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├── .gitattributes
├── .gitignore
├── Assets
    ├── CalibrationScene.meta
    ├── CalibrationScene
    │   ├── Model.meta
    │   ├── Model
    │   │   ├── SamplePot.fbx
    │   │   └── SamplePot.fbx.meta
    │   ├── SceneMaterials.meta
    │   ├── SceneMaterials
    │   │   ├── CalibrationFloor.mat
    │   │   ├── CalibrationFloor.mat.meta
    │   │   ├── SamplePotBodyDefault.mat
    │   │   ├── SamplePotBodyDefault.mat.meta
    │   │   ├── SamplePotLabelDefault.mat
    │   │   ├── SamplePotLabelDefault.mat.meta
    │   │   ├── SamplePotLidGrey.mat
    │   │   ├── SamplePotLidGrey.mat.meta
    │   │   ├── SamplePotLidLiner.mat
    │   │   └── SamplePotLidLiner.mat.meta
    │   ├── SceneTextures.meta
    │   └── SceneTextures
    │   │   ├── CalibrationFloorDiffuse.tif
    │   │   ├── CalibrationFloorDiffuse.tif.meta
    │   │   ├── CalibrationFloorNormals.tif
    │   │   ├── CalibrationFloorNormals.tif.meta
    │   │   ├── CalibrationFloorSpecularGloss.tif
    │   │   ├── CalibrationFloorSpecularGloss.tif.meta
    │   │   ├── SamplePotLabelDefaultDiffuse.tif
    │   │   ├── SamplePotLabelDefaultDiffuse.tif.meta
    │   │   ├── SamplePotLidNormals.tif
    │   │   ├── SamplePotLidNormals.tif.meta
    │   │   ├── SamplePotLidOcclusion.tif
    │   │   ├── SamplePotLidOcclusion.tif.meta
    │   │   ├── SamplePotNormals.tif
    │   │   ├── SamplePotNormals.tif.meta
    │   │   ├── SamplePotOcclusion.tif
    │   │   └── SamplePotOcclusion.tif.meta
    ├── Editor.meta
    ├── Editor
    │   ├── PackageTool.cs
    │   └── PackageTool.cs.meta
    ├── Kino.meta
    ├── Kino
    │   ├── Glitch.meta
    │   └── Glitch
    │   │   ├── AnalogGlitch.cs
    │   │   ├── AnalogGlitch.cs.meta
    │   │   ├── DigitalGlitch.cs
    │   │   ├── DigitalGlitch.cs.meta
    │   │   ├── Editor.meta
    │   │   ├── Editor
    │   │       ├── AnalogGlitchEditor.cs
    │   │       ├── AnalogGlitchEditor.cs.meta
    │   │       ├── DigitalGlitchEditor.cs
    │   │       └── DigitalGlitchEditor.cs.meta
    │   │   ├── Shader.meta
    │   │   └── Shader
    │   │       ├── AnalogGlitch.shader
    │   │       ├── AnalogGlitch.shader.meta
    │   │       ├── DigitalGlitch.shader
    │   │       └── DigitalGlitch.shader.meta
    ├── Reaktion.meta
    ├── Reaktion
    │   ├── Editor.meta
    │   ├── Editor
    │   │   ├── Utility.meta
    │   │   └── Utility
    │   │   │   ├── ConstantMotionEditor.cs
    │   │   │   ├── ConstantMotionEditor.cs.meta
    │   │   │   ├── JitterMotionEditor.cs
    │   │   │   └── JitterMotionEditor.cs.meta
    │   ├── Utility.meta
    │   └── Utility
    │   │   ├── ConstantMotion.cs
    │   │   ├── ConstantMotion.cs.meta
    │   │   ├── JitterMotion.cs
    │   │   └── JitterMotion.cs.meta
    ├── Test.meta
    └── Test
    │   ├── Test.anim
    │   ├── Test.anim.meta
    │   ├── Test.controller
    │   ├── Test.controller.meta
    │   ├── Test.unity
    │   └── Test.unity.meta
├── KinoGlitch.unitypackage
├── ProjectSettings
    ├── AudioManager.asset
    ├── DynamicsManager.asset
    ├── EditorBuildSettings.asset
    ├── EditorSettings.asset
    ├── GraphicsSettings.asset
    ├── InputManager.asset
    ├── NavMeshAreas.asset
    ├── NetworkManager.asset
    ├── Physics2DSettings.asset
    ├── ProjectSettings.asset
    ├── ProjectVersion.txt
    ├── QualitySettings.asset
    ├── TagManager.asset
    └── TimeManager.asset
└── README.md


/.gitattributes:
--------------------------------------------------------------------------------
 1 | # Auto detect text files and perform LF normalization
 2 | * text=auto
 3 | 
 4 | # Custom for Visual Studio
 5 | *.cs     diff=csharp
 6 | 
 7 | # Standard to msysgit
 8 | *.doc	 diff=astextplain
 9 | *.DOC	 diff=astextplain
10 | *.docx diff=astextplain
11 | *.DOCX diff=astextplain
12 | *.dot  diff=astextplain
13 | *.DOT  diff=astextplain
14 | *.pdf  diff=astextplain
15 | *.PDF	 diff=astextplain
16 | *.rtf	 diff=astextplain
17 | *.RTF	 diff=astextplain
18 | 


