Move through camera direction. Simple x-ray shader for player
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@@ -0,0 +1,65 @@
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using FishNet.Object;
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using UnityEngine;
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namespace Players
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{
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public sealed class PlayerRevealController : NetworkBehaviour
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{
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private static readonly int RevealCenterId = Shader.PropertyToID("_RevealCenter");
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private static readonly int RevealRadiusId = Shader.PropertyToID("_GlobalRevealRadius");
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private static readonly int RevealEdgeSoftnessId = Shader.PropertyToID("_GlobalRevealEdgeSoftness");
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[SerializeField] private Transform _center;
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[SerializeField, Min(0f)] private float _revealRadius = 6f;
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[SerializeField, Min(0.001f)] private float _edgeSoftness = 1f;
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[SerializeField] private Vector3 _centerOffset;
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public override void OnStartClient()
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{
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base.OnStartClient();
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UpdateShaderGlobals();
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}
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public override void OnStopClient()
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{
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if (IsOwner)
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ClearShaderGlobals();
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base.OnStopClient();
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}
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private void LateUpdate()
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{
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if (!IsOwner)
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return;
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UpdateShaderGlobals();
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}
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private void OnDisable()
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{
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if (IsOwner)
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ClearShaderGlobals();
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}
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private void UpdateShaderGlobals()
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{
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if (!IsOwner)
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return;
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Transform center = _center != null ? _center : transform;
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Vector3 worldCenter = center.position + _centerOffset;
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Shader.SetGlobalVector(RevealCenterId, new Vector4(worldCenter.x, worldCenter.y, worldCenter.z, 1f));
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Shader.SetGlobalFloat(RevealRadiusId, _revealRadius);
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Shader.SetGlobalFloat(RevealEdgeSoftnessId, _edgeSoftness);
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}
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private void ClearShaderGlobals()
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{
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Shader.SetGlobalVector(RevealCenterId, Vector4.zero);
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Shader.SetGlobalFloat(RevealRadiusId, 0f);
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Shader.SetGlobalFloat(RevealEdgeSoftnessId, 0f);
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}
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}
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}
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