Commit 25e41e96 authored by Yousef Sameh's avatar Yousef Sameh

working game

parent 02ee33b5
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data:
clickColor: {r: 0.2, g: 0.5, b: 1, a: 0.6}
fadeDuration: 0.25
hoverColor: {r: 0.2, g: 0.5, b: 1, a: 0.1}
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......@@ -24,6 +24,11 @@ namespace com.al_arcade.cs
[SerializeField] private float feedbackDuration = 1.5f;
[SerializeField] private float wordClickCooldown = 0.3f;
[Header("Arc Settings")]
[SerializeField] private float arcRadius = 8f;
[SerializeField] private float arcSpanDegrees = 120f;
[SerializeField] private float wordGap = 0.1f;
[Header("References")]
public CsBotController bot;
public CsUIManager uiManager;
......@@ -279,9 +284,7 @@ namespace com.al_arcade.cs
int wordCount = question.words.Length;
float padding = 0.6f;
float gapBetween = 0.25f;
float padding = 0.1f;
float charWidth = 0.32f;
float[] wordWidths = new float[wordCount];
......@@ -293,50 +296,71 @@ namespace com.al_arcade.cs
wordWidths[i] = w;
totalWidth += w;
}
totalWidth += (wordCount - 1) * gapBetween;
float maxAllowedWidth = 14f;
float scaleFactor = 1f;
if (totalWidth > maxAllowedWidth)
{
scaleFactor = maxAllowedWidth / totalWidth;
totalWidth = maxAllowedWidth;
for (int i = 0; i < wordCount; i++)
wordWidths[i] *= scaleFactor;
}
// Arc centre = camera position
Camera cam = Camera.main;
Vector3 arcCenter = cam != null ? cam.transform.position + Vector3.up * 0.5f : Vector3.zero;
// Total arc-length consumed by words + gaps between them
float totalArcLength = 0f;
for (int i = 0; i < wordCount; i++)
totalArcLength += wordWidths[i];
totalArcLength += (wordCount - 1) * wordGap;
Vector3 basePos = bot != null
? bot.transform.position + Vector3.up * 3.5f
: Vector3.up * 4f;
// Convert arc-length to angle: arcLength = radius * angleInRadians
float totalAngleRad = totalArcLength / arcRadius;
float totalAngleDeg = totalAngleRad * Mathf.Rad2Deg;
// Clamp to the configured arc span
float usedSpanDeg = Mathf.Min(totalAngleDeg, arcSpanDegrees);
float spanScale = usedSpanDeg / totalAngleDeg;
float startX = totalWidth / 2f;
float currentX = startX;
// Start from the right edge, centered on 90° (straight ahead in XZ)
float startAngleDeg = 90f - usedSpanDeg * 0.5f;
// Running arc-length cursor (from the start edge)
float cursorArcLength = 0f;
for (int i = 0; i < wordCount; i++)
{
var word = question.words[i];
float halfW = wordWidths[i] / 2f;
float posX = currentX - halfW;
// Center of this word along the arc
float wordCenterArc = cursorArcLength + wordWidths[i] * 0.5f;
// Scale arc-length to fit within the allowed span
float arcFraction = totalArcLength > 0 ? wordCenterArc / totalArcLength : 0.5f;
float angleDeg = startAngleDeg + arcFraction * usedSpanDeg;
float angleRad = angleDeg * Mathf.Deg2Rad;
Vector3 pos = arcCenter + new Vector3(
Mathf.Cos(angleRad) * arcRadius,
0f,
Mathf.Sin(angleRad) * arcRadius
);
var word = question.words[i];
var wordObj = new GameObject($"Word_{i}_{word.word_text}");
if (wordContainer != null)
wordObj.transform.SetParent(wordContainer);
wordObj.transform.position = basePos + Vector3.right * posX;
wordObj.transform.position = pos;
var wb = wordObj.AddComponent<CsWordButton>();
wb.Setup(word.word_text, word.is_wrong, i, wordWidths[i], scaleFactor);
_wordButtons.Add(wb);
wordObj.transform.localScale = Vector3.zero;
wordObj.transform.DOScale(Vector3.one, 0.4f)
.SetDelay(i * 0.08f)
.SetEase(Ease.OutBack);
currentX -= wordWidths[i] + gapBetween;
cursorArcLength += wordWidths[i] + wordGap;
}
}
......