--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
 1 | /[Ll]ibrary/
 2 | /[Tt]emp/
 3 | /[Oo]bj/
 4 | /[Bb]uild/
 5 | *.swp
 6 | /Extras/backup
 7 | 
 8 | # Autogenerated VS/MD solution and project files
 9 | *.csproj
10 | *.unityproj
11 | *.sln
12 | *.suo
13 | *.tmp
14 | *.user
15 | *.userprefs
16 | *.pidb
17 | *.booproj
18 | 
19 | # Unity3D generated meta files
20 | *.pidb.meta
21 | 
22 | # Unity3D Generated File On Crash Reports
23 | sysinfo.txt
24 | 
25 | # =========================
26 | # Operating System Files
27 | # =========================
28 | 
29 | # OSX
30 | # =========================
31 | 
32 | .DS_Store
33 | .AppleDouble
34 | .LSOverride
35 | 
36 | # Thumbnails
37 | ._*
38 | 
39 | # Files that might appear in the root of a volume
40 | .DocumentRevisions-V100
41 | .fseventsd
42 | .Spotlight-V100
43 | .TemporaryItems
44 | .Trashes
45 | .VolumeIcon.icns
46 | 
47 | # Directories potentially created on remote AFP share
48 | .AppleDB
49 | .AppleDesktop
50 | Network Trash Folder
51 | Temporary Items
52 | .apdisk
53 | 
54 | # Windows
55 | # =========================
56 | 
57 | # Windows image file caches
58 | Thumbs.db
59 | ehthumbs.db
60 | 
61 | # Folder config file
62 | Desktop.ini
63 | 
64 | # Recycle Bin used on file shares
65 | $RECYCLE.BIN/
66 | 
67 | # Windows Installer files
68 | *.cab
69 | *.msi
70 | *.msm
71 | *.msp
72 | 
73 | # Windows shortcuts
74 | *.lnk
75 | 


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/Assets/Editor/PackageTool.cs:
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 1 | using UnityEngine;
 2 | using UnityEditor;
 3 | 
 4 | public class PackageTool
 5 | {
 6 |     [MenuItem("Package/Update Package")]
 7 |     static void UpdatePackage()
 8 |     {
 9 |         AssetDatabase.ExportPackage("Assets/Kino", "KinoGlitch.unitypackage", ExportPackageOptions.Recurse);
10 |     }
11 | }
12 | 


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/Assets/Kino/Glitch/AnalogGlitch.cs:
--------------------------------------------------------------------------------
  1 | //
  2 | // KinoGlitch - Video glitch effect
  3 | //
  4 | // Copyright (C) 2015 Keijiro Takahashi
  5 | //
  6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
  7 | // this software and associated documentation files (the "Software"), to deal in
  8 | // the Software without restriction, including without limitation the rights to
  9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 10 | // the Software, and to permit persons to whom the Software is furnished to do so,
 11 | // subject to the following conditions:
 12 | //
 13 | // The above copyright notice and this permission notice shall be included in all
 14 | // copies or substantial portions of the Software.
 15 | //
 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 22 | //
 23 | using UnityEngine;
 24 | 
 25 | namespace Kino
 26 | {
 27 |     [ExecuteInEditMode]
 28 |     [RequireComponent(typeof(Camera))]
 29 |     [AddComponentMenu("Kino Image Effects/Analog Glitch")]
 30 |     public class AnalogGlitch : MonoBehaviour
 31 |     {
 32 |         #region Public Properties
 33 | 
 34 |         // Scan line jitter
 35 | 
 36 |         [SerializeField, Range(0, 1)]
 37 |         float _scanLineJitter = 0;
 38 | 
 39 |         public float scanLineJitter {
 40 |             get { return _scanLineJitter; }
 41 |             set { _scanLineJitter = value; }
 42 |         }
 43 | 
 44 |         // Vertical jump
 45 | 
 46 |         [SerializeField, Range(0, 1)]
 47 |         float _verticalJump = 0;
 48 | 
 49 |         public float verticalJump {
 50 |             get { return _verticalJump; }
 51 |             set { _verticalJump = value; }
 52 |         }
 53 | 
 54 |         // Horizontal shake
 55 | 
 56 |         [SerializeField, Range(0, 1)]
 57 |         float _horizontalShake = 0;
 58 | 
 59 |         public float horizontalShake {
 60 |             get { return _horizontalShake; }
 61 |             set { _horizontalShake = value; }
 62 |         }
 63 | 
 64 |         // Color drift
 65 | 
 66 |         [SerializeField, Range(0, 1)]
 67 |         float _colorDrift = 0;
 68 | 
 69 |         public float colorDrift {
 70 |             get { return _colorDrift; }
 71 |             set { _colorDrift = value; }
 72 |         }
 73 | 
 74 |         #endregion
 75 | 
 76 |         #region Private Properties
 77 | 
 78 |         [SerializeField] Shader _shader;
 79 | 
 80 |         Material _material;
 81 | 
 82 |         float _verticalJumpTime;
 83 | 
 84 |         #endregion
 85 | 
 86 |         #region MonoBehaviour Functions
 87 | 
 88 |         void OnRenderImage(RenderTexture source, RenderTexture destination)
 89 |         {
 90 |             if (_material == null)
 91 |             {
 92 |                 _material = new Material(_shader);
 93 |                 _material.hideFlags = HideFlags.DontSave;
 94 |             }
 95 | 
 96 |             _verticalJumpTime += Time.deltaTime * _verticalJump * 11.3f;
 97 | 
 98 |             var sl_thresh = Mathf.Clamp01(1.0f - _scanLineJitter * 1.2f);
 99 |             var sl_disp = 0.002f + Mathf.Pow(_scanLineJitter, 3) * 0.05f;
100 |             _material.SetVector("_ScanLineJitter", new Vector2(sl_disp, sl_thresh));
101 | 
102 |             var vj = new Vector2(_verticalJump, _verticalJumpTime);
103 |             _material.SetVector("_VerticalJump", vj);
104 | 
105 |             _material.SetFloat("_HorizontalShake", _horizontalShake * 0.2f);
106 | 
107 |             var cd = new Vector2(_colorDrift * 0.04f, Time.time * 606.11f);
108 |             _material.SetVector("_ColorDrift", cd);
109 | 
110 |             Graphics.Blit(source, destination, _material);
111 |         }
112 | 
113 |         #endregion
114 |     }
115 | }
116 | 


