using UnityEngine; using UnityEngine.Rendering; using MoreMountains.Feedbacks; using MoreMountains.Tools; #if MM_HDRP using UnityEngine.Rendering.HighDefinition; #endif namespace MoreMountains.FeedbacksForThirdParty { /// /// Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events /// #if MM_HDRP [RequireComponent(typeof(Volume))] #endif [AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMMotionBlurShaker_HDRP")] public class MMMotionBlurShaker_HDRP : MMShaker { [MMInspectorGroup("Motion Blur Intensity", true, 48)] /// whether or not to add to the initial value [Tooltip("whether or not to add to the initial value")] public bool RelativeIntensity = false; /// the curve used to animate the intensity value on [Tooltip("the curve used to animate the intensity value on")] public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)); /// the value to remap the curve's 0 to [Tooltip("the value to remap the curve's 0 to")] public float RemapIntensityZero = 0f; /// the value to remap the curve's 1 to [Tooltip("the value to remap the curve's 1 to")] public float RemapIntensityOne = 1000f; #if MM_HDRP protected Volume _volume; protected MotionBlur _motionBlur; protected float _initialIntensity; protected float _originalShakeDuration; protected AnimationCurve _originalShakeIntensity; protected float _originalRemapIntensityZero; protected float _originalRemapIntensityOne; protected bool _originalRelativeIntensity; /// /// On init we initialize our values /// protected override void Initialization() { base.Initialization(); _volume = this.gameObject.GetComponent(); _volume.profile.TryGet(out _motionBlur); } /// /// Shakes values over time /// protected override void Shake() { float newValue = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, _initialIntensity); _motionBlur.intensity.Override(newValue); } /// /// Collects initial values on the target /// protected override void GrabInitialValues() { _initialIntensity = _motionBlur.intensity.value; } /// /// When we get the appropriate event, we trigger a shake /// /// /// /// /// /// /// public virtual void OnMotionBlurShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false, float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false) { if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking)) { return; } if (stop) { Stop(); return; } if (restore) { ResetTargetValues(); return; } _resetShakerValuesAfterShake = resetShakerValuesAfterShake; _resetTargetValuesAfterShake = resetTargetValuesAfterShake; if (resetShakerValuesAfterShake) { _originalShakeDuration = ShakeDuration; _originalShakeIntensity = ShakeIntensity; _originalRemapIntensityZero = RemapIntensityZero; _originalRemapIntensityOne = RemapIntensityOne; _originalRelativeIntensity = RelativeIntensity; } if (!OnlyUseShakerValues) { TimescaleMode = timescaleMode; ShakeDuration = duration; ShakeIntensity = intensity; RemapIntensityZero = remapMin * attenuation; RemapIntensityOne = remapMax * attenuation; RelativeIntensity = relativeIntensity; ForwardDirection = forwardDirection; } Play(); } /// /// Resets the target's values /// protected override void ResetTargetValues() { base.ResetTargetValues(); _motionBlur.intensity.Override(_initialIntensity); } /// /// Resets the shaker's values /// protected override void ResetShakerValues() { base.ResetShakerValues(); ShakeDuration = _originalShakeDuration; ShakeIntensity = _originalShakeIntensity; RemapIntensityZero = _originalRemapIntensityZero; RemapIntensityOne = _originalRemapIntensityOne; RelativeIntensity = _originalRelativeIntensity; } /// /// Starts listening for events /// public override void StartListening() { base.StartListening(); MMMotionBlurShakeEvent_HDRP.Register(OnMotionBlurShakeEvent); } /// /// Stops listening for events /// public override void StopListening() { base.StopListening(); MMMotionBlurShakeEvent_HDRP.Unregister(OnMotionBlurShakeEvent); } #endif } /// /// An event used to trigger vignette shakes /// public struct MMMotionBlurShakeEvent_HDRP { static private event Delegate OnEvent; [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; } static public void Register(Delegate callback) { OnEvent += callback; } static public void Unregister(Delegate callback) { OnEvent -= callback; } public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false, float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false); static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax, bool relativeIntensity = false, float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false) { OnEvent?.Invoke(intensity, duration, remapMin, remapMax, relativeIntensity, attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore); } } }