......@@ -8,6 +8,7 @@ using TMPro;
namespace com.al_arcade.cs
{
using shared;
using UnityEngine.Rendering.Universal;
[AddComponentMenu("Science Street/CS Prefab Builder")]
public class CsPrefabBuilder : MonoBehaviour
......@@ -39,6 +40,8 @@ namespace com.al_arcade.cs
"If null, a procedural bot is created.")]
[SerializeField] private GameObject botPrefab;
[SerializeField] private Vector3 botSpawnPosition = Vector3.zero;
[SerializeField] private Quaternion botSpawnRotation = Quaternion.identity;
[Header("Word Card (optional)")]
......@@ -140,7 +143,7 @@ namespace com.al_arcade.cs
if (botPrefab != null)
{
var botObj = Instantiate(botPrefab, botSpawnPosition, Quaternion.identity);
var botObj = Instantiate(botPrefab, botSpawnPosition, botSpawnRotation);
botObj.name = "Bot";
_bot = botObj.GetComponent<CsBotController>();
if (_bot == null)
......@@ -217,6 +220,12 @@ namespace com.al_arcade.cs
cam.clearFlags = CameraClearFlags.SolidColor;
cam.backgroundColor = cameraBgColor;
cam.transform.position = cameraPosition;
var cameraData = cam.GetUniversalAdditionalCameraData();
cameraData.renderPostProcessing = true;
cameraData.antialiasing = AntialiasingMode.SubpixelMorphologicalAntiAliasing;
cameraData.antialiasingQuality = AntialiasingQuality.High;
cam.transform.rotation = Quaternion.Euler(cameraRotation);
cam.fieldOfView = cameraFOV;
cam.nearClipPlane = 0.1f;
......@@ -241,24 +250,24 @@ namespace com.al_arcade.cs
{
var audio = SSAudioManager.EnsureInstance();
if (sfxCorrect != null) audio.sfxCorrect = sfxCorrect;
if (sfxWrong != null) audio.sfxWrong = sfxWrong;
if (sfxClick != null) audio.sfxClick = sfxClick;
if (sfxWrong != null) audio.sfxWrong = sfxWrong;
if (sfxClick != null) audio.sfxClick = sfxClick;
if (sfxVictory != null) audio.sfxVictory = sfxVictory;
if (sfxDefeat != null) audio.sfxDefeat = sfxDefeat;
if (sfxWhoosh != null) audio.sfxWhoosh = sfxWhoosh;
if (sfxPop != null) audio.sfxPop = sfxPop;
if (sfxSlam != null) audio.sfxSlam = sfxSlam;
if (sfxCheer != null) audio.sfxCheer = sfxCheer;
if (sfxDefeat != null) audio.sfxDefeat = sfxDefeat;
if (sfxWhoosh != null) audio.sfxWhoosh = sfxWhoosh;
if (sfxPop != null) audio.sfxPop = sfxPop;
if (sfxSlam != null) audio.sfxSlam = sfxSlam;
if (sfxCheer != null) audio.sfxCheer = sfxCheer;
}
private void SetupParticleManager()
{
var particles = SSParticleManager.EnsureInstance();
if (correctBurstParticle != null) particles.correctBurstPrefab = correctBurstParticle;
if (wrongBurstParticle != null) particles.wrongBurstPrefab = wrongBurstParticle;
if (confettiParticle != null) particles.confettiPrefab = confettiParticle;
if (sparksParticle != null) particles.sparksPrefab = sparksParticle;
if (starBurstParticle != null) particles.starBurstPrefab = starBurstParticle;
if (wrongBurstParticle != null) particles.wrongBurstPrefab = wrongBurstParticle;
if (confettiParticle != null) particles.confettiPrefab = confettiParticle;
if (sparksParticle != null) particles.sparksPrefab = sparksParticle;
if (starBurstParticle != null) particles.starBurstPrefab = starBurstParticle;
}
private void OnRestartClicked()
......