--------------------------------------------------------------------------------
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/Assets/Kino/Glitch/DigitalGlitch.cs:
--------------------------------------------------------------------------------
  1 | //
  2 | // KinoGlitch - Video glitch effect
  3 | //
  4 | // Copyright (C) 2015 Keijiro Takahashi
  5 | //
  6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
  7 | // this software and associated documentation files (the "Software"), to deal in
  8 | // the Software without restriction, including without limitation the rights to
  9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 10 | // the Software, and to permit persons to whom the Software is furnished to do so,
 11 | // subject to the following conditions:
 12 | //
 13 | // The above copyright notice and this permission notice shall be included in all
 14 | // copies or substantial portions of the Software.
 15 | //
 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 22 | //
 23 | using UnityEngine;
 24 | 
 25 | namespace Kino
 26 | {
 27 |     [ExecuteInEditMode]
 28 |     [RequireComponent(typeof(Camera))]
 29 |     [AddComponentMenu("Kino Image Effects/Digital Glitch")]
 30 |     public class DigitalGlitch : MonoBehaviour
 31 |     {
 32 |         #region Public Properties
 33 | 
 34 |         [SerializeField, Range(0, 1)]
 35 |         float _intensity = 0;
 36 | 
 37 |         public float intensity {
 38 |             get { return _intensity; }
 39 |             set { _intensity = value; }
 40 |         }
 41 | 
 42 |         #endregion
 43 | 
 44 |         #region Private Properties
 45 | 
 46 |         [SerializeField] Shader _shader;
 47 | 
 48 |         Material _material;
 49 |         Texture2D _noiseTexture;
 50 |         RenderTexture _trashFrame1;
 51 |         RenderTexture _trashFrame2;
 52 | 
 53 |         #endregion
 54 | 
 55 |         #region Private Functions
 56 | 
 57 |         static Color RandomColor()
 58 |         {
 59 |             return new Color(Random.value, Random.value, Random.value, Random.value);
 60 |         }
 61 | 
 62 |         void SetUpResources()
 63 |         {
 64 |             if (_material != null) return;
 65 | 
 66 |             _material = new Material(_shader);
 67 |             _material.hideFlags = HideFlags.DontSave;
 68 | 
 69 |             _noiseTexture = new Texture2D(64, 32, TextureFormat.ARGB32, false);
 70 |             _noiseTexture.hideFlags = HideFlags.DontSave;
 71 |             _noiseTexture.wrapMode = TextureWrapMode.Clamp;
 72 |             _noiseTexture.filterMode = FilterMode.Point;
 73 | 
 74 |             _trashFrame1 = new RenderTexture(Screen.width, Screen.height, 0);
 75 |             _trashFrame2 = new RenderTexture(Screen.width, Screen.height, 0);
 76 |             _trashFrame1.hideFlags = HideFlags.DontSave;
 77 |             _trashFrame2.hideFlags = HideFlags.DontSave;
 78 | 
 79 |             UpdateNoiseTexture();
 80 |         }
 81 | 
 82 |         void UpdateNoiseTexture()
 83 |         {
 84 |             var color = RandomColor();
 85 | 
 86 |             for (var y = 0; y < _noiseTexture.height; y++)
 87 |             {
 88 |                 for (var x = 0; x < _noiseTexture.width; x++)
 89 |                 {
 90 |                     if (Random.value > 0.89f) color = RandomColor();
 91 |                     _noiseTexture.SetPixel(x, y, color);
 92 |                 }
 93 |             }
 94 | 
 95 |             _noiseTexture.Apply();
 96 |         }
 97 | 
 98 |         #endregion
 99 | 
100 |         #region MonoBehaviour Functions
101 | 
102 |         void Update()
103 |         {
104 |             if (Random.value > Mathf.Lerp(0.9f, 0.5f, _intensity))
105 |             {
106 |                 SetUpResources();
107 |                 UpdateNoiseTexture();
108 |             }
109 |         }
110 | 
111 |         void OnRenderImage(RenderTexture source, RenderTexture destination)
112 |         {
113 |             SetUpResources();
114 | 
115 |             // Update trash frames on a constant interval.
116 |             var fcount = Time.frameCount;
117 |             if (fcount % 13 == 0) Graphics.Blit(source, _trashFrame1);
118 |             if (fcount % 73 == 0) Graphics.Blit(source, _trashFrame2);
119 | 
120 |             _material.SetFloat("_Intensity", _intensity);
121 |             _material.SetTexture("_NoiseTex", _noiseTexture);
122 |             var trashFrame = Random.value > 0.5f ? _trashFrame1 : _trashFrame2;
123 |             _material.SetTexture("_TrashTex", trashFrame);
124 | 
125 |             Graphics.Blit(source, destination, _material);
126 |         }
127 | 
128 |         #endregion
129 |     }
130 | }
131 | 


