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https://github.com/RHeavenStudio/HeavenStudio.git
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Post Processing Effects + Screen Tiling (#583)
* scene setup * post processing script * vignette effect * small change * chromatic abberation added * bloom added * lens distortion added * collapse param stuff * Color grading * screen tiling added
This commit is contained in:
@ -663,7 +663,7 @@ namespace HeavenStudio
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//temp for testing
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function = delegate {
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var e = eventCaller.currentEntity;
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Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
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Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
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}
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},
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new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
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@ -774,7 +774,10 @@ namespace HeavenStudio
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new Param("colorB", Color.white, "End Color"),
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new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
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new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
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})
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}
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),
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new GameAction("filter", "Filter", 1f, true,
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@ -791,7 +794,10 @@ namespace HeavenStudio
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new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
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new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
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}),
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}
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),
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new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
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@ -884,6 +890,162 @@ namespace HeavenStudio
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new Param("instantOff", false, "Instant Hide", "Skip the hide animation?"),
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}
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),
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// Post Processing VFX
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new GameAction("vignette", "Vignette")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("colorStart", Color.black, "Start Color"),
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new("colorEnd", Color.black, "End Color"),
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new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"),
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new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"),
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new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness"),
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new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
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new("rounded", false, "Rounded"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
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}),
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}
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},
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new GameAction("cabb", "Chromatic Abberation")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
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}),
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}
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},
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new GameAction("bloom", "Bloom")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"),
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new("colorStart", Color.white, "Start Tint"),
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new("colorEnd", Color.white, "End Tint"),
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new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"),
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new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"),
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new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"),
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new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"),
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new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
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new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
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}),
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}
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},
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new GameAction("lensD", "Lens Distortion")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"),
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new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"),
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new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"),
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new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
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new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
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}),
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}
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},
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new GameAction("grain", "Grain")
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{
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resizable = true,
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parameters = new()
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{
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new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
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new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
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new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size"),
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new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size"),
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new("colored", true, "Colored"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "sizeStart" })
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}),
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}
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},
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new GameAction("colorGrading", "Color Grading")
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{
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resizable = true,
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parameters = new()
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{
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new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature"),
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new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature"),
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new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint"),
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new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint"),
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new("colorStart", Color.white, "Start Color Filter"),
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new("colorEnd", Color.white, "End Color Filter"),
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new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift"),
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new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift"),
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new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation"),
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new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation"),
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new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness"),
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new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness"),
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new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast"),
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new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
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}),
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}
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},
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new GameAction("screenTiling", "Screen Tiling")
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{
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resizable = true,
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parameters = new()
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{
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new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles"),
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new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles"),
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new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles"),
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new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles"),
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new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll"),
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new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll"),
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new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll"),
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new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll"),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
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{
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new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart", "xScrollStart", "yScrollStart" })
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}),
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}
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}
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}),
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};
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