This commit is contained in:
CortexCore
2023-11-02 20:58:55 +08:00
parent f0f348c246
commit ee3ecec6cb
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Thank you for purchasing!
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Setting up this asset is really simple.
First of all import the package that relates to your render pipeline | URP & HDRP PACKAGES > URP or HDRP (depending on what you want to use)
Just double click and Import!
Here is a step by step on how to setup a new scope lens
1: Create new material and assign the RealisticScopeEffect from the shadergraph panel | ShaderGraph > RealisticScopeEffect
2: Assign the rendertexture! You can either create a new rendertexture or use the already existing one in the textures folder or just search "rendertexture".
3: Assign your reticle texture! Make sure it is transparent otherwise the reticle wont work correctly.
4: Tweak the values! The examples provided shows you a accurate setting for a scope and a reflex sight.
What the values do;
Depth - How close or far you want the zoom to be. The closer the less in line with the camera it will be (less realistic).
The more the more in line with the camera it will be (more realistic).
Setting this value to around 10-20 gets the best result.
Lens Shadow Depth - Same with Depth but with the Shadow/ EyeRelief. For me, 20 gives the best result.
Reticle Depth - Same Thing but with the reticle. Setting 'Use First Focal Plane' to true will set this to be the same as the 'Depth' parameter.
Reticle Brightness - Brightness of the reticle. Setting this to zero will always make the reticle black.
Reticle Size - Changes the size of the reticle. Dependent on the Depth/ReticleDepth parameter. The higher the Depth the bigger value this parameter needs.
InnerRing Size - This is the inner ring of the scope. Making this too big might reach the bounds of the camera. This is where the CameraZoom parameter comes in to provide a fix.
InnerRing Softness - Sets the fading for the InnerRing.
Lens Eye Relief Size - Basically the outer ring size. The smaller the more harsher the eye box is.
Lens Eye Relief Softness - Sets the smmothness for the Eye Relief.
CameraZoom - Compensation for having the inner ring too big. This is so the shader doesnt render the out of bounds of the camera leading to odd stretching effect.
5: Your done with the shader! Now onto the script...
The script is optional and only works for dual render but provides some key features such as;
In game adjustments to reticle brightness,
In game zooming (toggle or variable),
Setting camera's refresh rate or FPS for added fps.
Setting a camera disable threshold for additional optimization.
The ScopeCamera parameter doesn't need to be assigned before runtime because
it will be automatically assigned to the main camera on start or if left empty
The script is only operational during runtime...
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Thats all folks! Need additional support? Contact me on discord by either joining my server or adding me directly - https://discord.gg/pYSNNbxdsR | vector#1178
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFreeCam : MonoBehaviour
{
public float Speed = 5;
void Update()
{
if (!Input.GetKey(KeyCode.LeftAlt))
transform.Translate(Input.GetAxisRaw("Horizontal") * Speed * Time.deltaTime, Input.GetAxisRaw("Vertical") * Speed * Time.deltaTime, Input.GetAxisRaw("Mouse ScrollWheel") * Speed * 100 * Time.deltaTime);
}
}

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using System;
using UnityEngine;
public class Demo : MonoBehaviour
{
public Vector2 rotationRange = new Vector3(70f, 70f);
public float rotationSpeed = 10f;
public float dampingTime = 0.2f;
public bool relative = true;
private Vector3 m_TargetAngles;