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using ALArcade.ArabicTMP;
namespace com.al_arcade.cs
{
using LightSide;
using shared;
[RequireComponent(typeof(BoxCollider))]
......@@ -13,9 +15,10 @@ namespace com.al_arcade.cs
public bool IsWrong { get; private set; }
public int Index { get; private set; }
private ArabicTextMeshPro _text;
private GameObject _background;
private Material _bgMaterial;
private Canvas _canvas;
private UniText _uniText; // Assuming the class name is UniText in UniText namespace
private BoxCollider _collider;
private bool _isHighlighted;
private Sequence _idleAnim;
......@@ -44,10 +47,9 @@ namespace com.al_arcade.cs
private void BuildVisuals()
{
var shader = Shader.Find("Universal Render Pipeline/Lit")
var shader = Shader.Find("ScienceStreet/SciFiTextBackground")
?? Shader.Find("Standard") ?? Shader.Find("Unlit/Color");
_background = GameObject.CreatePrimitive(PrimitiveType.Cube);
_background.name = "WordBg";
_background.transform.SetParent(transform);
......@@ -56,42 +58,55 @@ namespace com.al_arcade.cs
Destroy(_background.GetComponent<Collider>());
_bgMaterial = new Material(shader) { color = SSColorPalette.NeutralWord };
_bgMaterial.SetFloat("_State", 0f);
_background.GetComponent<Renderer>().material = _bgMaterial;
_background.GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
var canvasObj = new GameObject("WordCanvas");
canvasObj.transform.SetParent(transform);
canvasObj.transform.localPosition = new Vector3(0, 0, -0.05f);
canvasObj.transform.localRotation = Quaternion.identity;
_canvas = canvasObj.AddComponent<Canvas>();
_canvas.renderMode = RenderMode.WorldSpace;
canvasObj.AddComponent<GraphicRaycaster>();
var textObj = new GameObject("WordText");
textObj.transform.SetParent(transform);
textObj.transform.localPosition = new Vector3(0, 0, -0.05f);
var rt = canvasObj.GetComponent<RectTransform>();
float canvasScale = 0.02f;
rt.localScale = new Vector3(canvasScale, canvasScale, canvasScale);
rt.sizeDelta = new Vector2(_cardWidth / canvasScale, _cardHeight / canvasScale);
var textObj = new GameObject("UniText");
textObj.transform.SetParent(canvasObj.transform);
textObj.transform.localPosition = Vector3.zero;
textObj.transform.localRotation = Quaternion.identity;
textObj.transform.localScale = Vector3.one;
var textRt = textObj.AddComponent<RectTransform>();
textRt.anchorMin = Vector2.zero;
textRt.anchorMax = Vector2.one;
textRt.sizeDelta = Vector2.zero;
_text = textObj.AddComponent<ArabicTextMeshPro>();
_text.arabicText = WordText;
_text.fontSize = 4.5f;
_text.alignment = TMPro.TextAlignmentOptions.Center;
_text.color = SSColorPalette.TextDark;
_text.fontStyle = TMPro.FontStyles.Bold;
_text.enableAutoSizing = true;
_text.fontSizeMin = 2f;
_text.fontSizeMax = 5f;
_text.rectTransform.sizeDelta = new Vector2(_cardWidth - 0.2f, _cardHeight - 0.1f);
_text.enableWordWrapping = false;
_text.overflowMode = TMPro.TextOverflowModes.Ellipsis;
SSFontManager.Apply(_text);
_uniText = textObj.AddComponent<UniText>();
_uniText.Text = WordText;
_uniText.HorizontalAlignment = HorizontalAlignment.Center;
_uniText.VerticalAlignment = VerticalAlignment.Middle;
_uniText.FontSize = 20;
// _uniText.AutoSize = true;
_collider = GetComponent<BoxCollider>();
_collider.size = new Vector3(_cardWidth, _cardHeight, 0.2f);