--------------------------------------------------------------------------------
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/Assets/Kino/Glitch/Editor/AnalogGlitchEditor.cs:
--------------------------------------------------------------------------------
 1 | //
 2 | // KinoGlitch - Video glitch effect
 3 | //
 4 | // Copyright (C) 2015 Keijiro Takahashi
 5 | //
 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
 7 | // this software and associated documentation files (the "Software"), to deal in
 8 | // the Software without restriction, including without limitation the rights to
 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | // the Software, and to permit persons to whom the Software is furnished to do so,
11 | // subject to the following conditions:
12 | //
13 | // The above copyright notice and this permission notice shall be included in all
14 | // copies or substantial portions of the Software.
15 | //
16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | //
23 | using UnityEngine;
24 | using UnityEditor;
25 | 
26 | namespace Kino
27 | {
28 |     [CanEditMultipleObjects]
29 |     [CustomEditor(typeof(AnalogGlitch))]
30 |     public class AnalogGlitchEditor : Editor
31 |     {
32 |         SerializedProperty _scanLineJitter;
33 |         SerializedProperty _verticalJump;
34 |         SerializedProperty _horizontalShake;
35 |         SerializedProperty _colorDrift;
36 | 
37 |         void OnEnable()
38 |         {
39 |             _scanLineJitter = serializedObject.FindProperty("_scanLineJitter");
40 |             _verticalJump = serializedObject.FindProperty("_verticalJump");
41 |             _horizontalShake = serializedObject.FindProperty("_horizontalShake");
42 |             _colorDrift = serializedObject.FindProperty("_colorDrift");
43 |         }
44 | 
45 |         public override void OnInspectorGUI()
46 |         {
47 |             serializedObject.Update();
48 | 
49 |             EditorGUILayout.PropertyField(_scanLineJitter);
50 |             EditorGUILayout.PropertyField(_verticalJump);
51 |             EditorGUILayout.PropertyField(_horizontalShake);
52 |             EditorGUILayout.PropertyField(_colorDrift);
53 | 
54 |             serializedObject.ApplyModifiedProperties();
55 |         }
56 |     }
57 | }
58 | 


--------------------------------------------------------------------------------
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/Assets/Kino/Glitch/Editor/DigitalGlitchEditor.cs:
--------------------------------------------------------------------------------
 1 | //
 2 | // KinoGlitch - Video glitch effect
 3 | //
 4 | // Copyright (C) 2015 Keijiro Takahashi
 5 | //
 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
 7 | // this software and associated documentation files (the "Software"), to deal in
 8 | // the Software without restriction, including without limitation the rights to
 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | // the Software, and to permit persons to whom the Software is furnished to do so,
11 | // subject to the following conditions:
12 | //
13 | // The above copyright notice and this permission notice shall be included in all
14 | // copies or substantial portions of the Software.
15 | //
16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | //
23 | using UnityEngine;
24 | using UnityEditor;
25 | 
26 | namespace Kino
27 | {
28 |     [CanEditMultipleObjects]
29 |     [CustomEditor(typeof(DigitalGlitch))]
30 |     public class DigitalGlitchEditor : Editor
31 |     {
32 |         SerializedProperty _intensity;
33 | 
34 |         void OnEnable()
35 |         {
36 |             _intensity = serializedObject.FindProperty("_intensity");
37 |         }
38 | 
39 |         public override void OnInspectorGUI()
40 |         {
41 |             serializedObject.Update();
42 | 
43 |             EditorGUILayout.PropertyField(_intensity);
44 | 
45 |             serializedObject.ApplyModifiedProperties();
46 |         }
47 |     }
48 | }
49 | 


--------------------------------------------------------------------------------
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/Assets/Kino/Glitch/Shader/AnalogGlitch.shader:
--------------------------------------------------------------------------------
 1 | //
 2 | // KinoGlitch - Video glitch effect
 3 | //
 4 | // Copyright (C) 2015 Keijiro Takahashi
 5 | //
 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
 7 | // this software and associated documentation files (the "Software"), to deal in
 8 | // the Software without restriction, including without limitation the rights to
 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | // the Software, and to permit persons to whom the Software is furnished to do so,
11 | // subject to the following conditions:
12 | //
13 | // The above copyright notice and this permission notice shall be included in all
14 | // copies or substantial portions of the Software.
15 | //
16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | //
23 | Shader "Hidden/Kino/Glitch/Analog"
24 | {
25 |     Properties
26 |     {
27 |         _MainTex ("-", 2D) = "" {}
28 |     }
29 |     CGINCLUDE
30 | 
31 |     #include "UnityCG.cginc"
32 | 
33 |     sampler2D _MainTex;
34 |     float2 _MainTex_TexelSize;
35 | 
36 |     float2 _ScanLineJitter; // (displacement, threshold)
37 |     float2 _VerticalJump;   // (amount, time)
38 |     float _HorizontalShake;
39 |     float2 _ColorDrift;     // (amount, time)
40 | 
41 |     float nrand(float x, float y)
42 |     {
43 |         return frac(sin(dot(float2(x, y), float2(12.9898, 78.233))) * 43758.5453);
44 |     }
45 | 
46 |     half4 frag(v2f_img i) : SV_Target
47 |     {
48 |         float u = i.uv.x;
49 |         float v = i.uv.y;
50 | 
51 |         // Scan line jitter
52 |         float jitter = nrand(v, _Time.x) * 2 - 1;
53 |         jitter *= step(_ScanLineJitter.y, abs(jitter)) * _ScanLineJitter.x;
54 | 
55 |         // Vertical jump
56 |         float jump = lerp(v, frac(v + _VerticalJump.y), _VerticalJump.x);
57 | 
58 |         // Horizontal shake
59 |         float shake = (nrand(_Time.x, 2) - 0.5) * _HorizontalShake;
60 | 
61 |         // Color drift
62 |         float drift = sin(jump + _ColorDrift.y) * _ColorDrift.x;
63 | 
64 |         half4 src1 = tex2D(_MainTex, frac(float2(u + jitter + shake, jump)));
65 |         half4 src2 = tex2D(_MainTex, frac(float2(u + jitter + shake + drift, jump)));
66 | 
67 |         return half4(src1.r, src2.g, src1.b, 1);
68 |     }
69 | 
70 |     ENDCG
71 |     SubShader
72 |     {
73 |         Pass
74 |         {
75 |             ZTest Always Cull Off ZWrite Off
76 |             CGPROGRAM
77 |             #pragma vertex vert_img
78 |             #pragma fragment frag
79 |             #pragma target 3.0
80 |             ENDCG
81 |         }
82 |     }
83 | }
84 | 