private Vector3 m_FollowAngles;
private Vector3 m_FollowVelocity;
private Quaternion m_OriginalRotation;
public GameObject Scope;
public GameObject Reflex;
private void Start()
{
m_OriginalRotation = base.transform.localRotation;
}
public void quitApplication()
{
Application.Quit();
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
Reflex.SetActive(false);
Scope.SetActive(true);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
Reflex.SetActive(true);
Scope.SetActive(false);
}
base.transform.localRotation = m_OriginalRotation;
if (relative)
{
float axis = Input.GetAxis("Mouse X");
float axis2 = Input.GetAxis("Mouse Y");
if (m_TargetAngles.y > 180f)
{
m_TargetAngles.y -= 360f;
m_FollowAngles.y -= 360f;
}
if (m_TargetAngles.x > 180f)
{
m_TargetAngles.x -= 360f;
m_FollowAngles.x -= 360f;
}
if (m_TargetAngles.y < -180f)
{
m_TargetAngles.y += 360f;
m_FollowAngles.y += 360f;
}
if (m_TargetAngles.x < -180f)
{
m_TargetAngles.x += 360f;
m_FollowAngles.x += 360f;
}
m_TargetAngles.y += axis * rotationSpeed;
m_TargetAngles.x += axis2 * rotationSpeed;
m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, (0f - rotationRange.y) * 0.5f, rotationRange.y * 0.5f);
m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, (0f - rotationRange.x) * 0.5f, rotationRange.x * 0.5f);
}
else
{
float axis = Input.mousePosition.x;
float axis2 = Input.mousePosition.y;
m_TargetAngles.y = Mathf.Lerp((0f - rotationRange.y) * 0.5f, rotationRange.y * 0.5f, axis / (float)Screen.width);
m_TargetAngles.x = Mathf.Lerp((0f - rotationRange.x) * 0.5f, rotationRange.x * 0.5f, axis2 / (float)Screen.height);
}
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
base.transform.localRotation = m_OriginalRotation * Quaternion.Euler(0f - m_FollowAngles.x, m_FollowAngles.y, 0f);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ReticleBrightness
{
public bool can_Illuminate = false;
[Space(5)]
public KeyCode brightness_increase = KeyCode.UpArrow;
public KeyCode brightness_decrease = KeyCode.DownArrow;
[Space(5)]
public float v_brightness_increase = 1;
public float v_brightness_max = 25;
public float v_brightness_min = 0;
public float v_brightness = 1;
}
[System.Serializable]
public class Zooming
{
public enum ZoomType { None, Variable, Toggle }
public ZoomType zoomType;
public KeyCode ActivatorKey = KeyCode.LeftAlt;
[Header("Variable")]
public bool zoomReticle = false;
public float startFOV = 60;
public float zoomSpeed = 5;
public float currentSize = 1;
public float sizeIncrements = 1;
public float minSize = 1;
public float maxSize = 2;
public float currentZoom = 1;
public float zoomIncrements = 1;
public int minZoom = 1;
public int maxZoom = 6;
[Header("Toggle")]
public bool isToggled = false;
public KeyCode ToggleKey = KeyCode.Mouse1;
public float ToggledZoomFOV = 15;
public float UntoggledZoomFOV = 60;
public bool t_zoomReticle = false;
public float ToggledReticleSize = 2;
public float unToggledReticleSize = 1;
}
[System.Serializable]
public class CameraFPS
{
public enum FPSLimitType { None, Half, Quarter ,Fixed }
public FPSLimitType fPSLimitType;
public float fixedFps = 60;
}
[System.Serializable]
public class CameraDisable
{
public enum cameraDisable { None, Distance }
public cameraDisable o_cameraDisable;
public float distance;
public bool canZoomCamera;
}
public class RealisticScopeEffectV2 : MonoBehaviour
{
public Camera ScopeCamera;
private Material scopeMaterial;
public ReticleBrightness reticleBrightness;
public Zooming zooming;
public CameraFPS cameraFPS;
public CameraDisable cameraDisable;
private float targetZoom = 1;
private float targetReticleSize = 1;
private float fpsTimer = 0;
private float fpsTime = 0;
private void Start()
{
scopeMaterial = GetComponent<MeshRenderer>().material;
if (reticleBrightness.can_Illuminate)