var shadow = GameObject.CreatePrimitive(PrimitiveType.Cube);
shadow.name = "Shadow";
shadow.transform.SetParent(transform);
shadow.transform.localPosition = new Vector3(0.04f, -0.04f, 0.02f);
shadow.transform.localScale = new Vector3(_cardWidth, _cardHeight, 0.06f);
Destroy(shadow.GetComponent<Collider>());
shadow.GetComponent<Renderer>().material =
new Material(shader) { color = new Color(0, 0, 0, 0.12f) };
// var shadow = GameObject.CreatePrimitive(PrimitiveType.Cube);
// shadow.name = "Shadow";
// shadow.transform.SetParent(transform);
// shadow.transform.localPosition = new Vector3(0.04f, -0.04f, 0.02f);
// shadow.transform.localScale = new Vector3(_cardWidth, _cardHeight, 0.06f);
// Destroy(shadow.GetComponent<Collider>());
// shadow.GetComponent<Renderer>().material =
// new Material(shader) { color = new Color(0, 0, 0, 0.12f) };
}
private void StartIdleAnimation()
......@@ -135,6 +150,7 @@ namespace com.al_arcade.cs
DOTween.Kill(_bgMaterial, "hover");
_bgMaterial.DOColor(SSColorPalette.WithAlpha(SSColorPalette.Primary, 0.3f), 0.2f)
.SetId("hover");
_bgMaterial.SetFloat("_State", 1f); // highlighted on hover
DOTween.Kill(transform, "hoverScale");
transform.DOScale(Vector3.one * 1.1f, 0.2f).SetEase(Ease.OutQuad)
.SetId("hoverScale");
......@@ -145,6 +161,7 @@ namespace com.al_arcade.cs
if (_isHighlighted) return;
DOTween.Kill(_bgMaterial, "hover");
_bgMaterial.DOColor(SSColorPalette.NeutralWord, 0.2f).SetId("hover");
_bgMaterial.SetFloat("_State", 0f); // back to neutral
DOTween.Kill(transform, "hoverScale");
transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutQuad).SetId("hoverScale");
}
......@@ -165,8 +182,11 @@ namespace com.al_arcade.cs
? SSColorPalette.WrongWord
: SSColorPalette.CorrectWord;
// Set shader state: 1 = highlighted (waiting for drop)
_bgMaterial.SetFloat("_State", 1f);
_bgMaterial.DOColor(targetColor, 0.3f);
if (_text != null) _text.color = Color.white;
// if (_text != null) _text.color = Color.white;
transform.DOPunchScale(Vector3.one * 0.2f, 0.4f, 8, 0.3f);
......@@ -182,11 +202,18 @@ namespace com.al_arcade.cs
transform.DOShakePosition(0.3f, 0.15f, 15, 90, false, true).SetId("shakeWrong");
transform.DOShakeRotation(0.3f, 5f, 15);
// Flash shader to wrong state, then back to neutral
_bgMaterial.SetFloat("_State", 3f);
Color orig = _bgMaterial.color;
DOTween.Kill(_bgMaterial, "shakeColor");
_bgMaterial.DOColor(SSColorPalette.WithAlpha(SSColorPalette.Danger, 0.3f), 0.1f)
.SetId("shakeColor")
.OnComplete(() => _bgMaterial.DOColor(orig, 0.3f));
.OnComplete(() =>
{
_bgMaterial.DOColor(orig, 0.3f);
_bgMaterial.SetFloat("_State", 0f); // back to neutral
});
}
public void ReplaceText(string newText)
......@@ -196,11 +223,11 @@ namespace com.al_arcade.cs
seq.Append(transform.DOScale(Vector3.one * 0.5f, 0.2f).SetEase(Ease.InBack));
seq.AppendCallback(() =>
{
if (_text != null) _text.arabicText = newText;
if (_uniText != null) _uniText.Text = newText;
WordText = newText;
DOTween.Kill(_bgMaterial);
_bgMaterial.color = SSColorPalette.CorrectWord;
if (_text != null) _text.color = Color.white;
_bgMaterial.SetFloat("_State", 2f); // correct state
});
seq.Append(transform.DOScale(Vector3.one * 1.2f, 0.3f).SetEase(Ease.OutBack));
seq.Append(transform.DOScale(Vector3.one, 0.15f));
......
