Move through camera direction. Simple x-ray shader for player
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _ClearCoatSmoothness: 0
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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _DstBlendAlpha: 0
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- _EdgeSoftness: 2.76
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- _EnvironmentReflections: 1
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _RevealRadius: 11.83
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|
- _Smoothness: 0.5
|
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|
- _SmoothnessTextureChannel: 0
|
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|
- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _SrcBlendAlpha: 1
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- _Surface: 0
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- _WorkflowMode: 1
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- _XRMotionVectorsPass: 1
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- _ZWrite: 1
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m_Colors:
|
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|
- _BaseColor: {r: 0.49056602, g: 0.49056602, b: 0.49056602, a: 1}
|
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|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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--- !u!114 &6329224151418787501
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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|
m_Name:
|
||||||
|
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
|
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|
version: 10
|
||||||
@@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: 01c6913c53e417748bef75656d45169d
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
using FishNet.Object;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Players
|
||||||
|
{
|
||||||
|
[RequireComponent(typeof(Camera))]
|
||||||
|
public sealed class CameraFollow : NetworkBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private Vector3 _offset = new(-10, 15, -10);
|
||||||
|
[SerializeField] private Vector3 _rotation = new(45, 45, 0);
|
||||||
|
[SerializeField] private Transform _target;
|
||||||
|
[SerializeField, Range(0f, 360f)] private float _orbitAngle;
|
||||||
|
[SerializeField] private float _mouseOrbitSensitivity = 180f;
|
||||||
|
|
||||||
|
private float _mouseOrbitAngle;
|
||||||
|
|
||||||
|
public override void OnStartClient()
|
||||||
|
{
|
||||||
|
base.OnStartClient();
|
||||||
|
|
||||||
|
if(!IsOwner)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Camera cam = GetComponent<Camera>();
|
||||||
|
cam.enabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if(!IsOwner || _target == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (Input.GetMouseButton(1))
|
||||||
|
_mouseOrbitAngle += Input.GetAxis("Mouse X") * _mouseOrbitSensitivity * Time.deltaTime;
|
||||||
|
|
||||||
|
var orbitRotation = Quaternion.Euler(0f, _orbitAngle + _mouseOrbitAngle, 0f);
|
||||||
|
|
||||||
|
transform.position = _target.position + orbitRotation * _offset;
|
||||||
|
transform.rotation = orbitRotation * Quaternion.Euler(_rotation);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9cd37f3ec0bf4c66960bab1545ac666f
|
||||||
|
timeCreated: 1775572726
|
||||||
@@ -1,4 +1,3 @@
|
|||||||
using System;
|
|
||||||
using FishNet.Object;
|
using FishNet.Object;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -8,6 +7,15 @@ namespace Players
|
|||||||
{
|
{
|
||||||
[SerializeField] private float _moveSpeed = 5f;
|
[SerializeField] private float _moveSpeed = 5f;
|
||||||
[SerializeField] private CharacterController _characterController;
|
[SerializeField] private CharacterController _characterController;
|
||||||
|
|
||||||
|
private Transform _cameraTransform;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Camera playerCamera = GetComponentInChildren<Camera>(true);
|
||||||
|
if (playerCamera != null)
|
||||||
|
_cameraTransform = playerCamera.transform;
|
||||||
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
@@ -16,10 +24,14 @@ namespace Players
|
|||||||
|
|
||||||
float horizontal = Input.GetAxisRaw("Horizontal");
|
float horizontal = Input.GetAxisRaw("Horizontal");
|
||||||
float vertical = Input.GetAxisRaw("Vertical");
|
float vertical = Input.GetAxisRaw("Vertical");
|
||||||
|
|
||||||
Vector3 offset = new Vector3(horizontal, Physics.gravity.y, vertical).normalized * (_moveSpeed * Time.deltaTime);
|
Transform directionSource = _cameraTransform != null ? _cameraTransform : transform;
|
||||||
|
Vector3 forward = Vector3.ProjectOnPlane(directionSource.forward, Vector3.up).normalized;
|
||||||
|
Vector3 right = Vector3.ProjectOnPlane(directionSource.right, Vector3.up).normalized;
|
||||||
|
Vector3 moveDirection = (right * horizontal + forward * vertical).normalized;
|
||||||
|
Vector3 offset = moveDirection * (_moveSpeed * Time.deltaTime);
|
||||||
|
|
||||||
_characterController.Move(offset);
|
_characterController.Move(offset);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 9da7d22d0c6d4292ab5d5c0c93ed65af
|
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|
timeCreated: 1775565000
|
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@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 8e0775f178f244708fcd2e68163654f1
|
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|
folderAsset: yes
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|
DefaultImporter:
|
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|
externalObjects: {}
|
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|
userData:
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,92 @@
|
|||||||
|
Shader "The Decline Of Warriors/Radius Reveal Unlit"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_BaseMap("Base Map", 2D) = "white" {}
|
||||||
|
_BaseColor("Base Color", Color) = (1, 1, 1, 1)
|
||||||
|
_RevealRadius("Reveal Radius", Float) = 6
|
||||||
|
_EdgeSoftness("Edge Softness", Float) = 1
|
||||||
|
_Alpha("Alpha", Range(0, 1)) = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"RenderPipeline"="UniversalPipeline"
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "RadiusReveal"
|
||||||
|
Tags { "LightMode"="UniversalForward" }
|
||||||
|
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
Cull Back
|
||||||
|
ZWrite Off
|
||||||
|
ZTest Always
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
|
||||||
|
TEXTURE2D(_BaseMap);
|
||||||
|
SAMPLER(sampler_BaseMap);
|
||||||
|
|
||||||
|
CBUFFER_START(UnityPerMaterial)
|
||||||
|
float4 _BaseMap_ST;
|
||||||
|
half4 _BaseColor;
|
||||||
|
float _RevealRadius;
|
||||||
|
float _EdgeSoftness;
|
||||||
|
float _Alpha;
|
||||||
|
CBUFFER_END
|
||||||
|
|
||||||
|
float4 _RevealCenter;
|
||||||
|
float _GlobalRevealRadius;
|
||||||
|
float _GlobalRevealEdgeSoftness;
|
||||||
|
|
||||||
|
struct Attributes
|
||||||
|
{
|
||||||
|
float4 positionOS : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Varyings
|
||||||
|
{
|
||||||
|
float4 positionHCS : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 positionWS : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
Varyings vert(Attributes input)
|
||||||
|
{
|
||||||
|
Varyings output;
|
||||||
|
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
|
||||||
|
output.positionHCS = positionInputs.positionCS;
|
||||||
|
output.positionWS = positionInputs.positionWS;
|
||||||
|
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 frag(Varyings input) : SV_Target
|
||||||
|
{
|
||||||
|
float radius = _GlobalRevealRadius > 0.0 ? _GlobalRevealRadius : _RevealRadius;
|
||||||
|
float softness = _GlobalRevealEdgeSoftness > 0.0 ? _GlobalRevealEdgeSoftness : _EdgeSoftness;
|
||||||
|
float distanceToCenter = distance(input.positionWS, _RevealCenter.xyz);
|
||||||
|
float mask = 1.0 - smoothstep(radius - softness, radius, distanceToCenter);
|
||||||
|
|
||||||
|
clip(mask - 0.001);
|
||||||
|
|
||||||
|
half4 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv) * _BaseColor;
|
||||||
|
albedo.a *= mask * _Alpha;
|
||||||
|
return albedo;
|
||||||
|
}
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 09e1c4f7331d42fda781999d558d2841
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user