scopeMaterial.SetFloat("Reticle_Brightness", 1);
switch (zooming.zoomType)
{
case Zooming.ZoomType.None:
break;
case Zooming.ZoomType.Variable:
ScopeCamera.fieldOfView = zooming.startFOV;
targetReticleSize = zooming.minSize;
zooming.currentSize = targetReticleSize;
if (zooming.zoomReticle)
{
scopeMaterial.SetFloat("Reticle_Size", zooming.minSize);
}
break;
case Zooming.ZoomType.Toggle:
break;
default:
break;
}
}
private void Update()
{
if (reticleBrightness.can_Illuminate)
{
changeReticleIllumnation();
}
switch (zooming.zoomType)
{
case Zooming.ZoomType.None:
break;
case Zooming.ZoomType.Variable:
if (zooming.zoomReticle)
{
zooming.sizeIncrements = ((zooming.maxSize - zooming.minSize) / zooming.maxZoom) * zooming.zoomIncrements;
}
if (Input.GetKey(zooming.ActivatorKey))
{
if (Input.GetAxis("Mouse ScrollWheel") > 0f && targetZoom < zooming.maxZoom)
{
increaseZoom();
}
if (Input.GetAxis("Mouse ScrollWheel") < 0f && targetZoom > zooming.minZoom)
{
decreaseZoom();
}
}
if (zooming.zoomReticle)
{
targetReticleSize = zooming.minSize + zooming.sizeIncrements * targetZoom;
}
zooming.currentSize = Mathf.Lerp(zooming.currentSize, targetReticleSize, zooming.zoomSpeed * Time.deltaTime);
zooming.currentZoom = Mathf.Lerp(zooming.currentZoom, targetZoom, zooming.zoomSpeed * Time.deltaTime);
if (ScopeCamera != null)
ScopeCamera.fieldOfView = zooming.startFOV / zooming.currentZoom;
if (zooming.zoomReticle)
{
scopeMaterial.SetFloat("Reticle_Size", zooming.currentSize);
}
break;
case Zooming.ZoomType.Toggle:
if(Input.GetKey(zooming.ActivatorKey))
{
if(Input.GetKeyDown(zooming.ToggleKey))
{
zooming.isToggled = !zooming.isToggled;
}
}
if(zooming.isToggled)
{
if (ScopeCamera != null)
ScopeCamera.fieldOfView = zooming.ToggledZoomFOV;
scopeMaterial.SetFloat("Reticle_Size", zooming.ToggledReticleSize);
}
if (!zooming.isToggled)
{
if (ScopeCamera != null)
ScopeCamera.fieldOfView = zooming.UntoggledZoomFOV;
scopeMaterial.SetFloat("Reticle_Size", zooming.unToggledReticleSize);
}
break;
default:
break;
}
float currentFPS = 1 / Time.deltaTime;
float _cFPS = 0;
switch (cameraFPS.fPSLimitType)
{
case CameraFPS.FPSLimitType.None:
if (!ScopeCamera.enabled && ScopeCamera != null)
ScopeCamera.enabled = true;
break;
case CameraFPS.FPSLimitType.Half:
if (ScopeCamera.enabled && ScopeCamera != null)
ScopeCamera.enabled = false;
if (cameraDisable.canZoomCamera)
{
_cFPS = currentFPS / 2;
fpsTime = 1 / _cFPS;
if (fpsTimer < fpsTime)
fpsTimer += Time.deltaTime;
if (fpsTimer > fpsTime)
{
fpsTimer = 0;
ScopeCamera.Render();
}
}
break;
case CameraFPS.FPSLimitType.Quarter:
if (ScopeCamera.enabled && ScopeCamera != null)
ScopeCamera.enabled = false;
if (cameraDisable.canZoomCamera)
{
_cFPS = currentFPS / 4;
fpsTime = 1 / _cFPS;
if (fpsTimer < fpsTime)
fpsTimer += Time.deltaTime;
if (fpsTimer > fpsTime)
{
ScopeCamera.Render();
fpsTimer = 0;
}
}
break;
case CameraFPS.FPSLimitType.Fixed:
if (ScopeCamera.enabled)
ScopeCamera.enabled = false;
if(cameraDisable.canZoomCamera)
{
fpsTime = 1 / cameraFPS.fixedFps;
if (fpsTimer < fpsTime)
fpsTimer += Time.deltaTime;
if (fpsTimer > fpsTime)
{
ScopeCamera.Render();
fpsTimer = 0;
}
}
break;
}
switch (cameraDisable.o_cameraDisable)
{
case CameraDisable.cameraDisable.None:
cameraDisable.canZoomCamera = true;
break;
case CameraDisable.cameraDisable.Distance:
Debug.Log(Vector3.Distance(this.transform.position, Camera.main.transform.position));
if(Vector3.Distance(this.transform.position, Camera.main.transform.position) < cameraDisable.distance)
{
cameraDisable.canZoomCamera = true;
}
else
{
cameraDisable.canZoomCamera = false;
}
break;
}
// Debug.Log("FPS: " + 1.0f / Time.deltaTime + " | " + Time.deltaTime + " | " + Time.fixedDeltaTime + " | " + 1.0f / Time.smoothDeltaTime);
}
public void increaseZoom()