using UnityEngine;
public class FutureCar : MonoBehaviour
{
[Header("Main Settings")]
[Tooltip("Check to float in place, uncheck to move back and forth.")]
public bool isFloatingInPlace = true;
[Header("Floating Options (Only used if checked above)")]
public float floatSpeed = 1f;
public float floatAmplitude = 0.5f;
[Header("Moving Options (Only used if unchecked above)")]
public float moveSpeed = 5f;
public float travelDistance = 20f;
public float rotationSpeed = 3f;
private Vector3 startPosition;
private Vector3 targetPosition;
private bool movingToTarget = true;
private float initialY;
void Start()
{
// Store the starting spot
startPosition = transform.position;
initialY = transform.position.y;
// Calculate the end of the patrol path based on the car's initial forward direction
targetPosition = startPosition + (transform.forward * travelDistance);
}
void Update()
{
if (isFloatingInPlace)
{
ApplyFloatingMotion();
}
else
{
ApplyPatrolMotion();
}
}
private void ApplyFloatingMotion()
{
// Simple vertical bobbing using a Sine wave
float newY = initialY + (Mathf.Sin(Time.time * floatSpeed) * floatAmplitude);
transform.position = new Vector3(transform.position.x, newY, transform.position.z);
}
private void ApplyPatrolMotion()
{
// Determine which end of the line we are headed to
Vector3 destination = movingToTarget ? targetPosition : startPosition;
// 1. Move the car
transform.position = Vector3.MoveTowards(transform.position, destination, moveSpeed * Time.deltaTime);
// 2. Rotate the car to face the current destination
Vector3 direction = (destination - transform.position).normalized;
if (direction != Vector3.zero)
{
Quaternion lookRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationSpeed);
}
// 3. If we are very close to the destination, flip the boolean to go the other way
if (Vector3.Distance(transform.position, destination) < 0.1f)
{
movingToTarget = !movingToTarget;
}
}
// This helps you see the path in the Scene View without pressing play
private void OnDrawGizmosSelected()
{
if (!isFloatingInPlace)
{
Gizmos.color = Color.cyan;
Vector3 endPoint = Application.isPlaying ? targetPosition : transform.position + (transform.forward * travelDistance);
Vector3 startPoint = Application.isPlaying ? startPosition : transform.position;
Gizmos.DrawLine(startPoint, endPoint);
Gizmos.DrawWireSphere(endPoint, 0.5f);
}
}
}
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fileFormatVersion: 2
guid: 9e9f7f46a1ba34c338eb95b193ae1327
guid: 6861b763abb74de18870c6b4415ab775
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
......
