- Added a method for animating FOV, and added it to the ending cameras.

- Started reworking Modem cameras.
- Finally fixed ScreenUV shader, so the Modem's static looks correct.
This commit is contained in:
Jamie Greunbaum 2026-03-11 02:34:00 -04:00
parent 23133f3aee
commit 6ba521ea56
15 changed files with 815 additions and 320 deletions

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@ -108087,7 +108181,7 @@ MonoBehaviour:
ID: 117
SerializedTypeNames:
- VRC.Udon.UdonBehaviour
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ID: 118
SerializedTypeNames:
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View File

@ -14,7 +14,7 @@ Shader "Carmen/Logo"
Properties
{
_MainTex ("Logo Image", 2D) = "white" {}
_Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
[ShowAsVector2] _Skew ("Scale And Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
}
@ -38,7 +38,7 @@ Shader "Carmen/Logo"
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_TEX2D(_FadeMask);
half4 _Tint;
half4 _Color;
half4 _Skew;
struct Data
@ -74,7 +74,7 @@ Shader "Carmen/Logo"
fixed4 frag(V2F i) : SV_TARGET
{
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Tint;
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
}
ENDCG
}

View File

@ -20,7 +20,8 @@ Shader "Carmen/SDF/The Chase"
_LeftColour ("Left Colour", Color) = (1.0, 0.0, 0.0, 1.0)
_RightColour ("Right Colour", Color) = (0.0, 0.0, 1.0, 1.0)
_LineColour ("Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_LeftLineColour ("Left Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_RightLineColour ("Right Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_LineThickness ("Line Thickness", float) = 0.25
}
SubShader
@ -31,8 +32,8 @@ Shader "Carmen/SDF/The Chase"
Pass {
Cull Back
Lighting Off
ZWrite Off
ZTest Always
//ZWrite Off
//ZTest Always
CGPROGRAM
#include "UnityCG.cginc"
@ -47,7 +48,8 @@ Shader "Carmen/SDF/The Chase"
half4 _LeftColour;
half4 _RightColour;
half4 _LineColour;
half4 _LeftLineColour;
half4 _RightLineColour;
float _LineThickness;
struct Data
@ -95,9 +97,10 @@ Shader "Carmen/SDF/The Chase"
if (alphastep < 0.5) discard;
half linestep = step(texsample, 0.1);
half uvrange = i.uv.x % 1.0;
return lerp(
_LineColour,
lerp(_LeftColour, _RightColour, i.uv.x % 1.0),
lerp(_LeftLineColour, _RightLineColour, uvrange),
lerp(_LeftColour, _RightColour, uvrange),
linestep);
}
ENDCG

View File

@ -1,4 +1,4 @@
Shader "Custom/ScreenNoise"
Shader "Custom/ScreenFill"
{
Properties
{
@ -21,6 +21,7 @@
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
CBUFFER_START(UnityPerMaterial)
uniform float4 _Colour1;
@ -30,28 +31,29 @@
struct Data
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct V2F
{
float4 position : SV_POSITION;
float4 screenPosition : TEXCOORD0;
float4 screenuv : TEXCOORD0;
};
V2F vert(Data v)
{
V2F o;
o.position = UnityObjectToClipPos(v.vertex);
o.screenPosition = ComputeScreenPos(o.position);
o.screenuv = ComputeScreenPos(o.position);
return o;
}
fixed4 frag(V2F i) : SV_TARGET
{
float2 textureCoordinate = (i.screenPosition.xy / i.screenPosition.w) + (_Time * 512);
float staticImage = tex2D(_MainTex, textureCoordinate).r;
return lerp(_Colour1, _Colour2, staticImage);
half2 textureCoordinate = ((i.screenuv.xy / i.screenuv.w) % 1.0) * _MainTex_ST.xy;
half coordoffset = (_MainTex_ST.zw * _Time) % 1.0;
textureCoordinate.x += coordoffset;
textureCoordinate.y += coordoffset;
return lerp(_Colour1, _Colour2, tex2D(_MainTex, textureCoordinate).r);
}
ENDCG
}

View File

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View File

@ -12,16 +12,38 @@ public class CameraAnchor : UdonSharpBehaviour
[SerializeField] private float FOV = 60.0f;
[SerializeField] private float NearClippingPlane = 0.3f;
[SerializeField] private float FarClippingPlane = 1000.0f;
[Space]
[Tooltip("Changing the Z scale of this object will change the FOV of the attached camera.")]
[SerializeField] private Transform CameraRoot;
private Camera _AttachedCamera = null;
void LateUpdate()
{
if (_AttachedCamera)
{
if (CameraRoot.childCount <= 0)
{
_AttachedCamera = null;
}
else
{
_AttachedCamera.fieldOfView = FOV * CameraRoot.transform.localScale.z;
}
}
}
public void AttachCamera(Camera CameraComponent)
{
CameraComponent.gameObject.SetActive(true);
CameraComponent.transform.parent = transform;
CameraComponent.fieldOfView = FOV;
CameraComponent.nearClipPlane = NearClippingPlane;
CameraComponent.farClipPlane = FarClippingPlane;
CameraComponent.GetComponent<LightSync>().TeleportToLocalSpace(Vector3.zero, Quaternion.identity, true);
_AttachedCamera = CameraComponent;
_AttachedCamera.gameObject.SetActive(true);
_AttachedCamera.transform.parent = CameraRoot;
_AttachedCamera.fieldOfView = FOV;
_AttachedCamera.nearClipPlane = NearClippingPlane;
_AttachedCamera.farClipPlane = FarClippingPlane;
_AttachedCamera.GetComponent<LightSync>().TeleportToLocalSpace(Vector3.zero, Quaternion.identity, true);
}

View File

@ -46,6 +46,7 @@ public class CameraControllerRound2 : CameraControllerBase
Player2CameraAnchor.AttachCamera(Player2Camera);
HostAndWinnerCameraAnchor.AttachCamera(HostAndWinnerCamera);
LocationBoardCameraAnchor.AttachCamera(LocationBoardCamera);
ModemCameraAnchor.AttachCamera(PrimaryFocusCamera);
VideoPlayerCameraAnchor.AttachCamera(VideoPlayerCamera);
}
@ -102,6 +103,11 @@ public class CameraControllerRound2 : CameraControllerBase
SwitchToLiveCamera(LocationBoardCamera);
}
public void SwitchToModemCamera()
{
SwitchToLiveCamera(PrimaryFocusCamera);
}
public void SwitchToVideoPlayerCamera()
{
SwitchToLiveCamera(VideoPlayerCamera);

View File

@ -72,6 +72,7 @@ public class GameManagerRound2 : GameManagerBase
_CameraControllerRound2.InitialiseCameras();
_CameraControllerRound2.DisableAllSwitchers();
_CameraControllerRound2.SwitchToModemCamera();
_CameraControllerRound2.ActivateHostAllPlayersCameraTrigger();
RequestSerialization();