├── .gitignore
├── Assets
├── Explosion.cs
├── Explosion.cs.meta
├── Main.unity
├── Main.unity.meta
├── Materials.meta
├── Materials
│ ├── Fireball.mat
│ ├── Fireball.mat.meta
│ ├── Grid.mat
│ ├── Grid.mat.meta
│ ├── Shockwave.mat
│ ├── Shockwave.mat.meta
│ ├── Smoke.mat
│ ├── Smoke.mat.meta
│ ├── Sparks.mat
│ └── Sparks.mat.meta
├── Mesh.meta
├── Mesh
│ ├── BevelledPlane.FBX
│ └── BevelledPlane.FBX.meta
├── Post.meta
├── Post
│ ├── PostProfile.asset
│ └── PostProfile.asset.meta
├── Prefabs.meta
├── Prefabs
│ ├── Explosion.prefab
│ └── Explosion.prefab.meta
├── ShakeableTransform.cs
├── ShakeableTransform.cs.meta
├── Textures.meta
└── Textures
│ ├── Grid.png
│ ├── Grid.png.meta
│ ├── Shockwave.psd
│ ├── Shockwave.psd.meta
│ ├── SmokeTexture.psd
│ └── SmokeTexture.psd.meta
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
└── VFXManager.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | [Ll]ogs/
7 | Assets/AssetStoreTools*
8 |
9 | # Visual Studio 2015 cache directory
10 | /.vs/
11 |
12 | # Autogenerated VS/MD/Consulo solution and project files
13 | ExportedObj/
14 | .consulo/
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.suo
19 | *.tmp
20 | *.user
21 | *.userprefs
22 | *.pidb
23 | *.booproj
24 | *.svd
25 | *.pdb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
--------------------------------------------------------------------------------
/Assets/Explosion.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Explosion : MonoBehaviour
5 | {
6 | [SerializeField]
7 | ShakeableTransform target;
8 |
9 | [SerializeField]
10 | float delay = 1f;
11 |
12 | ///
13 | /// Maximum possible stress that will be inflicted
14 | /// on the target when it is immediately beside the
15 | /// explosion.
16 | ///
17 | [SerializeField]
18 | float maximumStress = 0.6f;
19 |
20 | [SerializeField]
21 | float range = 45;
22 |
23 | private IEnumerator Start()
24 | {
25 | yield return new WaitForSeconds(delay);
26 |
27 | GetComponent().Play();
28 |
29 | float distance = Vector3.Distance(transform.position, target.transform.position);
30 |
31 | // Retrieve a value in the 0...1 range, where it is 0 when
32 | // the target is immediately beside us, and 1 when at (or beyond) maximum range.
33 | float distance01 = Mathf.Clamp01(distance / range);
34 |
35 | // Square the value to create a parabolic falloff curve,
36 | // then invert it such that closer distances cause greater stress.
37 | // https://en.wikipedia.org/wiki/Parabola
38 | float stress = (1 - Mathf.Pow(distance01, 2)) * maximumStress;
39 |
40 | target.InduceStress(stress);
41 | }
42 | }
43 |
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1 | using UnityEngine;
2 |
3 | public class ShakeableTransform : MonoBehaviour
4 | {
5 | ///
6 | /// Maximum distance in each direction the transform
7 | /// with translate during shaking.
8 | ///
9 | [SerializeField]
10 | Vector3 maximumTranslationShake = Vector3.one;
11 |
12 | ///
13 | /// Maximum angle, in degrees, the transform will rotate
14 | /// during shaking.
15 | ///
16 | [SerializeField]
17 | Vector3 maximumAngularShake = Vector3.one * 15;
18 |
19 | ///
20 | /// Frequency of the Perlin noise function. Higher values
21 | /// will result in faster shaking.
22 | ///
23 | [SerializeField]
24 | float frequency = 25;
25 |
26 | ///
27 | /// is taken to this power before
28 | /// shaking is applied. Higher values will result in a smoother
29 | /// falloff as trauma reduces.
