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Unity simple & fast light flicker script
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using UnityEngine; | |
using System.Collections.Generic; | |
// Written by Steve Streeting 2017 | |
// License: CC0 Public Domain http://creativecommons.org/publicdomain/zero/1.0/ | |
/// <summary> | |
/// Component which will flicker a linked light while active by changing its | |
/// intensity between the min and max values given. The flickering can be | |
/// sharp or smoothed depending on the value of the smoothing parameter. | |
/// | |
/// Just activate / deactivate this component as usual to pause / resume flicker | |
/// </summary> | |
public class LightFlickerEffect : MonoBehaviour { | |
[Tooltip("External light to flicker; you can leave this null if you attach script to a light")] | |
public new Light light; | |
[Tooltip("Minimum random light intensity")] | |
public float minIntensity = 0f; | |
[Tooltip("Maximum random light intensity")] | |
public float maxIntensity = 1f; | |
[Tooltip("How much to smooth out the randomness; lower values = sparks, higher = lantern")] | |
[Range(1, 50)] | |
public int smoothing = 5; | |
// Continuous average calculation via FIFO queue | |
// Saves us iterating every time we update, we just change by the delta | |
Queue<float> smoothQueue; | |
float lastSum = 0; | |
/// <summary> | |
/// Reset the randomness and start again. You usually don't need to call | |
/// this, deactivating/reactivating is usually fine but if you want a strict | |
/// restart you can do. | |
/// </summary> | |
public void Reset() { | |
smoothQueue.Clear(); | |
lastSum = 0; | |
} | |
void Start() { | |
smoothQueue = new Queue<float>(smoothing); | |
// External or internal light? | |
if (light == null) { | |
light = GetComponent<Light>(); | |
} | |
} | |
void Update() { | |
if (light == null) | |
return; | |
// pop off an item if too big | |
while (smoothQueue.Count >= smoothing) { | |
lastSum -= smoothQueue.Dequeue(); | |
} | |
// Generate random new item, calculate new average | |
float newVal = Random.Range(minIntensity, maxIntensity); | |
smoothQueue.Enqueue(newVal); | |
lastSum += newVal; | |
// Calculate new smoothed average | |
light.intensity = lastSum / (float)smoothQueue.Count; | |
} | |
} |
Hey @stadoblech, thanks a lot for your feedback, I'll take all that into account for future scripting.
About the magic numbers, it was a short quick script, so it was just making it simple to read first sight, I usually prefer that.
About the lighting intensity, I adjusted it for my scene to look as I wanted, that's also why the Magic numbers, just change them according to your scene/pipeline, expose in editor, etc.
And regarding the delta time in coroutine, I would like you to further explain why is that a really bad idea, cause I've used that a lot and I'm really interested on knowing why is that bad. How would you increment the timer "t" inside the while of a coroutine?
Thanks!
I diсided do like this.
public class FlickeringLight : MonoBehaviour
{
[Header("References")]
[Tooltip("Light Source")]
[SerializeField] private Light _light;
[Tooltip("Emission renderer")]
[SerializeField] private Renderer _renderer;
[Tooltip("Material index if mesh have more then 1 material")]
[SerializeField] private int _materialIndex = 0;
[Space(3f)]
[Header("Options")]
[Tooltip("How much to smooth out the randomness; lower values = sparks, higher = lantern")]
[Range(1, 50)]
[SerializeField] private int _smoothing = 5;
[Range(0, 50)]
[Tooltip("Delay between iterations")]
[SerializeField] private int _delay = 5;
[Tooltip("Duration of iterations")]
[SerializeField] private float _duration = 5;
private float _maxIntensity;
private float _minIntensity = 0;
private Queue<float> _smoothQueue;
private float _lastSum = 0;
private float _colorIntensity;
private Color _color;
private float _factor;
private Coroutine _flickCoroutine;
private WaitForSeconds _seconds;
public void Reset()
{
StopCoroutine(_flickCoroutine);
_smoothQueue.Clear();
_lastSum = 0;
}
private void Start()
{
_seconds = new WaitForSeconds(_delay);
_color = _renderer.materials[_materialIndex].GetColor("_EmissionColor");
_colorIntensity = (_color.r + _color.g + _color.b) / 3f;
_maxIntensity = _light.intensity;
_smoothQueue = new Queue<float>(_smoothing);
_flickCoroutine = StartCoroutine(Flick());
}
private void DoFlick()
{
if (_light == null)
return;
// pop off an item if too big
while (_smoothQueue.Count >= _smoothing)
{
_lastSum -= _smoothQueue.Dequeue();
}
// Generate random new item, calculate new average
float newVal = Random.Range(_minIntensity, _maxIntensity);
_smoothQueue.Enqueue(newVal);
_lastSum += newVal;
// Calculate new smoothed average
_light.intensity = _lastSum / (float)_smoothQueue.Count;
_factor = _light.intensity / _colorIntensity;
_renderer.sharedMaterials[_materialIndex].SetColor("_EmissionColor",new Color(_color.r*_factor,_color.g*_factor,_color.b*_factor));
}
private IEnumerator Flick()
{
float t = 0.0f;
yield return _seconds;
while (t<_duration)
{
DoFlick();
t += Time.deltaTime;
yield return null;
}
_flickCoroutine = StartCoroutine(Flick());
}
Movie.003-1.mp4
Forked for 2D URP :)
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It's not that bad. It's straightforward and gives an idea on a dissipating light. It does cause some garbage. Time.deltaTime is not a big deal in his use because he is yield return null, which is equal to waiting for the next Update() call.
There's no reason to hate on it so much??