Shader "ScienceStreet/SciFiTextBackground"
{
Properties
{
[Header(Base Colors)]
_ColorDeep ("Deep Color", Color) = (0.01, 0.02, 0.08, 1)
_ColorMid ("Mid Color", Color) = (0.02, 0.08, 0.25, 1)
_ColorHighlight ("Highlight Color", Color) = (0.1, 0.4, 0.9, 1)
_ColorGlow ("Glow Color", Color) = (0.2, 0.6, 1.0, 1)
[Header(Grid)]
_GridScale ("Grid Scale", Float) = 8
_GridThickness ("Grid Thickness", Range(0.001, 0.1)) = 0.02
_GridBrightness ("Grid Brightness", Range(0, 2)) = 0.6
_GridPulseSpeed ("Grid Pulse Speed", Float) = 1.5
[Header(Scan Lines)]
_ScanSpeed ("Scan Speed", Float) = 0.8
_ScanWidth ("Scan Width", Range(0.01, 0.3)) = 0.08
_ScanBrightness ("Scan Brightness", Range(0, 2)) = 0.5
_ScanCount ("Scan Count", Float) = 2
[Header(Hex Pattern)]
_HexScale ("Hex Scale", Float) = 5
_HexBrightness ("Hex Brightness", Range(0, 1)) = 0.15
_HexPulseSpeed ("Hex Pulse Speed", Float) = 0.8
[Header(Particle Dots)]
_DotScale ("Dot Scale", Float) = 12
_DotBrightness ("Dot Brightness", Range(0, 2)) = 0.7
_DotFlickerSpeed ("Dot Flicker Speed", Float) = 3
[Header(Edge Glow)]
_VignetteStrength ("Vignette Strength", Range(0, 2)) = 0.6
_EdgeGlowColor ("Edge Glow Color", Color) = (0.05, 0.2, 0.5, 1)
[Header(Rounded Corners)]
_CornerRadius ("Corner Radius", Range(0, 0.5)) = 0.12
[Header(State)]
[Tooltip(0 Neutral 1 Highlighted 2 Correct 3 Wrong)]
_State ("State", Float) = 0
_StateBlend ("State Blend", Range(0, 1)) = 1
[Header(State Colors)]
_HighlightTint ("Highlighted Tint", Color) = (0.1, 0.8, 1.0, 1)
_CorrectTint ("Correct Tint", Color) = (0.1, 0.9, 0.3, 1)
_WrongTint ("Wrong Tint", Color) = (0.95, 0.15, 0.15, 1)
[Header(Overall)]
_Brightness ("Overall Brightness", Range(0, 3)) = 1
_AnimSpeed ("Animation Speed", Float) = 1
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
Name "SciFiBackground"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float fogFactor : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
CBUFFER_START(UnityPerMaterial)
float4 _ColorDeep;
float4 _ColorMid;
float4 _ColorHighlight;
float4 _ColorGlow;
float _GridScale;
float _GridThickness;
float _GridBrightness;
float _GridPulseSpeed;
float _ScanSpeed;
float _ScanWidth;
float _ScanBrightness;
float _ScanCount;
float _HexScale;
float _HexBrightness;
float _HexPulseSpeed;
float _DotScale;
float _DotBrightness;
float _DotFlickerSpeed;
float _VignetteStrength;
float4 _EdgeGlowColor;
float _CornerRadius;
float _State;
float _StateBlend;
float4 _HighlightTint;
float4 _CorrectTint;
float4 _WrongTint;
float _Brightness;
float _AnimSpeed;
CBUFFER_END
// --- Rounded rectangle SDF ---
float roundedRectSDF(float2 uv, float2 halfSize, float radius)
{
float2 d = abs(uv) - (halfSize - radius);
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
}
// --- Utility functions ---
float2 hash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)),
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float hash21(float2 p)
{
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float valueNoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash21(i);
float b = hash21(i + float2(1, 0));
float c = hash21(i + float2(0, 1));
float d = hash21(i + float2(1, 1));
return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
