133 lines
3.7 KiB
C#
133 lines
3.7 KiB
C#
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/*
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Author: Reza
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Date: 7/2/25
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Description: Has all the post processing camera effects that replicate real symptoms like dizziness, fainting, panic, etc
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class PostProcessingManager : MonoBehaviour
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{
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// Defines the Global Volume
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public Volume volume;
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// All the effect overrides
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private Vignette vignette;
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private ChromaticAberration chromaticAberration;
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private MotionBlur motionBlur;
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private LensDistortion lensDistortion;
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private ColorAdjustments colorAdjustments;
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[Header("Effect Intensities")]
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// Editable override values in inspector
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[SerializeField]
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public AnimationCurve vignetteIntensity;
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[SerializeField]
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public AnimationCurve chromaticAberrationIntensity;
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[SerializeField]
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public AnimationCurve motionBlurIntensity;
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[SerializeField]
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public AnimationCurve lensDistortionIntensity;
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[SerializeField]
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public AnimationCurve colorAdjustmentsIntensity;
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// Checks if effect is active or not
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private bool isEffectActive = false;
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// Start is called before the first frame update
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void Start()
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{
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// Get references for effects
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volume.profile.TryGet(out vignette);
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volume.profile.TryGet(out chromaticAberration);
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volume.profile.TryGet(out motionBlur);
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volume.profile.TryGet(out lensDistortion);
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volume.profile.TryGet(out colorAdjustments);
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}
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// Update is called once per frame
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void Update()
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{
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}
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// Function to start effects if there is none currently, and stop current effects to start next ones
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public void TriggerEffect(string effectName)
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{
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// If an effect is already active
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if (isEffectActive)
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{
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// Stop the effect
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StopEffect(effectName);
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}
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// If there's no active effects
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else
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{
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// Start the effect
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StartEffect(effectName);
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}
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}
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// Function to start the effect
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private void StartEffect(string effectName)
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{
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// The effect is active
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isEffectActive = true;
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// Calls coroutine to apply the effect
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StartCoroutine(ApplyEffect(effectName));
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}
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// Function to stop the effect
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private void StopEffect(string effectName)
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{
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// The effect is not active
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isEffectActive = false;
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// Reset effects to default
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vignette.intensity.Override(0f);
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chromaticAberration.intensity.Override(0f);
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motionBlur.intensity.Override(0f);
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lensDistortion.intensity.Override(0f);
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colorAdjustments.postExposure.Override(0f);
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}
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// Applies effects over time based on the type
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private IEnumerator ApplyEffect(string effectName)
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{
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float time = 0f;
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float timeToMax = 1f;
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while (time < timeToMax)
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{
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time += Time.deltaTime;
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time = Mathf.Clamp01(time);
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// Values for headache effect
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if (effectName == "Headache")
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{
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vignette.intensity.Override(vignetteIntensity.Evaluate(time));
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chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(time));
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}
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// Values for dizziness effect
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else if (effectName == "Dizziness")
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{
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motionBlur.intensity.Override(motionBlurIntensity.Evaluate(time));
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lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(time));
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}
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yield return null;
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}
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}
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}
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