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Added motion blur to the post-process profile, along with a script to test camera movement
stable
Added motion blur to the post-process profile, along with a script to test camera movement
stable
5 changed files with 123 additions and 1 deletions
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32Assets/Scenes/SampleScenePPV2.unity
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24Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset
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8Assets/Scripts.meta
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49Assets/Scripts/CameraMover.cs
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11Assets/Scripts/CameraMover.cs.meta
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// Copyright (c) 2023 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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public class CameraMover : MonoBehaviour |
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{ |
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private Camera _camera; |
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private Vector3 _startAngles; |
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[SerializeField] |
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private float amplitude = 30f; |
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[SerializeField] |
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private float frequency = 0.1f; |
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void Start() |
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{ |
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_camera = GetComponent<Camera>(); |
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_startAngles = _camera.transform.localEulerAngles; |
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} |
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void Update() |
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{ |
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var angles = _startAngles; |
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angles.x += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time); |
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angles.y += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time * 0.73f); |
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_camera.transform.localEulerAngles = angles; |
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} |
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} |
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