{
targetZoom += zooming.zoomIncrements;
if (targetZoom > zooming.maxZoom)
targetZoom = zooming.maxZoom;
}
public void decreaseZoom()
{
targetZoom -= zooming.zoomIncrements;
if (targetZoom < zooming.minZoom)
targetZoom = zooming.minZoom;
}
public void changeReticleIllumnation()
{
reticleBrightness.v_brightness = scopeMaterial.GetFloat("Reticle_Brightness");
if (Input.GetKey(reticleBrightness.brightness_increase))
{
if (reticleBrightness.v_brightness < reticleBrightness.v_brightness_max)
reticleBrightness.v_brightness += reticleBrightness.v_brightness_increase;
}
if (Input.GetKey(reticleBrightness.brightness_decrease))
{
if (reticleBrightness.v_brightness > reticleBrightness.v_brightness_min)
reticleBrightness.v_brightness -= reticleBrightness.v_brightness_increase;
}
scopeMaterial.SetFloat("Reticle_Brightness", reticleBrightness.v_brightness);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ReticleCycling
{
public bool reticleCycling = false;
public int reticleIndex;
public List<Texture2D> allReticles;
}
[System.Serializable]
public class ReticleIllumnation
{
public bool dynamicReticleIllumnation = false;
public float illumnationSteps = 0.5f;
public float currentIllumnation = 10;
public float MaxIllumnation = 35;
public float MinIllumnation = 10;
}
public class ReflexSightV2 : MonoBehaviour
{
[Header("------ KEYCODES ------")]
public KeyCode activatorKey = KeyCode.LeftControl;
[Space(10)]
public KeyCode switchReticleKey = KeyCode.Mouse1;
[Space(10)]
public KeyCode brightnessIncrease = KeyCode.UpArrow;
public KeyCode brightnessDecrease = KeyCode.DownArrow;
[Space(10)]
public Material ReticleMaterial;
[Space(10)]
public ReticleCycling reticles;
public ReticleIllumnation reticleIllumnation;
[Space(10)]
public AudioSource transitionSound;
private void Start()
{
if (ReticleMaterial == null)
{
ReticleMaterial = GetComponent<MeshRenderer>().material;
if (ReticleMaterial == null)
{
Debug.LogError("NO MATERIAL ASSIGNED! " + this.gameObject.name);
}
}
if (reticles.reticleCycling)
{
cycleReticle();
}
if(reticleIllumnation.dynamicReticleIllumnation)
{
reticleIllumnation.currentIllumnation = ReticleMaterial.GetFloat("Reticle_Brightness");
if (reticleIllumnation.currentIllumnation > reticleIllumnation.MaxIllumnation)
reticleIllumnation.currentIllumnation = reticleIllumnation.MaxIllumnation;
if (reticleIllumnation.currentIllumnation < reticleIllumnation.MinIllumnation)
reticleIllumnation.currentIllumnation = reticleIllumnation.MinIllumnation;
ReticleMaterial.SetFloat("Reticle_Brightness", reticleIllumnation.currentIllumnation);
}
}
public void Update()
{
if (reticles.reticleCycling)
{
if (Input.GetKey(activatorKey))
{
if (Input.GetKeyDown(switchReticleKey))
{
cycleReticle();
}
}
}
if (reticleIllumnation.dynamicReticleIllumnation)
{
if (Input.GetKey(brightnessIncrease))
{
reticleIllumnation.currentIllumnation += reticleIllumnation.illumnationSteps;
if (reticleIllumnation.currentIllumnation > reticleIllumnation.MaxIllumnation)
reticleIllumnation.currentIllumnation = reticleIllumnation.MaxIllumnation;
}
if (Input.GetKey(brightnessDecrease))
{
reticleIllumnation.currentIllumnation -= reticleIllumnation.illumnationSteps;
if (reticleIllumnation.currentIllumnation < reticleIllumnation.MinIllumnation)
reticleIllumnation.currentIllumnation = reticleIllumnation.MinIllumnation;
}
ReticleMaterial.SetFloat("Reticle_Brightness", reticleIllumnation.currentIllumnation);
}
}
public void cycleReticle()
{
reticles.reticleIndex++;
if (reticles.reticleIndex > reticles.allReticles.Count - 1)
reticles.reticleIndex = 0;
ReticleMaterial.SetTexture("Reticle", reticles.allReticles[reticles.reticleIndex]);
if (transitionSound.clip != null)
transitionSound.Play();
}
}

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