투명화 오브젝트 그림자 유지

+ Props 하위 오브젝트로 ShadowOnly 오브젝트 추가
+ Global 포스트 프로세싱, Player 전용 포스트 프로세싱 구별
This commit is contained in:
Nam Tae Gun 2024-06-28 12:22:32 +09:00
parent f9f5cc1f7e
commit 4313ee71ba
21 changed files with 441 additions and 38 deletions

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@ -18,15 +18,19 @@ namespace BlueWater
[SerializeField, Range(0f, 2f), ShowIf("@IsFadeable")]
private float _fadeDuration = 0.5f;
private Renderer _originalRenderer;
private Renderer _currentRenderer;
private Material _originalMaterial;
private Material _newMaterial;
private Coroutine _currentCoroutine;
private bool _isTransparent;
private void Start()
{
_originalRenderer = GetComponentInChildren<Renderer>();
_originalMaterial = _originalRenderer.material;
if (!IsFadeable) return;
_currentRenderer = GetComponentInChildren<Renderer>();
_originalMaterial = _currentRenderer.material;
_currentRenderer.material = new Material(_transparentMaterial);
}
public void SetTransparent()
@ -54,32 +58,30 @@ namespace BlueWater
private IEnumerator FadeToTransparent()
{
_isTransparent = true;
var material = new Material(_transparentMaterial);
_originalRenderer.material = material;
var startAlpha = material.color.a;
var startAlpha = _currentRenderer.material.color.a;
var duration = _fadeDuration * Mathf.Abs(startAlpha - _transparency);
var elapsedTime = 0f;
while (elapsedTime < duration)
{
var alpha = Mathf.Lerp(startAlpha, _transparency, elapsedTime / duration);
var color = material.color;
var color = _currentRenderer.material.color;
color.a = alpha;
material.color = color;
_currentRenderer.material.color = color;
elapsedTime += Time.deltaTime;
yield return null;
}
var finalColor = material.color;
var finalColor = _currentRenderer.material.color;
finalColor.a = _transparency;
material.color = finalColor;
_currentRenderer.material.color = finalColor;
}
private IEnumerator RestoreMaterial()
{
_isTransparent = false;
var startAlpha = _originalRenderer.material.color.a;
var startAlpha = _currentRenderer.material.color.a;
var targetAlpha = _originalMaterial.color.a;
var duration = _fadeDuration * Mathf.Abs(startAlpha - targetAlpha);
var elapsedTime = 0f;
@ -87,15 +89,13 @@ namespace BlueWater
while (elapsedTime < duration)
{
var alpha = Mathf.Lerp(startAlpha, targetAlpha, elapsedTime / duration);
var color = _originalRenderer.material.color;
var color = _currentRenderer.material.color;
color.a = alpha;
_originalRenderer.material.color = color;
_currentRenderer.material.color = color;
elapsedTime += Time.deltaTime;
yield return null;
}
_originalRenderer.material = _originalMaterial;
}
}
}

View File

@ -1,3 +1,4 @@
using System;
using System.Collections;
using BlueWater.Utility;
using Sirenix.OdinInspector;
@ -12,12 +13,28 @@ namespace BlueWater
None = 0,
GrayscaleRenderPassFeature
}
public enum VolumeType
{
None = 0,
Global,
Player
}
public class PostProcessingManager : Singleton<PostProcessingManager>
{
[SerializeField]
private Volume _globalVolume;
[SerializeField]
private Volume _playerVolume;
[SerializeField]
private UniversalRenderPipelineAsset _currentRenderPipeline;
[SerializeField]
private ScriptableRendererData _currentRenderData;
private Volume _currentVolume;
private Coroutine _lowHpVignetteCoroutine;
// LowHpVignette
@ -36,7 +53,7 @@ namespace BlueWater
protected override void OnAwake()
{
Initialize();
InitializeComponents();
}
protected override void OnApplicationQuit()
@ -44,11 +61,13 @@ namespace BlueWater
ToggleRendererFeature(RendererFeatureName.GrayscaleRenderPassFeature, false);
}
private void Initialize()
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_currentRenderPipeline = (UniversalRenderPipelineAsset)GraphicsSettings.currentRenderPipeline;
_currentRenderData = _currentRenderPipeline.rendererDataList[0];
_currentVolume = GetComponent<Volume>();
_globalVolume = GetComponent<Volume>();
_playerVolume = transform.Find("PlayerVolume").GetComponent<Volume>();
}
public void ToggleRendererFeature(RendererFeatureName featureName, bool value)
@ -64,11 +83,30 @@ namespace BlueWater
Debug.Log($"{featureName}과 일치하는 기능이 없습니다.");
}
public void ToggleEffect<T>(bool value) where T : VolumeComponent
public void ToggleEffect<T>(bool value, VolumeType volumeType) where T : VolumeComponent
{
if (!_currentVolume) return;
Volume currentVolume = null;
switch (volumeType)
{
case VolumeType.None:
break;
case VolumeType.Global:
currentVolume = _globalVolume;
break;
case VolumeType.Player:
currentVolume = _playerVolume;
break;
default:
throw new ArgumentOutOfRangeException(nameof(volumeType), volumeType, null);
}
if (!currentVolume)
{
Debug.LogError($"VolumeType : {volumeType}의 {currentVolume}이 존재하지 않습니다.");
return;
}
var effect = GetEffect<T>();
var effect = GetEffect<T>(volumeType);
if (!effect)
{
print(typeof(T) + "효과가 없습니다.");
@ -77,11 +115,30 @@ namespace BlueWater
effect.active = value;
}
private T GetEffect<T>() where T : VolumeComponent
private T GetEffect<T>(VolumeType volumeType) where T : VolumeComponent
{
if (!_currentVolume) return null;
Volume currentVolume = null;
switch (volumeType)
{
case VolumeType.None:
break;
case VolumeType.Global:
currentVolume = _globalVolume;
break;
case VolumeType.Player:
currentVolume = _playerVolume;
break;
default:
throw new ArgumentOutOfRangeException(nameof(volumeType), volumeType, null);
}
if (!currentVolume)
{
Debug.LogError($"VolumeType : {volumeType}의 {currentVolume}이 존재하지 않습니다.");
return null;
}
_currentVolume.profile.TryGet(out T effect);
currentVolume.profile.TryGet(out T effect);
return effect;
}
@ -93,12 +150,12 @@ namespace BlueWater
public void DefaultHpVignette()
{
Utils.EndUniqueCoroutine(this, ref _lowHpVignetteCoroutine);
ToggleEffect<Vignette>(false);
ToggleEffect<Vignette>(false, VolumeType.Player);
}
private IEnumerator LowHpVignetteCoroutine()
{
var vignette = GetEffect<Vignette>();
var vignette = GetEffect<Vignette>(VolumeType.Player);
vignette.intensity.value = _startIntensity;
vignette.active = true;

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@ -6,6 +6,9 @@ namespace BlueWater
{
[SerializeField]
private LayerMask _maskLayer;
[SerializeField]
private float _size = 0.5f;
private Camera _mainCamera;
private Renderer _previousRenderer;
@ -37,7 +40,7 @@ namespace BlueWater
_previousRenderer.material.SetFloat(_sizeHash, 0f);
}
hitRenderer.material.SetFloat(_sizeHash, 0.5f);
hitRenderer.material.SetFloat(_sizeHash, _size);
_previousRenderer = hitRenderer;
}
else

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