├── .gitignore ├── .vscode └── settings.json ├── Assets ├── AudioBufferTexture.cs ├── AudioBufferTexture.cs.meta ├── InitializeMesh.cs ├── InitializeMesh.cs.meta ├── OMPUCO.wav ├── OMPUCO.wav.meta ├── Oscilloscope.mat ├── Oscilloscope.mat.meta ├── Oscilloscope.prefab ├── Oscilloscope.prefab.meta ├── Oscilloscope.shader ├── Oscilloscope.shader.meta ├── Test.unity ├── Test.unity.meta ├── mesh3.asset └── mesh3.asset.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | "**/*.flare":true, 42 | "**/*.mat":true, 43 | "**/*.meta":true, 44 | "**/*.prefab":true, 45 | "**/*.unity":true, 46 | "build/":true, 47 | "Build/":true, 48 | "Library/":true, 49 | "library/":true, 50 | "obj/":true, 51 | "Obj/":true, 52 | "ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/AudioBufferTexture.cs: -------------------------------------------------------------------------------- 1 | //QUICK NOTE: I haven't gotten around to cleaning/commenting this script very well yet but basically it reads 2 | //from the audio buffer from both channels and sends it to the shader as one long texture. 3 | 4 | //The methods of creating the texture could probably be improved a lot, as well as the math taking the data 5 | //and turning it into colors (Mathf functions are really heavy sometimes). 6 | 7 | 8 | 9 | //Feel free to tinker with this if you want to try optimizing it, but there shouldn't be much 10 | //need to modify the stuff here. 8192 samples every frame is already p dang good. 11 | 12 | 13 | 14 | 15 | using UnityEngine; 16 | using UnityEngine.UI; 17 | using System.Collections; 18 | 19 | public class AudioBufferTexture : MonoBehaviour 20 | { 21 | private Texture2D beam;//the databuffer texture 22 | private float[] dists;//stores left channel audio samples 23 | private float[] dists2;//stores right channel audio samples 24 | private Color[] colo; 25 | //public AudioListener listenr; 26 | // Use this for initialization 27 | void Start() 28 | { 29 | colo = new Color[8192 * 2];//number of color values = samples times channels 30 | beam = new Texture2D(8192, 2, TextureFormat.RGBAFloat, false); 31 | beam.wrapMode = TextureWrapMode.Clamp; 32 | beam.filterMode = FilterMode.Point; 33 | //gameObject.GetComponent().material.SetTexture("_MainTex", beam); 34 | 35 | dists = new float[8192]; dists2 = new float[8192]; 36 | } 37 | 38 | 39 | void Update() 40 | { 41 | 42 | AudioListener.GetOutputData(dists, 0);//get samples from left channel 43 | AudioListener.GetOutputData(dists2, 1);//get samples from right channel 44 | 45 | for (int y = 0; y < 2; y++) 46 | for (int x = 0; x < 8192; x++) 47 | { 48 | 49 | if (y < 1) 50 | { 51 | double currentp = Mathf.Clamp01((float)(dists[x]));//positive X 52 | double currentn = (((float)Mathf.Clamp01(-((float) dists[x]))));//negative X 53 | 54 | Color coloro = new Color((float)currentp, 0, (float)currentn, 0); 55 | colo[x] = coloro; 56 | } 57 | else 58 | { 59 | 60 | 61 | double currentp = Mathf.Clamp01((float)(dists2[x]));//positive Y 62 | double currentn = (((float)Mathf.Clamp01(-((float)dists2[x]))));//negative Y 63 | 64 | 65 | Color coloro = new Color((float)currentp, 0, (float)currentn, 0); 66 | colo[x + 8192] = coloro; 67 | } 68 | } 69 | 70 | beam.SetPixels(colo, 0); 71 | beam.Apply(); 72 | 73 | 74 | 75 | Shader.SetGlobalTexture("_AudioBuffer", beam);//finally send audio buffer to shader! 76 | 77 | } 78 | } 79 | 80 | -------------------------------------------------------------------------------- /Assets/AudioBufferTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7cf30a78ac2710d4a8a82afa5504ae33 3 | timeCreated: 1490340862 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/InitializeMesh.