Move through camera direction. Simple x-ray shader for player

This commit is contained in:
Nikita Dugin
2026-04-07 23:19:35 +03:00
parent 0e3b3a1ccf
commit 78a23c3367
16 changed files with 745 additions and 158 deletions
@@ -0,0 +1,65 @@
using FishNet.Object;
using UnityEngine;
namespace Players
{
public sealed class PlayerRevealController : NetworkBehaviour
{
private static readonly int RevealCenterId = Shader.PropertyToID("_RevealCenter");
private static readonly int RevealRadiusId = Shader.PropertyToID("_GlobalRevealRadius");
private static readonly int RevealEdgeSoftnessId = Shader.PropertyToID("_GlobalRevealEdgeSoftness");
[SerializeField] private Transform _center;
[SerializeField, Min(0f)] private float _revealRadius = 6f;
[SerializeField, Min(0.001f)] private float _edgeSoftness = 1f;
[SerializeField] private Vector3 _centerOffset;
public override void OnStartClient()
{
base.OnStartClient();
UpdateShaderGlobals();
}
public override void OnStopClient()
{
if (IsOwner)
ClearShaderGlobals();
base.OnStopClient();
}
private void LateUpdate()
{
if (!IsOwner)
return;
UpdateShaderGlobals();
}
private void OnDisable()
{
if (IsOwner)
ClearShaderGlobals();
}
private void UpdateShaderGlobals()
{
if (!IsOwner)
return;
Transform center = _center != null ? _center : transform;
Vector3 worldCenter = center.position + _centerOffset;
Shader.SetGlobalVector(RevealCenterId, new Vector4(worldCenter.x, worldCenter.y, worldCenter.z, 1f));
Shader.SetGlobalFloat(RevealRadiusId, _revealRadius);
Shader.SetGlobalFloat(RevealEdgeSoftnessId, _edgeSoftness);
}
private void ClearShaderGlobals()
{
Shader.SetGlobalVector(RevealCenterId, Vector4.zero);
Shader.SetGlobalFloat(RevealRadiusId, 0f);
Shader.SetGlobalFloat(RevealEdgeSoftnessId, 0f);
}
}
}