Commit 9f1db588 authored by Yousef Sameh's avatar Yousef Sameh

atom robot

parent c8330f21
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packageName: Robot Sphere
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(RobotFreeAnim))]
public class RobotFreeAnimEditor : Editor
{
// ** Clean Old Prefs ** To remove with Next update
static string notificationSeenPref = "Notification.Seen";
// -----------------------------------------------------
static bool isInit = false;
static GUIStyle style = new GUIStyle();
static Color defaultBgColor;
Rect rect = new Rect(0, 50, 200, 200);
Texture2D testImage;
private void Awake()
{
if (!isInit)
{
// ** Clean Old Prefs **
if (EditorPrefs.HasKey(notificationSeenPref))
EditorPrefs.DeleteKey(notificationSeenPref);
// -------------------------------------------
style.border = new RectOffset(10, 10, 10, 10);
defaultBgColor = GUI.backgroundColor;
testImage = Resources.Load<Texture2D>("Notifications/Banners/test");
isInit = true;
}
}
public override void OnInspectorGUI()
{
GUI.DrawTexture(rect, testImage);
style.wordWrap = true;
DrawText("*Upgrades*\n", 35, new Color(1f, 0.2373f, 0f, 1f));
GUILayout.Space(10);
DrawText("Get More! Do More! With expansion Packs.\n", 15, Color.white);
GUILayout.Space(40);
DrawButton("Animation Expansion 1", onButtonClick: () =>
{
Application.OpenURL("https://assetstore.unity.com/packages/3d/characters/robots/robot-sphere-basic-pack-147055");
}, Color.red);
GUILayout.Space(5);
DrawButton("Texture Expansion (PBR) 1", onButtonClick: () =>
{
Application.OpenURL("https://assetstore.unity.com/packages/3d/characters/robots/robot-sphere-texture-pack-1-160553");
}, Color.green);
GUILayout.Space(20);
//base.OnInspectorGUI();
}
void DrawText(string text, int font, Color color)
{
style.fontSize = font;
style.normal.textColor = color;
EditorGUILayout.LabelField(text, style);
}
void DrawButton(string name, Action onButtonClick, Color color)
{
GUI.backgroundColor = color;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RobotFreeAnim : MonoBehaviour {
Vector3 rot = Vector3.zero;
float rotSpeed = 40f;
Animator anim;
// Use this for initialization
void Awake()
{
anim = gameObject.GetComponent<Animator>();
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// Update is called once per frame
void Update()
{
CheckKey();
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void CheckKey()
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// Walk
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......@@ -6,31 +6,7 @@ Shader "ScienceStreet/SciFiTextBackground"
[Header(Base Colors)]
_ColorDeep ("Deep Color", Color) = (0.0, 0.4, 0.6, 1.0)
_ColorMid ("Mid Color", Color) = (0.0, 0.7, 0.9, 1.0)
_ColorHighlight ("Highlight Color", Color) = (0.0, 0.9, 1.0, 1.0)
_ColorGlow ("Glow Color", Color) = (0.5, 0.95, 1.0, 1.0)
[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(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
......@@ -46,7 +22,6 @@ Shader "ScienceStreet/SciFiTextBackground"
[Header(Overall)]
_Brightness ("Overall Brightness", Range(0, 3)) = 1
_AnimSpeed ("Animation Speed", Float) = 1
}
SubShader
......@@ -84,29 +59,13 @@ Shader "ScienceStreet/SciFiTextBackground"
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float fogFactor : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float2 objScale : TEXCOORD3;
float2 objScale : TEXCOORD2;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _ColorDeep;
float4 _ColorMid;
float4 _ColorHighlight;
float4 _ColorGlow;
float _GridScale;
float _GridThickness;
float _GridBrightness;
float _GridPulseSpeed;
float _HexScale;
float _HexBrightness;
float _HexPulseSpeed;
float _DotScale;
float _DotBrightness;
float _DotFlickerSpeed;
float _VignetteStrength;
float4 _EdgeGlowColor;
float _CornerRadius;
float _State;
float _StateBlend;
......@@ -114,159 +73,21 @@ Shader "ScienceStreet/SciFiTextBackground"
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)),
dot(p, float2(269.5, 183.3)));
return frac(sin(p) * 43758.5453);
}
float hash21(float2 p)
{
return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453);
}
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);
}
// Proper modulo that handles negative numbers (always returns positive [0, m])
float2 mod2(float2 x, float2 m)
{
return x - m * floor(x / m);
}
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;
}
// --- 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 = mod2(p, r) - halfR;
float2 b = mod2(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;
}
// --- Circuit traces ---
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(frac(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);
// Calculate object scale from the transformation matrix columns
float3 scale = float3(
......@@ -282,96 +103,48 @@ Shader "ScienceStreet/SciFiTextBackground"
half4 frag(Varyings IN) : SV_Target
{
float2 uv = IN.uv;
float2 wp = IN.worldPos.xy; // world-space coords for tiling patterns
float t = _Time.y * _AnimSpeed;
float t = _Time.y;
// Base gradient with noise (world-space for tiling)
float noiseVal = fbm(wp * 3.0 + t * 0.05);
// Base gradient
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
+ _ColorGlow.rgb * nebula2 * 0.1;
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;
// 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 (Scale-aware to prevent stretching)
// Rounded corners mask (Scale-aware)
float2 size = IN.objScale;
float2 rectUV = (uv - 0.5) * size;
float sdfDist = roundedRectSDF(rectUV, size * 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
// 0 = neutral, 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;
// Highlighted: pulse effect
if (stateId == 1.0)
{
float highlightPulse = sin(t * 4.0) * 0.15 + 0.85;
stateTint = _HighlightTint.rgb;
stateMix = 0.45 * highlightPulse;
}
// Correct: green
float isCorrect = step(1.5, stateId) * step(stateId, 2.5);
stateTint += _CorrectTint.rgb * isCorrect;
stateMix += 0.5 * isCorrect;
else if (stateId == 2.0)
{
stateTint = _CorrectTint.rgb;
stateMix = 0.5;
}
// Wrong: red
float isWrong = step(2.5, stateId) * step(stateId, 3.5);
stateTint += _WrongTint.rgb * isWrong;
stateMix += 0.5 * isWrong;
else if (stateId == 3.0)
{
stateTint = _WrongTint.rgb;
stateMix = 0.5;
}
// Blend state tint into base
// Blend state tint
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 * _Color.rgb;
......
......@@ -15,6 +15,9 @@ EditorUserSettings:
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flags: 0
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RecentlyUsedSceneGuid-4:
value: 5701055506000a030f5c542744260844404f4d73797975367c2c1e6ab7e2653d
flags: 0
vcSharedLogLevel:
......
......@@ -24,7 +24,7 @@ MonoBehaviour:
m_MinSize: {x: 300, y: 112}
m_MaxSize: {x: 24288, y: 16192}
vertical: 0
controlID: 19651
controlID: 31041
draggingID: 0
--- !u!114 &2
MonoBehaviour:
......@@ -97,7 +97,7 @@ MonoBehaviour:
m_HSlider: 0
m_VSlider: 0
m_IgnoreScrollWheelUntilClicked: 0
m_EnableMouseInput: 0
m_EnableMouseInput: 1
m_EnableSliderZoomHorizontal: 0
m_EnableSliderZoomVertical: 0
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......@@ -153,7 +153,7 @@ MonoBehaviour:
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m_MaxSize: {x: 16192, y: 16192}
vertical: 1
controlID: 19652
controlID: 31042
draggingID: 0
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