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | public class InitializeMesh : MonoBehaviour { 6 | 7 | 8 | void Start() 9 | { 10 | this.GetComponent().mesh = Build(); 11 | this.GetComponent().bounds.extents.Set(1000000f, 1000000f, 1000000f); 12 | } 13 | 14 | Mesh Build() 15 | { 16 | 17 | Vector3[] jani = new Vector3[65536]; 18 | MeshFilter mesher = new MeshFilter(); 19 | int[] indices = new int[65536]; 20 | Mesh mesh = new Mesh(); 21 | 22 | //this.GetComponent().sharedMesh = new Mesh(); 23 | //mesher = GetComponent (); 24 | 25 | //using a skinned mesh renderer since in perspective views, the object will become entirely culled if the camera isn't 26 | //looking directly at the origin, while the vertices can be much further out. SMR let's us expand the render bounds 27 | for (int i = 0; i < indices.Length; i++) { 28 | indices[i] = i; 29 | 30 | 31 | } 32 | //with interpolation, the vertex count would be a multiple of 8192 (* 4 = 32768, the number i used before) 33 | //but since i still haven't accomplished good interpolation/filtering i kept it at 8192 34 | //which is the exact number of samples per channel it can access from the sample buffer texture. 35 | for (int i = 0, z = 0; z < 65536; z++) 36 | { 37 | for (int y = 0; y < 1; y++) 38 | { 39 | for (int x = 0; x < 1; x++, i++) 40 | { 41 | 42 | 43 | jani[i] = new Vector3(x, y, z- (65536 / 2)); 44 | 45 | } 46 | } 47 | } 48 | 49 | 50 | 51 | 52 | //mesher.sharedMesh.Clear (); 53 | mesh.vertices = jani; 54 | //jani is the name of the main character from a bollywood movie called makkhi 55 | //where he is killed by some dick and reincarnates as a revenge hungry housefly. 56 | //there's this one part where there's like a choir chanting his name 57 | //and the day i was working on this mesh script I just had that part stuck in my head 58 | //so i decided to title the array that because i don't ever want to forget this gold. 59 | 60 | //also there is a musical number in the movie and jani the fly is fucking dancing and singing 61 | //and his wife who is a human still loves his tiny CGI fly husband 62 | //10/10 would recommend watching it's so good oh my god 63 | mesh.SetIndices (indices, MeshTopology.LineStrip, 0); 64 | //this produces the mesh we need for our vertex shader to work from. 65 | //a straight one dimensional line with a ton of vertices going down (err, forward) 66 | 67 | //AssetDatabase.CreateAsset(mesh, "Assets/mesh3.asset"); 68 | mesh.bounds.extents.Set(100000f, 100000f, 100000f); 69 | mesh.bounds = new Bounds(Vector3.zero, Vector3.one * 2000); 70 | 71 | return mesh; 72 | } 73 | 74 | } -------------------------------------------------------------------------------- /Assets/InitializeMesh.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b6cf169e2964dd409d31dfdc49d959c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/OMPUCO.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ompuco/unity-oscilloscope-shader-kit/09d802af5e23158ef4652e2d578455aee5bbfc59/Assets/OMPUCO.wav -------------------------------------------------------------------------------- /Assets/OMPUCO.wav.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eda4c3d2d68cdfd43b7aabf4b7999092 3 | timeCreated: 1490125883 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 0 19 | 3D: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/Oscilloscope.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Oscilloscope 10 | m_Shader: {fileID: 4800000, guid: 5d0bec26dd4fc6b4fb359b02f23f7a4b, type: 3} 11 | m_ShaderKeywords: _EMISSION 12 | m_LightmapFlags: 1 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - 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Currently this shader has been optimized 21 | a ton, but now only has support for the higher density mesh since it's rescaled for it. Hopefully I'll implement and 22 | update this repo for that feature sooner than the last update. 23 | ///////////////////////// 24 | 25 | 26 | 27 | 2)implement interpolation filtering to produce less jagged and more authentic beam lines 28 | 2a)figure out sinc/lanczos filtering and how to implement it in a shader like this 29 | 30 | 3)scope signal capacitance emulation (beam/image position averages around center of voltage, will have to find samples to share 31 | but it basically means that if an image doesn't have a strong center of voltage it might move all over the place (look up 32 | oscilloscope asteroids project for an example of using a border frame to keep the image stable)). this is important to 