}
float fbm(float2 p)
{
float val = 0.0;
float amp = 0.5;
for (int j = 0; j < 4; j++)
{
val += amp * valueNoise(p);
p *= 2.0;
amp *= 0.5;
}
return val;
}
// --- Grid pattern ---
float gridPattern(float2 uv, float t)
{
float2 gUV = uv * _GridScale;
float2 gridAbs = abs(frac(gUV) - 0.5);
float gridVal = 1.0 - smoothstep(0.0, _GridThickness, min(gridAbs.x, gridAbs.y));
float pulse = sin(gUV.x * 0.5 + t * _GridPulseSpeed) *
sin(gUV.y * 0.3 + t * _GridPulseSpeed * 0.7);
pulse = pulse * 0.5 + 0.5;
return gridVal * lerp(0.4, 1.0, pulse) * _GridBrightness;
}
// --- Scan sweep ---
float scanSweep(float2 uv, float t)
{
float scanVal = 0.0;
for (int j = 0; j < 3; j++)
{
float fj = float(j);
float offsetVal = fj * 0.37;
float spd = _ScanSpeed * (1.0 + fj * 0.2);
float posVal = frac(t * spd * 0.1 + offsetVal);
float distVal = abs(uv.y - posVal);
float sweepVal = smoothstep(_ScanWidth, 0.0, distVal);
sweepVal *= smoothstep(0.0, 0.2, uv.x) * smoothstep(1.0, 0.8, uv.x);
scanVal += sweepVal;
}
return scanVal * _ScanBrightness;
}
// --- Hex pattern ---
float hexPattern(float2 uv, float t)
{
float2 p = uv * _HexScale;
float2 r = float2(1.0, 1.732);
float2 halfR = r * 0.5;
float2 a = fmod(p, r) - halfR;
float2 b = fmod(p - halfR, r) - halfR;
float2 gv = (dot(a, a) < dot(b, b)) ? a : b;
float distVal = max(abs(gv.x), abs(gv.y));
float hexEdge = smoothstep(0.38, 0.35, distVal) - smoothstep(0.35, 0.32, distVal);
float2 cellId = floor(p);
float cellHash = hash21(cellId);
float pulse = sin(t * _HexPulseSpeed + cellHash * 6.28) * 0.5 + 0.5;
return hexEdge * pulse * _HexBrightness;
}
// --- Data dots ---
float dataDots(float2 uv, float t)
{
float2 gv = frac(uv * _DotScale) - 0.5;
float2 cellId = floor(uv * _DotScale);
float rnd = hash21(cellId);
float show = step(0.7, rnd);
float flicker = sin(t * _DotFlickerSpeed * (rnd * 2.0 + 0.5) + rnd * 50.0);
flicker = smoothstep(0.0, 0.3, flicker);
float dotVal = 1.0 - smoothstep(0.0, 0.08, length(gv));
return dotVal * show * flicker * _DotBrightness;
}
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float circuitTraces(float2 uv, float t)
{
float traces = 0.0;
float xCellSize = 0.15;
for (int j = 0; j < 5; j++)
{
float fj = float(j);
// Random y-position based on x-position
float xCell = floor(uv.x / xCellSize + fj * 3.17);
float yPos = hash21(float2(xCell, fj * 3.7));
// Blend between neighboring x-cells for smooth transitions
float xFrac = frac(uv.x / xCellSize + fj * 3.17);
float xBlend = smoothstep(0.0, 0.15, xFrac) * smoothstep(1.0, 0.85, xFrac);
float lineY = abs(uv.y - yPos);
float traceLine = smoothstep(0.003, 0.0, lineY) * xBlend;
float spd = 0.15 + hash21(float2(fj * 2.3, 7.1)) * 0.2;
float blipPos = frac(t * spd + fj * 0.19);
float blipDist = abs(uv.x - blipPos);
float blip = smoothstep(0.05, 0.0, blipDist);
traces += traceLine * (0.05 + blip * 0.8);
}
return traces;
}
// --- Vertex and Fragment ---
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z);
OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz);
return OUT;
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float2 wp = IN.worldPos.xy; // world-space coords for tiling patterns
float t = _Time.y * _AnimSpeed;
