├── .gitignore ├── .vsconfig ├── Assets ├── Renderer.meta ├── Renderer │ ├── UniversalRenderPipelineAsset.asset │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset │ └── UniversalRenderPipelineAsset_Renderer.asset.meta ├── Scenes.meta ├── Scenes │ ├── Game.unity │ ├── Game.unity.meta │ ├── Global Volume Profile.asset │ ├── Global Volume Profile.asset.meta │ ├── MainScene.unity │ └── MainScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── PortalController.cs │ ├── PortalController.cs.meta │ ├── PortalSpawner.cs │ └── PortalSpawner.cs.meta ├── VFX.meta └── VFX │ ├── SpawningPortalVFX.vfx │ ├── SpawningPortalVFX.vfx.meta │ ├── StaticPortalVFX.vfx │ └── StaticPortalVFX.vfx.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | # Created by https://www.toptal.com/developers/gitignore/api/unity 3 | # Edit at https://www.toptal.com/developers/gitignore?templates=unity 4 | 5 | ### Unity ### 6 | # This .gitignore file should be placed at the root of your Unity project directory 7 | # 8 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 9 | /[Ll]ibrary/ 10 | /[Tt]emp/ 11 | /[Oo]bj/ 12 | /[Bb]uild/ 13 | /[Bb]uilds/ 14 | /[Ll]ogs/ 15 | /[Uu]ser[Ss]ettings/ 16 | 17 | # MemoryCaptures can get excessive in size. 18 | # They also could contain extremely sensitive data 19 | /[Mm]emoryCaptures/ 20 | 21 | # Asset meta data should only be ignored when the corresponding asset is also ignored 22 | !/[Aa]ssets/**/*.meta 23 | 24 | # Uncomment this line if you wish to ignore the asset store tools plugin 25 | # /[Aa]ssets/AssetStoreTools* 26 | 27 | # Autogenerated Jetbrains Rider plugin 28 | /[Aa]ssets/Plugins/Editor/JetBrains* 29 | 30 | # Visual Studio cache directory 31 | .vs/ 32 | 33 | # Gradle cache directory 34 | .gradle/ 35 | 36 | # Autogenerated VS/MD/Consulo solution and project files 37 | ExportedObj/ 38 | .consulo/ 39 | *.csproj 40 | *.unityproj 41 | *.sln 42 | *.suo 43 | *.tmp 44 | *.user 45 | *.userprefs 46 | *.pidb 47 | *.booproj 48 | *.svd 49 | *.pdb 50 | *.mdb 51 | *.opendb 52 | *.VC.db 53 | 54 | # Unity3D generated meta files 55 | *.pidb.meta 56 | *.pdb.meta 57 | *.mdb.meta 58 | 59 | # Unity3D generated file on crash reports 60 | sysinfo.txt 61 | 62 | # Builds 63 | *.apk 64 | *.unitypackage 65 | 66 | # Crashlytics generated file 67 | crashlytics-build.properties 68 | 69 | # Autogenerated files 70 | InitTestScene*.unity.meta 71 | InitTestScene*.unity 72 | 73 | 74 | # End of https://www.toptal.com/developers/gitignore/api/unity -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Renderer.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b05ce0adbfcb06e4e8d4d442aadfc34f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0fd43e45afc148f419be84cd456c2148 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/PortalController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.VFX; 5 | 6 | public class PortalController : MonoBehaviour 7 | { 8 | public VisualEffect spawningPortal; 9 | public VisualEffect staticPortal; 10 | public Light lightPortal; 11 | public float lightIntensity; 12 | 13 | public float portalRadius; 14 | public float minAngularSpeed; 15 | 16 | 17 | private bool hasPortalSpawned; 18 | private bool firstClick; 19 | private float targetRadius; 20 | private Vector2 centerPoint; 21 | private Vector2 rightVector; 22 | private float oldRadian; 23 | 24 | private void Awake() 25 | { 26 | hasPortalSpawned = false; 27 | firstClick = true; 28 | rightVector = new Vector2(1f, 0); 29 | targetRadius = Screen.height * .25f; 30 | } 31 | 32 | void Update() 33 | { 34 | 35 | 36 | if (hasPortalSpawned) 37 | { 