--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/Kino/Glitch/Shader/DigitalGlitch.shader:
--------------------------------------------------------------------------------
 1 | //
 2 | // KinoGlitch - Video glitch effect
 3 | //
 4 | // Copyright (C) 2015 Keijiro Takahashi
 5 | //
 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
 7 | // this software and associated documentation files (the "Software"), to deal in
 8 | // the Software without restriction, including without limitation the rights to
 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | // the Software, and to permit persons to whom the Software is furnished to do so,
11 | // subject to the following conditions:
12 | //
13 | // The above copyright notice and this permission notice shall be included in all
14 | // copies or substantial portions of the Software.
15 | //
16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | //
23 | Shader "Hidden/Kino/Glitch/Digital"
24 | {
25 |     Properties
26 |     {
27 |         _MainTex  ("-", 2D) = "" {}
28 |         _NoiseTex ("-", 2D) = "" {}
29 |         _TrashTex ("-", 2D) = "" {}
30 |     }
31 | 
32 |     CGINCLUDE
33 | 
34 |     #include "UnityCG.cginc"
35 | 
36 |     sampler2D _MainTex;
37 |     sampler2D _NoiseTex;
38 |     sampler2D _TrashTex;
39 |     float _Intensity;
40 | 
41 |     float4 frag(v2f_img i) : SV_Target 
42 |     {
43 |         float4 glitch = tex2D(_NoiseTex, i.uv);
44 | 
45 |         float thresh = 1.001 - _Intensity * 1.001;
46 |         float w_d = step(thresh, pow(glitch.z, 2.5)); // displacement glitch
47 |         float w_f = step(thresh, pow(glitch.w, 2.5)); // frame glitch
48 |         float w_c = step(thresh, pow(glitch.z, 3.5)); // color glitch
49 | 
50 |         // Displacement.
51 |         float2 uv = frac(i.uv + glitch.xy * w_d);
52 |         float4 source = tex2D(_MainTex, uv);
53 | 
54 |         // Mix with trash frame.
55 |         float3 color = lerp(source, tex2D(_TrashTex, uv), w_f).rgb;
56 | 
57 |         // Shuffle color components.
58 |         float3 neg = saturate(color.grb + (1 - dot(color, 1)) * 0.5);
59 |         color = lerp(color, neg, w_c);
60 | 
61 |         return float4(color, source.a);
62 |     }
63 | 
64 |     ENDCG
65 | 
66 |     SubShader
67 |     {
68 |         Pass
69 |         {
70 |             ZTest Always Cull Off ZWrite Off
71 |             CGPROGRAM
72 |             #pragma vertex vert_img
73 |             #pragma fragment frag
74 |             #pragma target 3.0
75 |             ENDCG
76 |         }
77 |     }
78 | }
79 | 


