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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; | |
} | |
} |
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Forked for 2D URP :)