├── .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 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47 | buildTargetSettings: [] 48 | spriteSheet: 49 | sprites: [] 50 | spritePackingTag: 51 | userData: 52 | assetBundleName: 53 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fd2d5583441d464f8fa120133849ecb 3 | folderAsset: yes 4 | timeCreated: 1435928023 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/PackageTool.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Editor/PackageTool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ac54410b610f47b18249055e1f9b668 3 | timeCreated: 1435928053 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Kino.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96d6f0c23b5b349a39907f19574573ef 3 | folderAsset: yes 4 | timeCreated: 1435811145 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 475dbe59af99f4ca78aaef74cdd7db46 3 | folderAsset: yes 4 | timeCreated: 1435890307 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/AnalogGlitch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 870b9a8f0f82f4f56800cc427bcd1025 3 | timeCreated: 1435909692 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - _shader: {fileID: 4800000, guid: da33272284ea24f208f36998880990be, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/DigitalGlitch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a3a070408aa941ab83ae10be1708848 3 | timeCreated: 1435909699 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - _shader: {fileID: 4800000, guid: ba40dc630e1d9417cb9ea22586ece1e1, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c37dfef451934b1db26216248b232ed 3 | folderAsset: yes 4 | timeCreated: 1435890461 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/Editor/AnalogGlitchEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83a6afa77757d4190add8354f39c902c 3 | timeCreated: 1435909592 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/Editor/DigitalGlitchEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 51937fa103b7e49a2aecba62a4029a39 3 | timeCreated: 1435909592 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2250de079b9f84c57bc993ee77ff4a92 3 | folderAsset: yes 4 | timeCreated: 1435890465 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/Shader/AnalogGlitch.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da33272284ea24f208f36998880990be 3 | timeCreated: 1435890474 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Kino/Glitch/Shader/DigitalGlitch.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba40dc630e1d9417cb9ea22586ece1e1 3 | timeCreated: 1435897513 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Reaktion.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 487429d9beca24ae78ab8ac96eb73dde 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Reaktion/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 263f8cf5a4c1141e6a79dc1c86d69dc2 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Reaktion/Editor/Utility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c8c8f5affaaa4616a15e69dda142154 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Reaktion/Editor/Utility/ConstantMotionEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af7f5def51f424dc4baac2ab376b2c60 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Reaktion/Editor/Utility/JitterMotionEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 268ea7a40f25a4aca9338ec15fae8021 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Reaktion/Utility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d874762c14cf4223bd1bcfc86500326 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Reaktion/Utility/ConstantMotion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f91a6fa75d39940268b68c6204273e22 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Reaktion/Utility/JitterMotion.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 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 | -------------------------------------------------------------------------------- /Assets/Reaktion/Utility/JitterMotion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d637268abbbb5428e991dd9ec93136f2 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: 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TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 |  10 |  11 | 12 | - Digital glitch: block damage. 13 | 14 |  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 | --------------------------------------------------------------------------------