLevel(sampler_point_repeat, IN.localTexcoord.xy, 0);
float dt = clamp(unity_DeltaTime.x, 0.0, 2.0);
float dt = unity_DeltaTime.x;
if(_NineUniverseMode)
{
float3 dmx = GetDMXValueRGB(currentFrame);
float3 t = previousFrame.rgb;
float3 spin;
spin *= 2.0;
spin.rgb = dmx.rgb > float3(0.5, 0.5, 0.5) ? -(dmx.rgb - float3(0.5, 0.5, 0.5)) : dmx.rgb;
t.rgb = dmx.rgb > float3(0.5, 0.5, 0.5) ? t.rgb + (dt * spin * 10.0) : t.rgb - (dt * spin * 10.0);
@ -89,6 +91,7 @@
float spin;
spin = dmx > 0.5 ? -(dmx - 0.5) : dmx;
spin *= 2.0;
t = dmx > 0.5 ? t + (dt * spin * 10.0) : t - (dt * spin * 10.0);
t-= t >= 2*PI && dmx > 0.5 ? 2*PI : 0.0;

View File

@ -85,11 +85,27 @@
{
#if _VRSL_STATICFREQUENCIES
float3 t = float3(currentFrame.r, currentFrame.g, currentFrame.b);
float sinTime = sin(_Time.y);
float speed = (sinTime) * _LowFrequency;
t *= (GetDMXValueRGB(currentFrame) * float3(speed, speed, speed));
return float4(t, currentFrame.a);
float3 dmx = float3(currentFrame.r, currentFrame.g, currentFrame.b);
float sinTime = _Time.y;
float3 speeds = float3(0,0,0);
speeds.x = dmx.x > 0.2 ? _MedFrequency : _LowFrequency;
speeds.x = dmx.x > 0.5 ? _HighFrequency : speeds.x;
speeds.y = dmx.y > 0.2 ? _MedFrequency : _LowFrequency;
speeds.y = dmx.y > 0.5 ? _HighFrequency : speeds.y;
speeds.z = dmx.z > 0.2 ? _MedFrequency : _LowFrequency;
speeds.z = dmx.z > 0.5 ? _HighFrequency : speeds.z;
// float speed = dmx > 0.2 ? _MedFrequency : _LowFrequency;
//speed = dmx > 0.5 ? _HighFrequency : speed;
float3 t = float3(sinTime * speeds.x, sinTime * speeds.y, sinTime * speeds.z);
//t *= (GetDMXValueRGB(currentFrame) * float3(speed, speed, speed));
return float4(t, 1);
#else
float3 t = float3(previousFrame.r, previousFrame.g, previousFrame.b);
//INCREMENT CURRENT PHASE CLOSER TO 2PI
@ -118,9 +134,9 @@
float speed = dmx > 0.2 ? _MedFrequency : _LowFrequency;
speed = dmx > 0.5 ? _HighFrequency : speed;
float t =((sinTime) * speed);
float t =(sinTime * speed);
return clamp(t, 0.0, 1000000.0);
return t;
#else
float t = previousFrame.r;
//INCREMENT CURRENT PHASE CLOSER TO 2PI

View File

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