33 | emulate in order to be able to combat it and make use of artifacts that occur because of it 34 | 35 | 4)strip down parts of the code since there's quite a few areas that are more complicated than they need to be. 36 | I just wanted to at least get this out since I feel fried after spending a ton of hours cleaning the guck outta it. 37 | 4b)remove excessive comments once i finally stop being nervous about posting my own code 38 | 39 | 40 | bonus round)how2pronounce lanczos???? (V IMPORTANT!! make studies of this) 41 | 42 | */ 43 | 44 | 45 | Shader "Oscilloscope" { 46 | Properties{ 47 | _Color("Color", Color) = (0.458823529,0.588235294,0.525490196,1) 48 | [Toggle] _OS ("Bicubic Interpolation", float) = 1.0 49 | } 50 | 51 | SubShader { 52 | Tags { "IgnoreProjector"="True" "RenderType"="Transparent"} 53 | 54 | LOD 100 55 | Blend One One 56 | 57 | Pass { // ZWrite Off 58 | //ZTest Off 59 | CGPROGRAM 60 | #pragma vertex vert 61 | #pragma fragment frag 62 | #pragma multi_compile_fog 63 | #define TAUR 2.5066282746310002 64 | #define NUM_COEF 128 65 | #define TAU 6.283185307179586476925286766559 66 | #define PI 3.14159265 67 | #include "UnityCG.cginc" 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | struct appdata_t { 79 | float4 vertex : POSITION; 80 | float2 texcoord : TEXCOORD0; 81 | }; 82 | 83 | struct v2f { 84 | float4 vertex : SV_POSITION; 85 | half2 texcoord : TEXCOORD0; 86 | float4 texcoord2 : TEXCOORD2; 87 | UNITY_FOG_COORDS(1) 88 | }; 89 | 90 | 91 | 92 | float _OS; 93 | 94 | 95 | 96 | 97 | float Tex2Dat(float4 datex) { 98 | float result = (datex.x + datex.y) - (datex.z + datex.w); 99 | //datex.x & datex.y represent positive floats 100 | //datex.z & datex.w represent negative floats 101 | return result; 102 | }//custom function to unpack audio values from RGBA color 103 | 104 | 105 | 106 | 107 | float4 pointer;//we'll use this to store the position we'll use to read from the audio buffer texture 108 | sampler2D _AudioBuffer; //and this is the audio buffer texture 109 | float4 _AudioBuffer_ST; 110 | float4 _AudioBuffer_TexelSize; 111 | fixed4 _Color; //color of the beam 112 | 113 | float2 readData(uint id, float4 pointer) 114 | { 115 | float4 x1 = tex2Dlod(_AudioBuffer,pointer); 116 | pointer.y=1; 117 | float4 y1 = tex2Dlod(_AudioBuffer,pointer); 118 | float2 r = float2(Tex2Dat(x1),Tex2Dat(y1)); 119 | 120 | 121 | return r; 122 | } 123 | 124 | 125 | float2 Filter(uint id, float4 pointer){ 126 | float tn = id%8; 127 | pointer.x=(id*_AudioBuffer_TexelSize.x)/8.0; 128 | float numberOfPoints = 8.0; 129 | float t = 0; 130 | //pointer.x=(1+pointer.x-_AudioBuffer_TexelSize.x*_OS)%1.0; 131 | 132 | float2 p0 = readData(id,pointer); 133 | pointer.x=(pointer.x+_AudioBuffer_TexelSize.x*_OS)%1.0; 134 | 135 | 136 | float2 p1 = readData(id,pointer); 137 | pointer.x=(pointer.x+_AudioBuffer_TexelSize.x*_OS)%1.0; 138 | 139 | 140 | float2 p2 = readData(id,pointer); 141 | 142 | p0 = 0.5 * (p0 143 | + p1); 144 | 145 | p2 = 0.5 * (p1 146 | + p2); 147 | 148 | t = tn / (numberOfPoints ); 149 | float2 position = (1.0 - t) * (1.0 - t) * p0 + 2.0 * (1.0 - t) * t * p1 + t * t * p2; 150 | 151 | 152 | //if(_Time.w%5<2.5) 153 | return position; 154 | //else 155 | //return p1; 156 | } 157 | 158 | 159 | v2f vert (appdata_t v, uint id : SV_VertexID, uint inst : SV_InstanceID) 160 | { 161 | 162 | 163 | 164 | float interpol = 8; 165 | //above is the interpolation multiplier. this might be useful once i can figure out useful interpolation/filtering 166 | //but if interpolation is not being use, it should be set to 1. If you'd like to use interpolation to experiment 167 | //make sure to multiply the for loop number for the Z axis in InitializeMesh.cs. I'll see if I can add a public variable 168 | //to do this automatically in the soonest revision 169 | 170 | 171 | 172 | 173 | 174 | 175 | v2f o; 176 | 177 | float why = float(id); 178 | v.vertex.z=id; 179 | o.texcoord.y=v.vertex.z; 180 | //id*=step(3,id%4); 181 | 182 | pointer.x = fmod(((id)/(8192 * interpol)),1); 183 | pointer.y = 0; //switch to X set on horizontal line 0 184 | float4 X = tex2Dlod(_AudioBuffer, pointer);//grab current X value from texture at coordinate 185 | 186 | 187 | 188 | pointer.x = fmod(((id -interpol) / (8192 * interpol)), 1);//-interpol gets previous coord 189 | float4 preX = tex2Dlod(_AudioBuffer, pointer);//get previous position value for comparison later 190 | 191 | pointer.x = fmod(((id + interpol) / (8192 * interpol)), 1);//+interpol gets next coord 192 | float4 postX = tex2Dlod(_AudioBuffer, pointer);//get next position value for comparison later 193 | 194 | //X axis transform with the obtained current X position 195 | // v.vertex.x += Tex2Dat(X); 196 | 197 | 198 | 199 | 200 | // pointer.y = 1; //switch to Y set on horizontal line 1 201 | pointer.x = fmod(((id) / (8192 * interpol)), 1); 202 | float4 Y = tex2Dlod(_AudioBuffer, pointer); //grab current Y value from texture at coordinate 203 | 204 | pointer.x = fmod(((id - interpol) / (8192 * interpol)), 1);//-interpol gets previous coord 205 | float4 preY = tex2Dlod(_AudioBuffer, pointer); //get previous position value for comparison later 206 | 207 | pointer.x = fmod(((id + interpol) / (8192 * interpol)), 1);//+interpol gets next coord 208 | float4 postY = tex2Dlod(_AudioBuffer, pointer);//get next position value for comparison later 209 | 210 | 211 | 212 | //Y axis transform 213 | //v.vertex.y += Tex2Dat(Y); 214 | 215 | 216 | v.vertex.xy=Filter(id,pointer); 217 | 218 | float px = Tex2Dat(preX); 219 | float py = Tex2Dat(preY); 220 | float nx = Tex2Dat(X); 221 | float ny = Tex2Dat(Y); 222 | float fx = Tex2Dat(postX); 223 | float fy = Tex2Dat(postY); 224 | 225 | 226 | 227 | float2 diff = float2(abs(v.vertex.x - px), abs(v.vertex.y - py)); 228 | 229 | 230 | o.texcoord2 = float4 (nx, ny, px, py); 231 | 232 | 233 | 234 | 235 | /*DEBUG THINGS, MAYBE COOL???? 236 | //v.vertex.x *= step(fmod(why, 8), 0); //find out if the current vertex is an interpol vertex 237 | //v.vertex.x = (v.vertex.x * step(fmod(why, 8), 6)) + (100*step(fmod(why, 8), 0)); //find out if the current vertex is an interpol vertex 238 | 239 | 240 | 241 | //debug//v.vertex.x += sin(fmod(id + 1, 8)) / 1000;//DEBUG: Draws a circle at each set of 7 vertices if interpolation is at 8 242 | //debug//v.vertex.y += cos(fmod(id + 1, 8)) / 1000;//DEBUG: see above u dink 243 | END DEBUG THINGS*/ 244 | 245 | 246 | 247 | 248 | 249 | 250 | /* INTERPOLATION ATTEMPT FAILURE BELOW: 251 | //float fod = fmod(why + 1, 8); 252 | int fod = fmod(id, 8); 253 | 254 | float2 k[8]; 255 | 256 | for (uint i = 0; i < 8; i++) 257 | { 258 | float t = float(i) / (8.0 - 1.0); 259 | float2 p0 = float2(exx, wyy); 260 | float2 p1 = float2(nx, ny); 261 | float2 p2 = float2(fx, fy); 262 | float2 position = (1.0 - t) * (1.0 - t) * p0 263 | + 2.0 * (1.0 - t) * t * p1 264 | + t * t * p2; 265 | k[i] = position; 266 | } 267 | 268 | v.vertex.xy = k[fmod(id, 8)]; 269 | 270 | //i tried to get at least quadratic interpolation working to curve between the points, 271 | //but i'm really bad at this and couldn't get it to work yet. 272 | 273 | END OF SAD ATTEMPT*/ 274 | 275 | 276 | float t=_Time.w*100; 277 | 278 | 279 | //v.vertex.xy+=float2(cos(float(id+t)/interpol/4),sin(float(id+t)/interpol/4))/50; 280 | 281 | //if(id%4<3) 282 | //v.vertex.xy=float2(cos(float(id+t)/interpol/4),sin(float(id+t)/interpol/4))/50; 283 | 284 | 285 | v.vertex.xy *= float2(4, 4);//just helps to make it a little bigger since the initial values aren't too huge 286 | v.vertex.z-=32768;//center the mesh offset on the Z axis by subtracting half the vertex count (each vert already moves forward one unit) 287 | 288 | 289 | 290 | 291 | o.vertex = UnityObjectToClipPos(v.vertex); 292 | o.texcoord = float2(0,id);//stores vertex id in the texcoord data to be accessed in the frag shader, useful for debugging interpolation 293 | //note to self: should probably combine texcoord and texcoord2 cause texcoord2 sounds dumb 294 | //and i could probably do some of the number crunching before sending that data in texcoord. 