--------------------------------------------------------------------------------
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/Assets/Reaktion/Editor/Utility/ConstantMotionEditor.cs:
--------------------------------------------------------------------------------
  1 | //
  2 | // Reaktion - An audio reactive animation toolkit for Unity.
  3 | //
  4 | // Copyright (C) 2013, 2014 Keijiro Takahashi
  5 | //
  6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
  7 | // this software and associated documentation files (the "Software"), to deal in
  8 | // the Software without restriction, including without limitation the rights to
  9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 10 | // the Software, and to permit persons to whom the Software is furnished to do so,
 11 | // subject to the following conditions:
 12 | //
 13 | // The above copyright notice and this permission notice shall be included in all
 14 | // copies or substantial portions of the Software.
 15 | //
 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 22 | //
 23 | using UnityEngine;
 24 | using UnityEditor;
 25 | using System.Collections;
 26 | 
 27 | namespace Reaktion {
 28 | 
 29 | // Custom property drawer for TransformElement.
 30 | [CustomPropertyDrawer(typeof(ConstantMotion.TransformElement))]
 31 | class ConstantMotionElementDrawer : PropertyDrawer
 32 | {
 33 |     // Labels and values for TransformMode.
 34 |     static GUIContent[] modeLabels = {
 35 |         new GUIContent("Off"),
 36 |         new GUIContent("X Axis"),
 37 |         new GUIContent("Y Axis"),
 38 |         new GUIContent("Z Axis"),
 39 |         new GUIContent("Arbitrary Vector"),
 40 |         new GUIContent("Random Vector")
 41 |     };
 42 |     static int[] modeValues = { 0, 1, 2, 3, 4, 5 };
 43 | 
 44 |     static int GetExpansionLevel(SerializedProperty property)
 45 |     {
 46 |         var mode = property.FindPropertyRelative("mode");
 47 |         // Fully expand if it has different values.
 48 |         if (mode.hasMultipleDifferentValues) return 2;
 49 |         // "Off"
 50 |         if (mode.enumValueIndex == 0) return 0;
 51 |         // Fully expand if it's in Arbitrary mode.
 52 |         if (mode.enumValueIndex == (int)ConstantMotion.TransformMode.Arbitrary) return 2;
 53 |         // Expand one level.
 54 |         return 1;
 55 |     }
 56 | 
 57 |     public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
 58 |     {
 59 |         int rows = new int[]{1, 3, 4}[GetExpansionLevel(property)];
 60 |         return EditorGUIUtility.singleLineHeight * rows +
 61 |                EditorGUIUtility.standardVerticalSpacing * (rows - 1);
 62 |     }
 63 | 
 64 |     public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
 65 |     {
 66 |         EditorGUI.BeginProperty(position, label, property);
 67 | 
 68 |         position.height = EditorGUIUtility.singleLineHeight;
 69 |         var rowHeight = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
 70 | 
 71 |         // Transform mode selector drop-down.
 72 |         EditorGUI.IntPopup(position, property.FindPropertyRelative("mode"), modeLabels, modeValues, label);
 73 |         position.y += rowHeight;
 74 | 
 75 |         var expansion = GetExpansionLevel(property);
 76 |         if (expansion > 0)
 77 |         {
 78 |             // Insert an indent.
 79 |             position.x += 16;
 80 |             position.width -= 16;
 81 |             EditorGUIUtility.labelWidth -= 16;
 82 | 
 83 |             if (expansion == 2)
 84 |             {
 85 |                 // Vector box.
 86 |                 EditorGUI.PropertyField(position, property.FindPropertyRelative("arbitraryVector"), GUIContent.none);
 87 |                 position.y += rowHeight;
 88 |             }
 89 | 
 90 |             // Velocity box.
 91 |             EditorGUI.PropertyField(position, property.FindPropertyRelative("velocity"), new GUIContent("Velocity"));
 92 |             position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
 93 | 
 94 |             // Randomness slider.
 95 |             EditorGUI.Slider(position, property.FindPropertyRelative("randomness"), 0, 1, new GUIContent("Randomness"));
 96 |         }
 97 | 
 98 |         EditorGUI.EndProperty();
 99 |     }
100 | }
101 | 
102 | [CustomEditor(typeof(ConstantMotion)), CanEditMultipleObjects]
103 | public class ConstantMotionEditor : Editor
104 | {
105 |     SerializedProperty propPosition;
106 |     SerializedProperty propRotation;
107 |     SerializedProperty propUseLocalCoordinate;
108 |     GUIContent labelLocalCoordinate;
109 | 
110 |     void OnEnable()
111 |     {
112 |         propPosition = serializedObject.FindProperty("position");
113 |         propRotation = serializedObject.FindProperty("rotation");
114 |         propUseLocalCoordinate = serializedObject.FindProperty("useLocalCoordinate");
115 |         labelLocalCoordinate = new GUIContent("Local Coordinate");
116 |     }
117 | 
118 |     public override void OnInspectorGUI()
119 |     {
120 |         serializedObject.Update();
121 |         EditorGUILayout.PropertyField(propPosition);
122 |         EditorGUILayout.PropertyField(propRotation);
123 |         EditorGUILayout.PropertyField(propUseLocalCoordinate, labelLocalCoordinate);
124 |         serializedObject.ApplyModifiedProperties();
125 |     }
126 | }
127 | 
128 | } // namespace Reaktion
129 | 


--------------------------------------------------------------------------------
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/Assets/Reaktion/Editor/Utility/JitterMotionEditor.cs:
--------------------------------------------------------------------------------
 1 | //
 2 | // Reaktion - An audio reactive animation toolkit for Unity.
 3 | //
 4 | // Copyright (C) 2013, 2014 Keijiro Takahashi
 5 | //
 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
 7 | // this software and associated documentation files (the "Software"), to deal in
 8 | // the Software without restriction, including without limitation the rights to
 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | // the Software, and to permit persons to whom the Software is furnished to do so,
11 | // subject to the following conditions:
12 | //
13 | // The above copyright notice and this permission notice shall be included in all
14 | // copies or substantial portions of the Software.
15 | //
16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | //
23 | using UnityEngine;
24 | using UnityEditor;
25 | using System.Collections;
26 | 
27 | namespace Reaktion {
28 | 
29 | [CustomEditor(typeof(JitterMotion)), CanEditMultipleObjects]
30 | public class JitterMotionEditor : Editor
31 | {
32 |     SerializedProperty propPositionFrequency;
33 |     SerializedProperty propRotationFrequency;
34 | 
35 |     SerializedProperty propPositionAmount;
36 |     SerializedProperty propRotationAmount;
37 | 
38 |     SerializedProperty propPositionComponents;
39 |     SerializedProperty propRotationComponents;
40 | 
41 |     SerializedProperty propPositionOctave;
42 |     SerializedProperty propRotationOctave;
43 | 
44 |     GUIContent labelFrequency;
45 |     GUIContent labelAmount;
46 |     GUIContent labelOctave;
47 | 
48 |     void OnEnable()
49 |     {
50 |         propPositionFrequency = serializedObject.FindProperty("positionFrequency");
51 |         propRotationFrequency = serializedObject.FindProperty("rotationFrequency");
52 | 
53 |         propPositionAmount = serializedObject.FindProperty("positionAmount");
54 |         propRotationAmount = serializedObject.FindProperty("rotationAmount");
55 | 
56 |         propPositionComponents = serializedObject.FindProperty("positionComponents");
57 |         propRotationComponents = serializedObject.FindProperty("rotationComponents");
58 | 
59 |         propPositionOctave = serializedObject.FindProperty("positionOctave");
60 |         propRotationOctave = serializedObject.FindProperty("rotationOctave");
61 | 
62 |         labelFrequency = new GUIContent("Frequency");
63 |         labelAmount    = new GUIContent("Noise Strength");
64 |         labelOctave    = new GUIContent("Fractal Level");
65 |     }
66 | 
67 |     public override void OnInspectorGUI()
68 |     {
69 |         serializedObject.Update();
70 | 
71 |         EditorGUILayout.LabelField("Position");
72 |         EditorGUI.indentLevel++;
73 |         EditorGUILayout.PropertyField(propPositionAmount, labelAmount);
74 |         EditorGUILayout.PropertyField(propPositionComponents, GUIContent.none);
75 |         EditorGUILayout.PropertyField(propPositionFrequency, labelFrequency);
76 |         EditorGUILayout.IntSlider(propPositionOctave, 1, 8, labelOctave);
77 |         EditorGUI.indentLevel--;
78 | 
79 |         EditorGUILayout.LabelField("Rotation");
80 |         EditorGUI.indentLevel++;
81 |         EditorGUILayout.PropertyField(propRotationAmount, labelAmount);
82 |         EditorGUILayout.PropertyField(propRotationComponents, GUIContent.none);
83 |         EditorGUILayout.PropertyField(propRotationFrequency, labelFrequency);
84 |         EditorGUILayout.IntSlider(propRotationOctave, 1, 8, labelOctave);
85 |         EditorGUI.indentLevel--;
86 | 
87 |         serializedObject.ApplyModifiedProperties();
88 |     }
89 | }
90 | 
91 | } // namespace Reaktion
92 | 


