From 3b8c225e74ef9735c3b8fef92f73d6eb123fc68c Mon Sep 17 00:00:00 2001 From: Miniontoby <47940064+Miniontoby@users.noreply.github.com> Date: Wed, 10 Jun 2026 23:19:10 +0200 Subject: [PATCH 1/2] Add missing shader color selection and added toggle for blink status To fix #10, added the missing color selection for the MissingHeartbeat signal Also added the blinking color toggles also reused the current color instead of doing the same thing three times also made the color selection tree multilines instead of one line --- .../VRCTally/Common/Tally Light Shader.shader | 93 ++++++++++++++++--- 1 file changed, 82 insertions(+), 11 deletions(-) diff --git a/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader b/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader index 9ac9f8c..eb629da 100644 --- a/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader +++ b/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader @@ -11,13 +11,20 @@ Shader "Tally Light Shader" [Toggle]_HeartbeatDetected("Heartbeat Detected", Float) = 0 [Toggle]_Error("Error", Float) = 0 [Toggle]_Program("Program", Float) = 0 + [Toggle]_Preview("Preview", Float) = 0 + [Toggle]_Standby("Standby", Float) = 0 _ErrorColor("Error Color", Color) = (1,0,0.7358327,0) + [Toggle]_ErrorColorFlashes("Error Color Flashes", Float) = 1 _ProgramColor("Program Color", Color) = (1,0,0,0) + [Toggle]_ProgramColorFlashes("Program Color Flashes", Float) = 0 _PreviewColor("Preview Color", Color) = (0,1,0.09638786,0) + [Toggle]_PreviewColorFlashes("Preview Color Flashes", Float) = 0 _StandbyColor("Standby Color", Color) = (0.006026745,0,1,0) + [Toggle]_StandbyColorFlashes("Standby Color Flashes", Float) = 0 + _HeartbeatMissing("Heartbeat Missing", Color) = (1,0.559062,0,0) + [Toggle]_HeartbeatMissingFlashes("Heartbeat Missing Flashes", Float) = 1 _ShaderError("Shader Error", Color) = (0,0.7945037,1,0) - [Toggle]_Preview("Preview", Float) = 0 - [Toggle]_Standby("Standby", Float) = 0 + [Toggle]_ShaderErrorFlashes("Shader Error Flashes", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } @@ -44,11 +51,18 @@ Shader "Tally Light Shader" uniform float _Program; uniform float _Preview; uniform float _Standby; - uniform float4 _ShaderError; - uniform float4 _StandbyColor; - uniform float4 _PreviewColor; - uniform float4 _ProgramColor; uniform float4 _ErrorColor; + uniform float _ErrorColorFlashes; + uniform float4 _ProgramColor; + uniform float _ProgramColorFlashes; + uniform float4 _PreviewColor; + uniform float _PreviewColorFlashes; + uniform float4 _StandbyColor; + uniform float _StandbyColorFlashes; + uniform float4 _HeartbeatMissing; + uniform float _HeartbeatMissingFlashes; + uniform float4 _ShaderError; + uniform float _ShaderErrorFlashes; uniform sampler2D _MetallicSmoothness; uniform float4 _MetallicSmoothness_ST; uniform sampler2D _Emission; @@ -74,15 +88,72 @@ Shader "Tally Light Shader" float mulTime14 = _Time.y * 5.0; float clampResult22 = clamp( sin( mulTime14 ) , 0.0 , 1.0 ); float Flash17 = clampResult22; - float4 color19 = IsGammaSpace() ? float4(1,0.559062,0,0) : float4(1,0.2728371,0,0); - float3 hsvTorgb49 = RGBToHSV( (( _HeartbeatDetected )?( (( _Error )?( ( Flash17 * _ErrorColor ) ):( (( _Program )?( _ProgramColor ):( (( _Preview )?( _PreviewColor ):( (( _Standby )?( _StandbyColor ):( ( Flash17 * _ShaderError ) )) )) )) )) ):( ( Flash17 * color19 ) )).rgb ); - float4 lerpResult50 = lerp( tex2DNode2 , (( _HeartbeatDetected )?( (( _Error )?( ( Flash17 * _ErrorColor ) ):( (( _Program )?( _ProgramColor ):( (( _Preview )?( _PreviewColor ):( (( _Standby )?