30 | ///
31 | [SerializeField]
32 | float traumaExponent = 1;
33 |
34 | ///
35 | /// Amount of trauma per second that is recovered.
36 | ///
37 | [SerializeField]
38 | float recoverySpeed = 1;
39 |
40 | ///
41 | /// Value between 0 and 1 defining the current amount
42 | /// of stress this transform is enduring.
43 | ///
44 | private float trauma;
45 |
46 | private float seed;
47 |
48 | private void Awake()
49 | {
50 | seed = Random.value;
51 | }
52 |
53 | private void Update()
54 | {
55 | // Taking trauma to an exponent allows the ability to smoothen
56 | // out the transition from shaking to being static.
57 | float shake = Mathf.Pow(trauma, traumaExponent);
58 |
59 | // This x value of each Perlin noise sample is fixed,
60 | // allowing a vertical strip of noise to be sampled by each dimension
61 | // of the translational and rotational shake.
62 | // PerlinNoise returns a value in the 0...1 range; this is transformed to
63 | // be in the -1...1 range to ensure the shake travels in all directions.
64 | transform.localPosition = new Vector3(
65 | maximumTranslationShake.x * (Mathf.PerlinNoise(seed, Time.time * frequency) * 2 - 1),
66 | maximumTranslationShake.y * (Mathf.PerlinNoise(seed + 1, Time.time * frequency) * 2 - 1),
67 | maximumTranslationShake.z * (Mathf.PerlinNoise(seed + 2, Time.time * frequency) * 2 - 1)
68 | ) * shake;
69 |
70 | transform.localRotation = Quaternion.Euler(new Vector3(
71 | maximumAngularShake.x * (Mathf.PerlinNoise(seed + 3, Time.time * frequency) * 2 - 1),
72 | maximumAngularShake.y * (Mathf.PerlinNoise(seed + 4, Time.time * frequency) * 2 - 1),
73 | maximumAngularShake.z * (Mathf.PerlinNoise(seed + 5, Time.time * frequency) * 2 - 1)
74 | ) * shake);
75 |
76 | trauma = Mathf.Clamp01(trauma - recoverySpeed * Time.deltaTime);
77 | }
78 |
79 | public void InduceStress(float stress)
80 | {
81 | trauma = Mathf.Clamp01(trauma + stress);
82 | }
83 | }
84 |
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/LICENSE:
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1 | This is free and unencumbered software released into the public domain.
2 |
3 | Anyone is free to copy, modify, publish, use, compile, sell, or
4 | distribute this software, either in source code form or as a compiled
5 | binary, for any purpose, commercial or non-commercial, and by any
6 | means.
7 |
8 | In jurisdictions that recognize copyright laws, the author or authors
9 | of this software dedicate any and all copyright interest in the
10 | software to the public domain. We make this dedication for the benefit
11 | of the public at large and to the detriment of our heirs and
12 | successors. We intend this dedication to be an overt act of
13 | relinquishment in perpetuity of all present and future rights to this
14 | software under copyright law.
15 |
16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 | OTHER DEALINGS IN THE SOFTWARE.
23 |
24 | For more information, please refer to
25 |
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31 | "com.unity.modules.vehicles": "1.0.0",
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35 | "com.unity.modules.xr": "1.0.0"
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37 | }
38 |
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/README.md:
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1 | # Unity Camera Shake
2 | Unity 2018.3 project source for completed [Camera Shake Tutorial](https://roystan.net/articles/camera-shake.html) from the site [roystan.net](https://roystan.net/).
3 |
4 | 
5 |
6 | Uses Perlin noise to drive the shaking motion. Based on [Math for Game Programmers: Juicing Your Cameras With Math](https://www.youtube.com/watch?v=tu-Qe66AvtY) by [Squirrel Eiserloh](http://www.eiserloh.net/bio/).
7 |
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