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float noiseVal = fbm(wp * 3.0 + t * 0.05);
float gradientV = smoothstep(0.0, 1.0, uv.y);
float3 baseColor = lerp(_ColorDeep.rgb, _ColorMid.rgb, gradientV);
baseColor = lerp(baseColor, _ColorHighlight.rgb * 0.3, noiseVal * 0.4);
// Nebula-like soft blobs (world-space)
float nebula1 = fbm(wp * 2.0 + float2(t * 0.03, t * 0.02));
float nebula2 = fbm(wp * 3.5 - float2(t * 0.04, t * 0.01));
float3 nebulaColor = _ColorHighlight.rgb * nebula1 * 0.15
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baseColor += nebulaColor;
// Grid (world-space)
float gridVal = gridPattern(wp, t);
baseColor += _ColorHighlight.rgb * gridVal;
// Hex pattern (world-space)
float hexVal = hexPattern(wp, t);
baseColor += _ColorGlow.rgb * hexVal;
// Scan sweep (world-space)
float scanVal = scanSweep(wp, t);
baseColor += _ColorGlow.rgb * scanVal;
// Data dots (world-space)
float dotsVal = dataDots(wp, t);
baseColor += _ColorGlow.rgb * dotsVal;
// Circuit traces (world-space)
float circuitsVal = circuitTraces(wp, t);
baseColor += _ColorGlow.rgb * circuitsVal;
// Subtle center brightening for text readability
float2 centerUV = uv - 0.5;
float centerGlow = 1.0 - length(centerUV) * 1.2;
centerGlow = saturate(centerGlow);
centerGlow = pow(centerGlow, 2.0);
baseColor += _ColorMid.rgb * centerGlow * 0.15;
// Vignette
float vignette = 1.0 - dot(centerUV, centerUV) * _VignetteStrength * 2.0;
vignette = saturate(vignette);
baseColor *= vignette;
// Rounded corners mask
float2 rectUV = uv - 0.5; // center UV at origin
float sdfDist = roundedRectSDF(rectUV, float2(0.5, 0.5), _CornerRadius);
float aa = fwidth(sdfDist) * 1.5;
float roundedMask = 1.0 - smoothstep(-aa, aa, sdfDist);
baseColor *= roundedMask;
// Edge glow (using SDF distance for rounded edge)
float edgeDist = abs(sdfDist);
float edgeGlow = smoothstep(0.15, 0.0, edgeDist) * roundedMask;
float edgePulse = sin(t * 1.5 + edgeDist * 20.0) * 0.3 + 0.7;
baseColor += _EdgeGlowColor.rgb * edgeGlow * edgePulse * 0.4;
// ------ State color overlay ------
// 0 = neutral (no change), 1 = highlighted, 2 = correct, 3 = wrong
float stateId = round(_State);
// Choose tint colour based on state
float3 stateTint = float3(0, 0, 0);
float stateMix = 0.0;
// Highlighted: bright cyan pulse
float isHighlight = step(0.5, stateId) * step(stateId, 1.5);
float highlightPulse = sin(t * 4.0) * 0.15 + 0.85;
stateTint += _HighlightTint.rgb * isHighlight;
stateMix += 0.45 * isHighlight * highlightPulse;
// Correct: green
float isCorrect = step(1.5, stateId) * step(stateId, 2.5);
stateTint += _CorrectTint.rgb * isCorrect;
stateMix += 0.5 * isCorrect;
// Wrong: red
float isWrong = step(2.5, stateId) * step(stateId, 3.5);
stateTint += _WrongTint.rgb * isWrong;
stateMix += 0.5 * isWrong;
// Blend state tint into base
baseColor = lerp(baseColor, stateTint * baseColor + stateTint * 0.3, stateMix * _StateBlend);
// Extra edge glow in state color
baseColor += stateTint * edgeGlow * edgePulse * stateMix * 0.6;
// Final
baseColor *= _Brightness;
half4 col = half4(baseColor, roundedMask);
col.rgb = MixFog(col.rgb, IN.fogFactor);
return col;
}
ENDHLSL
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