295 | 296 | 297 | UNITY_TRANSFER_FOG(o,o.vertex);//i actually don't think this is important but i never removed it so ¯\_(ツ)_/¯ 298 | //ps pls dont yell at me im sorry 299 | 300 | 301 | return o; 302 | } 303 | 304 | fixed4 frag (v2f i) : SV_Target 305 | 306 | {fixed4 col = _Color; 307 | 308 | 309 | col.rgb -= ((-log(abs(i.texcoord.y/(8192))*1))); 310 | //REALLY shoddy code to simulate decay by Z depth (older samples are pushed back in the Z direction already) 311 | //could probably do it better but it works for now. 312 | 313 | 314 | col.rgb -= (abs((i.texcoord2.x) - (i.texcoord2.z)) + abs((i.texcoord2.y) - (i.texcoord2.w))); 315 | //finds the difference between previous and current points and adjusts color accordingly. 316 | //the beam intensity is inversely proportionate to the length between the vertices that make its line. 317 | //i think this could be improved by using lanczos filter interpolation values?? other than that it seems to work p well 318 | 319 | /* 320 | //Following code used when testing interpolation, 8 vertices of interpolation per known sample (make sure mesh has 32768 verts initialized) 321 | float fod = floor(fmod(i.texcoord.y + 1, 8)); 322 | col = float4((fod), (fod), 1, 1);// fmod(i.texcoord.y,.5)*10; 323 | */ 324 | 325 | col=.61; 326 | 327 | /* 328 | col.r=.5+sin((i.texcoord.y%8))/2;//step(6,i.texcoord.y%8); 329 | col.g=.5+cos((i.texcoord.y%8))/2;//1-step(4,i.texcoord.y%8); 330 | col.b=.5+cos((-i.texcoord.y%8))/2;//1-step(2,i.texcoord.y%8); 331 | 332 | col.r=step(6,i.texcoord.y%8); 333 | col.g=1-step(4,i.texcoord.y%8); 334 | col.b=1-step(2,i.texcoord.y%8); 335 | */ 336 | 337 | col=col/2+.5; 338 | 339 | col=_Color*(pow(i.texcoord.y/65536,1.05)); 340 | UNITY_APPLY_FOG(i.fogCoord, col); 341 | 342 | return col; 343 | } 344 | ENDCG 345 | } 346 | } 347 | 348 | } 349 | //WE DID IT! 350 | //THANK YOU FOR JOINING ME ON MY EPIC QUEST 351 | //you can buy souvenirs at the gift shop shaped like my fursona 352 | 353 | //also if you would like to propose changes or contributions 354 | //i would be happy to hear and credit anyone who helps with this project! 355 | 356 | //-------------- 357 | //all code by sam blye/ompu co 2017, i did it i'm the one that broke ur pc. all by myself 358 | -------------------------------------------------------------------------------- /Assets/Oscilloscope.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d0bec26dd4fc6b4fb359b02f23f7a4b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | 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3 186 | Windows Store Apps: 5 187 | XboxOne: 5 188 | iPhone: 2 189 | tvOS: 2 190 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | 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! 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1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # unity-oscilloscope-shader-kit 2 | an audio oscilloscope in Unity, for future projects of mine involving audio-based vector graphics. 3 | ![Oscilloscope sceen in both scene view (perspective) and game view (orthographic)](https://i.imgur.com/5cAUAui.png) 4 | 5 | 6 | 7 | MIT License 8 | 9 | Copyright (c) 2018 Sam Blye 10 | 11 | Permission is hereby granted, free of charge, to any person obtaining a copy 12 | of this software and associated documentation files (the "Software"), to deal 13 | in the Software without restriction, including without limitation the rights 14 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 15 | copies of the Software, and to permit persons to whom the Software is 16 | furnished to do so, subject to the following conditions: 17 | 18 | The above copyright notice and this permission notice shall be included in all 19 | copies or substantial portions of the Software. 20 | 21 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 22 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 23 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 24 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 25 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 26 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 27 | SOFTWARE. 28 | --------------------------------------------------------------------------------