( _StandbyColor ):( ( Flash17 * _ShaderError ) )) )) )) )) ):( ( Flash17 * color19 ) )) , hsvTorgb49.z); + + float4 currentColor = (( _HeartbeatDetected ) + ?(( + ( _Error ) + ?(( + ( _ErrorColorFlashes ) + ? + (( Flash17 * _ErrorColor )) + : + ( _ErrorColor ) + )) + :(( + ( _Program ) + ?(( + ( _ProgramColorFlashes ) + ? + (( Flash17 * _ProgramColor )) + : + ( _ProgramColor ) + )) + :(( + ( _Preview ) + ?(( + ( _PreviewColorFlashes ) + ? + (( Flash17 * _PreviewColor )) + : + ( _PreviewColor ) + )) + :(( + ( _Standby ) + ?(( + ( _StandbyColorFlashes ) + ? + (( Flash17 * _StandbyColor )) + : + ( _StandbyColor ) + )) + :(( + ( _ShaderErrorFlashes ) + ? + (( Flash17 * _ShaderError )) + : + ( _ShaderError ) + )) + )) + )) + )) + )) + :(( + ( _HeartbeatMissingFlashes ) + ? + (( Flash17 * _HeartbeatMissing )) + : + ( _HeartbeatMissing ) + )) + ); + + float3 hsvTorgb49 = RGBToHSV( currentColor.rgb ); + float4 lerpResult50 = lerp( tex2DNode2 , currentColor , hsvTorgb49.z); float2 uv_MetallicSmoothness = i.uv_texcoord * _MetallicSmoothness_ST.xy + _MetallicSmoothness_ST.zw; float4 tex2DNode3 = tex2D( _MetallicSmoothness, uv_MetallicSmoothness ); float4 lerpResult44 = lerp( tex2DNode2 , lerpResult50 , tex2DNode3.g); o.Albedo = lerpResult44.rgb; float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; - float4 lerpResult43 = lerp( tex2D( _Emission, uv_Emission ) , (( _HeartbeatDetected )?( (( _Error )?( ( Flash17 * _ErrorColor ) ):( (( _Program )?( _ProgramColor ):( (( _Preview )?( _PreviewColor ):( (( _Standby )?( _StandbyColor ):( ( Flash17 * _ShaderError ) )) )) )) )) ):( ( Flash17 * color19 ) )) , tex2DNode3.g); + float4 lerpResult43 = lerp( tex2D( _Emission, uv_Emission ) , currentColor , tex2DNode3.g); o.Emission = lerpResult43.rgb; o.Metallic = tex2DNode3.r; o.Smoothness = tex2DNode3.a; @@ -107,7 +178,7 @@ Node;AmplifyShaderEditor.GetLocalVarNode;23;-496,1088;Inherit;False;17;Flash;1;0 Node;AmplifyShaderEditor.ToggleSwitchNode;35;-1376,880;Inherit;False;Property;_Preview;Preview;12;0;Create;True;0;0;0;False;0;False;0;True;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;25;-288,1120;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ToggleSwitchNode;31;-736,896;Inherit;False;Property;_Program;Program;6;0;Create;True;0;0;0;False;0;False;0;True;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.ColorNode;19;-160,624;Inherit;False;Constant;_HeartbeatMissing;Heartbeat Missing;6;0;Create;True;0;0;0;False;0;False;1,0.559062,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.ColorNode;19;-160,624;Inherit;False;Property;_HeartbeatMissing;Heartbeat Missing;6;0;Create;True;0;0;0;False;0;False;1,0.5590620,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.GetLocalVarNode;21;-143,544;Inherit;False;17;Flash;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.ToggleSwitchNode;26;-16,896;Inherit;False;Property;_Error;Error;5;0;Create;True;0;0;0;False;0;False;0;True;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;20;121.5907,588;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 From f76b8c6fc2b3513f8bbc6b823e5573c77c30834d Mon Sep 17 00:00:00 2001 From: Miniontoby <47940064+Miniontoby@users.noreply.github.com> Date: Fri, 12 Jun 2026 14:09:39 +0200 Subject: [PATCH 2/2] Updated the shader graph code to actually make the changes that I wanted to make --- .../VRCTally/Common/Tally Light Shader.shader | 285 ++++++++---------- 1 file changed, 128 insertions(+), 157 deletions(-) diff --git a/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader b/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader index eb629da..5b11479 100644 --- a/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader +++ b/VRCTallyUnityAvatar/Assets/VRCTally/Common/Tally Light Shader.shader @@ -1,30 +1,30 @@ -// Made with Amplify Shader Editor v1.9.2.2 +// Made with Amplify Shader Editor v1.9.9.9 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Tally Light Shader" { Properties { - _MainTex("MainTex", 2D) = "white" {} - _MetallicSmoothness("MetallicSmoothness", 2D) = "white" {} - _Emission("Emission", 2D) = "black" {} - [Normal]_NormalMap("NormalMap", 2D) = "white" {} - [Toggle]_HeartbeatDetected("Heartbeat Detected", Float) = 0 - [Toggle]_Error("Error", Float) = 0 - [Toggle]_Program("Program", Float) = 0 - [Toggle]_Preview("Preview", Float) = 0 - [Toggle]_Standby("Standby", Float) = 0 - _ErrorColor("Error Color", Color) = (1,0,0.7358327,0) - [Toggle]_ErrorColorFlashes("Error Color Flashes", Float) = 1 - _ProgramColor("Program Color", Color) = (1,0,0,0) - [Toggle]_ProgramColorFlashes("Program Color Flashes", Float) = 0 - _PreviewColor("Preview Color", Color) = (0,1,0.09638786,0) - [Toggle]_PreviewColorFlashes("Preview Color Flashes", Float) = 0 - _StandbyColor("Standby Color", Color) = (0.006026745,0,1,0) - [Toggle]_StandbyColorFlashes("Standby Color Flashes", Float) = 0 - _HeartbeatMissing("Heartbeat Missing", Color) = (1,0.559062,0,0) - [Toggle]_HeartbeatMissingFlashes("Heartbeat Missing Flashes", Float) = 1 - _ShaderError("Shader Error", Color) = (0,0.7945037,1,0) - [Toggle]_ShaderErrorFlashes("Shader Error Flashes", Float) = 1 + _MainTex( "MainTex", 2D ) = "white" {} + _MetallicSmoothness( "MetallicSmoothness", 2D ) = "white" {} + _Emission( "Emission", 2D ) = "black" {} + [Normal] _NormalMap( "NormalMap", 2D ) = "white" {} + [Toggle] _HeartbeatDetected( "Heartbeat Detected", Float ) = 0 + [Toggle] _Error( "Error", Float ) = 0 + [Toggle] _Program( "Program", Float ) = 0 + [Toggle] _Preview( "Preview", Float ) = 0 + [Toggle] _Standby( "Standby", Float ) = 0 + _ErrorColor( "Error Color", Color ) = ( 1, 0, 0.7358327, 0 ) + [Toggle] _ErrorColorFlashes( "Error Color Flashes", Float ) = 1 + _ProgramColor( "Program Color", Color ) = ( 1, 0, 0, 0 ) + [Toggle] _ProgramColorFlashes( "Program Color Flashes", Float ) = 0 + _PreviewColor( "Preview Color", Color ) = ( 0, 1, 0.09638786, 0 ) + [Toggle] _PreviewColorFlashes( "Preview Color Flashes", Float ) = 0 + _StandbyColor( "Standby Color", Color ) = ( 0.006026745, 0, 1, 0 ) + [Toggle] _StandbyColorFlashes( "Standby Color Flashes", Float ) = 0 + _HeartbeatMissing( "Heartbeat Missing", Color ) = ( 1, 0.559062, 0, 0 ) + [Toggle] _HeartbeatMissingFlashes( "Heartbeat Missing Flashes", Float ) = 1 + _ShaderErrorColor( "Shader Error Color", Color ) = ( 0, 0.7945037, 1, 0 ) + [Toggle] _ShaderErrorColorFlashes( "Shader Error Color Flashes", Float ) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } @@ -36,6 +36,7 @@ Shader "Tally Light Shader" CGPROGRAM #include "UnityShaderVariables.cginc" #pragma target 3.0 + #define ASE_VERSION 19909 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { @@ -47,22 +48,22 @@ Shader "Tally Light Shader" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _HeartbeatDetected; + uniform float _HeartbeatMissingFlashes; + uniform float4 _HeartbeatMissing; uniform float _Error; uniform float _Program; uniform float _Preview; uniform float _Standby; - uniform float4 _ErrorColor; - uniform float _ErrorColorFlashes; - uniform float4 _ProgramColor; - uniform float _ProgramColorFlashes; - uniform float4 _PreviewColor; - uniform float _PreviewColorFlashes; + uniform float _ShaderErrorColorFlashes; + uniform float4 _ShaderErrorColor; + uniform float _StandbyColorFlashes; uniform float4 _StandbyColor; - uniform float _StandbyColorFlashes; - uniform float4 _HeartbeatMissing; - uniform float _HeartbeatMissingFlashes; - uniform float4 _ShaderError; - uniform float _ShaderErrorFlashes; + uniform float _PreviewColorFlashes; + uniform float4 _PreviewColor; + uniform float _ProgramColorFlashes; + uniform float4 _ProgramColor; + uniform float _ErrorColorFlashes; + uniform float4 _ErrorColor; uniform sampler2D _MetallicSmoothness; uniform float4 _MetallicSmoothness_ST; uniform sampler2D _Emission; @@ -88,72 +89,15 @@ Shader "Tally Light Shader" float mulTime14 = _Time.y * 5.0; float clampResult22 = clamp( sin( mulTime14 ) , 0.0 , 1.0 ); float Flash17 = clampResult22; - - float4 currentColor = (( _HeartbeatDetected ) - ?(( - ( _Error ) - ?(( - ( _ErrorColorFlashes ) - ? - (( Flash17 * _ErrorColor )) - : - ( _ErrorColor ) - )) - :(( - ( _Program ) - ?(( - ( _ProgramColorFlashes ) - ? - (( Flash17 * _ProgramColor )) - : - ( _ProgramColor ) - )) - :(( - ( _Preview ) - ?(( - ( _PreviewColorFlashes ) - ? - (( Flash17 * _PreviewColor )) - : - ( _PreviewColor ) - )) - :(( - ( _Standby ) - ?(( - ( _StandbyColorFlashes ) - ? - (( Flash17 * _StandbyColor )) - : - ( _StandbyColor ) - )) - :(( - ( _ShaderErrorFlashes ) - ? - (( Flash17 * _ShaderError )) - : - ( _ShaderError ) - )) - )) - )) - )) - )) - :(( - ( _HeartbeatMissingFlashes ) - ? - (( Flash17 * _HeartbeatMissing )) - : - ( _HeartbeatMissing ) - )) - ); - - float3 hsvTorgb49 = RGBToHSV( currentColor.rgb ); - float4 lerpResult50 = lerp( tex2DNode2 , currentColor , hsvTorgb49.z); + float4 currentColor67 = (( _HeartbeatDetected )?( (( _Error )?( (( _ErrorColorFlashes )?( ( Flash17 * _ErrorColor ) ):( _ErrorColor )) ):( (( _Program )?( (( _ProgramColorFlashes )?( ( Flash17 * _ProgramColor ) ):( _ProgramColor )) ):( (( _Preview )?( (( _PreviewColorFlashes )?( ( Flash17 * _PreviewColor ) ):( _PreviewColor )) ):( (( _Standby )?( (( _StandbyColorFlashes )?( ( Flash17 * _StandbyColor ) ):( _StandbyColor )) ):( (( _ShaderErrorColorFlashes )?( ( Flash17 * _ShaderErrorColor ) ):( _ShaderErrorColor )) )) )) )) )) ):( (( _HeartbeatMissingFlashes )?( ( Flash17 * _HeartbeatMissing ) ):( _HeartbeatMissing )) )); + float3 hsvTorgb49 = RGBToHSV( currentColor67.rgb ); + float4 lerpResult50 = lerp( tex2DNode2 , currentColor67 , hsvTorgb49.z); float2 uv_MetallicSmoothness = i.uv_texcoord * _MetallicSmoothness_ST.xy + _MetallicSmoothness_ST.zw; float4 tex2DNode3 = tex2D( _MetallicSmoothness, uv_MetallicSmoothness ); float4 lerpResult44 = lerp( tex2DNode2 , lerpResult50 , tex2DNode3.g); o.Albedo = lerpResult44.rgb; float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; - float4 lerpResult43 = lerp( tex2D( _Emission, uv_Emission ) , currentColor , tex2DNode3.g); + float4 lerpResult43 = lerp( tex2D( _Emission, uv_Emission ) , currentColor67 , tex2DNode3.g); o.Emission = lerpResult43.rgb; o.Metallic = tex2DNode3.r; o.Smoothness = tex2DNode3.a; @@ -162,90 +106,117 @@ Shader "Tally Light Shader" ENDCG } - Fallback "Diffuse" - CustomEditor "ASEMaterialInspector" + Fallback "Legacy Shaders/Diffuse" + CustomEditor "AmplifyShaderEditor.MaterialInspector" } /*ASEBEGIN -Version=19202 -Node;AmplifyShaderEditor.SimpleTimeNode;14;-1136,608;Inherit;False;1;0;FLOAT;5;False;1;FLOAT;0 -Node;AmplifyShaderEditor.SinOpNode;16;-912,608;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 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