Milkstain
Implementation of Milkdrop Visualizer in Unity. Based on Butterchurn.
Usage
Requirements
Milkstain can be driven from any AudioSource
as long as AudioClip
is not compressed. Otherwise the time array will be filled with zeros.
Milkstain requires it's own layer for isolated rendering. It's set up by default to use the last layer slot.
Playing presets
For visualizer to work, first you need to instantiate the prefab Milkdrop.prefab
. It has everything already set up.
Next, pass your AudioSource
to TargetAudio
field. To use external audio you can use microphone capture provided by Unity: Microphone.Start
Then call Initialize()
.
After these steps, FinalTexture
can be grabbed and passed to your desired display location.
Every preset is stored as a TextAsset
in PresetFiles
array. It will automatically pick one of them every 15 seconds. Time can be adjusted in ChangePresetIn
field. To manually switch the preset call PlayPreset(index, transitionDuration)
for a specific pick or PlayRandomPreset(transitionDuration)
to let it pick the next preset automatically.
Usage example is included into the project.
Limitations
Unity requires shaders to be precompiled in editor so presets for Milkdrop 2.0 with custom Warp and Comp shaders will need to be precompiled in editor. There is experimental support for such presets, however to make them work you need to do these steps:
-
Open Window -> Milkdrop Shader Compiler and press "Compile All Shaders" button.
-
Open
Milkdrop.prefab
and assign created shaders from/Custom/
folders to "Preset Warp Shaders" and "Preset Comp Shaders". -
Untick "Skip Custom Shaded" at the bottom.
I wrote this port for a small throwaway easter egg in my own project, so it might be inaccurate or contain bugs!