--------------------------------------------------------------------------------
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/Assets/Reaktion/Utility/ConstantMotion.cs:
--------------------------------------------------------------------------------
  1 | //
  2 | // Reaktion - An audio reactive animation toolkit for Unity.
  3 | //
  4 | // Copyright (C) 2013, 2014 Keijiro Takahashi
  5 | //
  6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
  7 | // this software and associated documentation files (the "Software"), to deal in
  8 | // the Software without restriction, including without limitation the rights to
  9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 10 | // the Software, and to permit persons to whom the Software is furnished to do so,
 11 | // subject to the following conditions:
 12 | //
 13 | // The above copyright notice and this permission notice shall be included in all
 14 | // copies or substantial portions of the Software.
 15 | //
 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 22 | //
 23 | using UnityEngine;
 24 | 
 25 | namespace Reaktion {
 26 | 
 27 | public class ConstantMotion : MonoBehaviour
 28 | {
 29 |     public enum TransformMode {
 30 |         Off, XAxis, YAxis, ZAxis, Arbitrary, Random
 31 |     };
 32 | 
 33 |     // A class for handling each transformation.
 34 |     [System.Serializable]
 35 |     public class TransformElement
 36 |     {
 37 |         public TransformMode mode = TransformMode.Off;
 38 |         public float velocity = 1;
 39 | 
 40 |         // Used only in the arbitrary mode.
 41 |         public Vector3 arbitraryVector = Vector3.up;
 42 | 
 43 |         // Affects velocity.
 44 |         public float randomness = 0;
 45 | 
 46 |         // Randomizer states.
 47 |         Vector3 randomVector;
 48 |         float randomScalar;
 49 | 
 50 |         public void Initialize()
 51 |         {
 52 |             randomVector = Random.onUnitSphere;
 53 |             randomScalar = Random.value;
 54 |         }
 55 | 
 56 |         // Get a vector corresponds to the current transform mode.
 57 |         public Vector3 Vector {
 58 |             get {
 59 |                 switch (mode)
 60 |                 {
 61 |                     case TransformMode.XAxis:     return Vector3.right;
 62 |                     case TransformMode.YAxis:     return Vector3.up;
 63 |                     case TransformMode.ZAxis:     return Vector3.forward;
 64 |                     case TransformMode.Arbitrary: return arbitraryVector;
 65 |                     case TransformMode.Random:    return randomVector;
 66 |                 }
 67 |                 return Vector3.zero;
 68 |             }
 69 |         }
 70 | 
 71 |         // Get the current delta value.
 72 |         public float Delta {
 73 |             get {
 74 |                 var scale = (1.0f - randomness * randomScalar);
 75 |                 return velocity * scale * Time.deltaTime;
 76 |             }
 77 |         }
 78 |     }
 79 | 
 80 |     public TransformElement position = new TransformElement();
 81 |     public TransformElement rotation = new TransformElement{ velocity = 30 };
 82 |     public bool useLocalCoordinate = true;
 83 | 
 84 |     void Awake()
 85 |     {
 86 |         position.Initialize();
 87 |         rotation.Initialize();
 88 |     }
 89 | 
 90 |     void Update()
 91 |     {
 92 |         if (position.mode != TransformMode.Off)
 93 |         {
 94 |             if (useLocalCoordinate)
 95 |                 transform.localPosition += position.Vector * position.Delta;
 96 |             else
 97 |                 transform.position += position.Vector * position.Delta;
 98 |         }
 99 | 
100 |         if (rotation.mode != TransformMode.Off)
101 |         {
102 |             var delta = Quaternion.AngleAxis(rotation.Delta, rotation.Vector);
103 |             if (useLocalCoordinate)
104 |                 transform.localRotation = delta * transform.localRotation;
105 |             else
106 |                 transform.rotation = delta * transform.rotation;
107 |         }
108 |     }
109 | }
110 | 
111 | } // namespace Reaktion
112 | 


