1
@@ -0,0 +1,62 @@
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
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
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
@@ -0,0 +1,15 @@
|
||||
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);
|
||||
}
|
||||
}
|
@@ -0,0 +1,91 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,353 @@
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
@@ -0,0 +1,124 @@
|
||||
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;
|
||||
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public class ReflexSightV2 : MonoBehaviour
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[Space(10)]
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[Space(10)]
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|
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[Space(10)]
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[Space(10)]
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[Space(10)]
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