├── .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 | -------------------------------------------------------------------------------- /Assets/Explosion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 30ccbdd606e12af459ecdf806cbe2efd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Main.unity: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 427db36d1538f0e45a54fcc404a3005b 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ShakeableTransform.cs: -------------------------------------------------------------------------------- 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 - 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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 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.package-manager-ui": "2.0.3", 4 | "com.unity.postprocessing": "2.1.3", 5 | 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PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | ![Explosion occurs causing camera shake](https://i.imgur.com/qIGtk20.gif) 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 | --------------------------------------------------------------------------------