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  1 | //
  2 | // Reaktion - An audio reactive animation toolkit for Unity.
  3 | //
  4 | // Copyright (C) 2013, 2014 Keijiro Takahashi
  5 | //
  6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of
  7 | // this software and associated documentation files (the "Software"), to deal in
  8 | // the Software without restriction, including without limitation the rights to
  9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 10 | // the Software, and to permit persons to whom the Software is furnished to do so,
 11 | // subject to the following conditions:
 12 | //
 13 | // The above copyright notice and this permission notice shall be included in all
 14 | // copies or substantial portions of the Software.
 15 | //
 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 22 | //
 23 | using UnityEngine;
 24 | 
 25 | namespace Reaktion {
 26 | 
 27 | public class JitterMotion : MonoBehaviour
 28 | {
 29 |     public float positionFrequency = 0.2f;
 30 |     public float rotationFrequency = 0.2f;
 31 | 
 32 |     public float positionAmount = 1.0f;
 33 |     public float rotationAmount = 30.0f;
 34 | 
 35 |     public Vector3 positionComponents = Vector3.one;
 36 |     public Vector3 rotationComponents = new Vector3(1, 1, 0);
 37 | 
 38 |     public int positionOctave = 3;
 39 |     public int rotationOctave = 3;
 40 | 
 41 |     float timePosition;
 42 |     float timeRotation;
 43 | 
 44 |     Vector2[] noiseVectors;
 45 | 
 46 |     Vector3 initialPosition;
 47 |     Quaternion initialRotation;
 48 | 
 49 |     void Awake()
 50 |     {
 51 |         timePosition = Random.value * 10;
 52 |         timeRotation = Random.value * 10;
 53 | 
 54 |         noiseVectors = new Vector2[6];
 55 | 
 56 |         for (var i = 0; i < 6; i++)
 57 |         {
 58 |             var theta = Random.value * Mathf.PI * 2;
 59 |             noiseVectors[i].Set(Mathf.Cos(theta), Mathf.Sin(theta));
 60 |         }
 61 | 
 62 |         initialPosition = transform.localPosition;
 63 |         initialRotation = transform.localRotation;
 64 |     }
 65 | 
 66 |     void Update()
 67 |     {
 68 |         timePosition += Time.deltaTime * positionFrequency;
 69 |         timeRotation += Time.deltaTime * rotationFrequency;
 70 | 
 71 |         if (positionAmount != 0.0f)
 72 |         {
 73 |             var p = new Vector3(
 74 |                 Fbm(noiseVectors[0] * timePosition, positionOctave),
 75 |                 Fbm(noiseVectors[1] * timePosition, positionOctave),
 76 |                 Fbm(noiseVectors[2] * timePosition, positionOctave)
 77 |             );
 78 |             p = Vector3.Scale(p, positionComponents) * positionAmount * 2;
 79 |             transform.localPosition = initialPosition + p;
 80 |         }
 81 | 
 82 |         if (rotationAmount != 0.0f)
 83 |         {
 84 |             var r = new Vector3(
 85 |                 Fbm(noiseVectors[3] * timeRotation, rotationOctave),
 86 |                 Fbm(noiseVectors[4] * timeRotation, rotationOctave),
 87 |                 Fbm(noiseVectors[5] * timeRotation, rotationOctave)
 88 |             );
 89 |             r = Vector3.Scale(r, rotationComponents) * rotationAmount * 2;
 90 |             transform.localRotation = Quaternion.Euler(r) * initialRotation;
 91 |         }
 92 |     }
 93 | 
 94 |     static float Fbm(Vector2 coord, int octave)
 95 |     {
 96 |         var f = 0.0f;
 97 |         var w = 1.0f;
 98 |         for (var i = 0; i < octave; i++)
 99 |         {
100 |             f += w * (Mathf.PerlinNoise(coord.x, coord.y) - 0.5f);
101 |             coord *= 2;
102 |             w *= 0.5f;
103 |         }
104 |         return f;
105 |     }
106 | }
107 | 
108 | } // namespace Reaktion
109 | 


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/README.md:
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 1 | KinoGlitch
 2 | ==========
 3 | 
 4 | KinoGlitch is a collection of glitch video effects.
 5 | At the moment, it provides two types of glitch effects.
 6 | 
 7 | - Analog Glitch: scan line jitter, color drift, vertical jump, horizontal shake.
 8 | 
 9 | ![anim1](http://33.media.tumblr.com/f1750d6553817e32b9a9716bd8d25f0e/tumblr_nqwxq8Kw8a1qio469o2_400.gif)
10 | ![anim2](http://31.media.tumblr.com/493ac4873d748f8f5e925da2b1fba5c0/tumblr_nqwxq8Kw8a1qio469o1_400.gif)
11 | 
12 | - Digital glitch: block damage.
13 | 
14 | ![anim3](http://33.media.tumblr.com/b7cbce006a2772e920478964ce233b1c/tumblr_nqwxq8Kw8a1qio469o3_400.gif)
15 | 
16 | License
17 | -------
18 | 
19 | Copyright (C) 2015 Keijiro Takahashi
20 | 
21 | Permission is hereby granted, free of charge, to any person obtaining a copy of
22 | this software and associated documentation files (the "Software"), to deal in
23 | the Software without restriction, including without limitation the rights to
24 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
25 | the Software, and to permit persons to whom the Software is furnished to do so,
26 | subject to the following conditions:
27 | 
28 | The above copyright notice and this permission notice shall be included in all
29 | copies or substantial portions of the Software.
30 | 
31 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
32 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
33 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
34 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
35 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
36 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
37 | 


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