38 | if (Input.GetMouseButtonDown(0)) 39 | { 40 | hasPortalSpawned = false; 41 | StartCoroutine(FlipLight(false, .8f)); 42 | staticPortal.Stop(); 43 | } 44 | } 45 | else 46 | { 47 | 48 | if (Input.GetMouseButton(1)) 49 | { 50 | if (firstClick) 51 | { 52 | spawningPortal.Play(); 53 | firstClick = false; 54 | centerPoint = GetMousePositionInScreen(); 55 | transform.position = GetMousePositionInWorld(); 56 | } 57 | 58 | Vector2 currentMousePos = GetMousePositionInScreen(); 59 | Vector2 direction = (currentMousePos - centerPoint); 60 | float magnitude = direction.magnitude; 61 | float radian = Mathf.Acos(Vector2.Dot(direction / magnitude, rightVector)); 62 | 63 | if (direction.y < 0) 64 | { 65 | radian = Mathf.PI * 2 - radian; 66 | } 67 | 68 | float currentAngularSpeed = Mathf.Abs(radian - oldRadian) / Time.deltaTime; 69 | float currentRadius = Mathf.Min((magnitude / targetRadius) * portalRadius, portalRadius); 70 | int currentSpawnRate = (int)((currentAngularSpeed / minAngularSpeed) * (currentRadius / portalRadius) * 4000); 71 | currentSpawnRate = Mathf.Clamp(currentSpawnRate, 500, 4000); 72 | 73 | spawningPortal.SetFloat("ArcSequencer", RadianToArcSequencer(radian)); 74 | spawningPortal.SetFloat("MajorRadius", currentRadius); 75 | spawningPortal.SetInt("SpawnRate", currentSpawnRate); 76 | 77 | oldRadian = radian; 78 | 79 | if (currentAngularSpeed >= minAngularSpeed && currentRadius == portalRadius && Input.GetMouseButtonDown(0)) 80 | { 81 | staticPortal.SetFloat("MajorRadius", portalRadius); 82 | staticPortal.Play(); 83 | StartCoroutine(FlipLight(true, .5f)); 84 | hasPortalSpawned = true; 85 | StopSpawnSequence(); 86 | } 87 | } 88 | else 89 | { 90 | StopSpawnSequence(); 91 | } 92 | } 93 | } 94 | 95 | private void StopSpawnSequence() 96 | { 97 | firstClick = true; 98 | spawningPortal.Stop(); 99 | } 100 | 101 | private Vector3 GetMousePositionInWorld() 102 | { 103 | Vector3 rawMousePosition = Input.mousePosition; 104 | rawMousePosition.z = 22f; 105 | return Camera.main.ScreenToWorldPoint(rawMousePosition); 106 | } 107 | 108 | private Vector2 GetMousePositionInScreen() 109 | { 110 | return new Vector2(Input.mousePosition.x, Input.mousePosition.y); 111 | } 112 | 113 | private float RadianToArcSequencer(float radian) 114 | { 115 | float normalizedRadian = radian / (Mathf.PI * 2); 116 | normalizedRadian -= .25f; 117 | if (normalizedRadian < 0) 118 | { 119 | normalizedRadian += 1; 120 | } 121 | return 1 - normalizedRadian; 122 | } 123 | 124 | private IEnumerator FlipLight(bool on, float duration) 125 | { 126 | float targetIntensity = lightIntensity; 127 | 128 | if (!on) 129 | { 130 | targetIntensity = 0; 131 | } 132 | 133 | float elapsedTime = 0; 134 | float initialIntensity = lightPortal.intensity; 135 | while (elapsedTime < duration) 136 | { 137 | lightPortal.intensity = Mathf.Lerp(initialIntensity, targetIntensity, elapsedTime / duration); 138 | elapsedTime += Time.deltaTime; 139 | yield return null; 140 | } 141 | 142 | lightPortal.intensity = targetIntensity; 143 | } 144 | } 145 | -------------------------------------------------------------------------------- /Assets/Scripts/PortalController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36a4c4d7131ae744e8a0feab3703bb4f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PortalSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.VFX; 5 | 6 | public class PortalSpawner : MonoBehaviour 7 | { 8 | public float maxRotationSpeed; 9 | public float majorRadius; 10 | public float spawnDuration; 11 | public int spawnRate; 12 | public float lightIntensity; 13 | public AnimationCurve spawnCurve; 14 | public VisualEffect spawningPortal; 15 | public VisualEffect staticPortal; 16 | public Light lightPortal; 17 | 18 | 19 | private bool hasPlayed; 20 | private Coroutine spawnCoroutine; 21 | 22 | private void Awake() 23 | { 24 | hasPlayed = false; 25 | } 26 | 27 | void Update() 28 | { 29 | 30 | if (Input.GetKeyDown(KeyCode.Space)) 31 | { 32 | if (hasPlayed) 33 | { 34 | hasPlayed = false; 35 | StopSpawnSequence(); 36 | } 37 | else 38 | { 39 | hasPlayed = true; 40 | spawnCoroutine = StartCoroutine(SpawnSequence()); 41 | } 42 | } 43 | } 44 | 45 | private void StopSpawnSequence() 46 | { 47 | StartCoroutine(TurnOffLight(1f)); 48 | spawningPortal.Stop(); 49 | staticPortal.Stop(); 50 | StopCoroutine(spawnCoroutine); 51 | } 52 | 53 | private IEnumerator SpawnSequence() 54 | { 55 | float arcSequencer = 0; 56 | float elapsedTime = 0; 57 | bool staticPortalPlayed = false; 58 | spawningPortal.Play(); 59 | 60 | while (elapsedTime < spawnDuration) 61 | { 62 | float progress = elapsedTime / spawnDuration; 63 | float rotationSpeed = Mathf.Clamp(progress * maxRotationSpeed, 1, maxRotationSpeed); 64 | 65 | elapsedTime += Time.deltaTime; 66 | arcSequencer = ((arcSequencer + Time.deltaTime) * rotationSpeed) % 1; 67 | 68 | float currentMajorRadius = Mathf.Clamp(majorRadius * spawnCurve.Evaluate(progress), .2f * majorRadius, majorRadius); 69 | float currentMinorRadius = Random.Range(0, .03f); 70 | int currentSpawnRate = (int)Mathf.Clamp(spawnRate * spawnCurve.Evaluate(progress), 500, .3f * spawnRate) + Random.Range(-250, 250); 71 | float currentLightIntensity = lightIntensity * spawnCurve.Evaluate(progress); 72 | 73 | spawningPortal.SetFloat("ArcSequencer", arcSequencer); 74 | spawningPortal.SetFloat("MajorRadius", currentMajorRadius); 75 | spawningPortal.SetFloat("MinorRadius", currentMinorRadius); 76 | spawningPortal.SetInt("SpawnRate", currentSpawnRate); 77 | lightPortal.intensity = currentLightIntensity; 78 | 79 | if (progress > .5f) 80 | { 81 | if (!staticPortalPlayed) 82 | { 83 | staticPortal.Play(); 84 | staticPortalPlayed = true; 85 | } 86 | staticPortal.SetFloat("MajorRadius", currentMajorRadius); 87 | } 88 | 89 | yield return null; 90 | } 91 | 92 | staticPortal.SetInt("SpawnRate", spawnRate); 93 | spawningPortal.Stop(); 94 | yield return null; 95 | } 96 | 97 | private IEnumerator TurnOffLight(float duration) 98 | { 99 | float initialIntensity = lightPortal.intensity; 100 | float targetIntensity = 0; 101 | 102 | float elapsedTime = 0; 103 | while (elapsedTime < duration) 104 | { 105 | lightPortal.intensity = Mathf.Lerp(initialIntensity, targetIntensity, elapsedTime / duration); 106 | elapsedTime += Time.deltaTime; 107 | yield return null; 108 | } 109 | 110 | lightPortal.intensity = targetIntensity; 111 | } 112 | } 113 | -------------------------------------------------------------------------------- /Assets/Scripts/PortalSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6001f7320a9e3cd45a3510bef4a7b0a7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VFX.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aae0ab15102dbb443b28de1ecf327399 3 | folderAsset: yes 4 | DefaultImporter: 5 | 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-------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Dr. Strange Portal using Unity VFX Graph 2 | 3 | Implemented using Unity 2020.3.4f1. 4 | 5 |
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9 | 10 | Checkout full tutorial and detailed explanations here. 11 | --------------------------------------------------------------------------------