From 4313ee71bacd44156c3bf5df8c05927f2475db88 Mon Sep 17 00:00:00 2001 From: Nam Tae Gun Date: Fri, 28 Jun 2024 12:22:32 +0900 Subject: [PATCH] =?UTF-8?q?=ED=88=AC=EB=AA=85=ED=99=94=20=EC=98=A4?= =?UTF-8?q?=EB=B8=8C=EC=A0=9D=ED=8A=B8=20=EA=B7=B8=EB=A6=BC=EC=9E=90=20?= =?UTF-8?q?=EC=9C=A0=EC=A7=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit + Props 하위 오브젝트로 ShadowOnly 오브젝트 추가 + Global 포스트 프로세싱, Player 전용 포스트 프로세싱 구별 --- Assets/01.Scenes/02.Combat.unity | 29 ++++++ ...cessingVolume.asset => GlobalVolume.asset} | 2 +- .../02.Combat/GlobalVolume.asset.meta | 8 ++ .../01.Scenes/02.Combat/LowHealthPoint.asset | 78 ++++++++++++++++ ...e.asset.meta => LowHealthPoint.asset.meta} | 0 Assets/02.Scripts/FadeableObject.cs | 30 +++--- Assets/02.Scripts/PostProcessingManager.cs | 81 +++++++++++++--- Assets/02.Scripts/SeeThrough.cs | 5 +- Assets/04.Materials/TransparentLit.mat | 3 +- .../Managers/PostProcessingVolume.prefab | 66 ++++++++++++- .../Props/BasePropsOpaqueLit.prefab | 93 ++++++++++++++++++- .../Props/Environment/FallBush01.prefab | 8 ++ .../Props/Environment/FallTree01.prefab | 8 ++ .../Props/Environment/FallTree02.prefab | 8 ++ .../Props/Environment/Grass01.prefab | 8 ++ .../Props/Environment/SmallGrass01.prefab | 8 ++ .../Props/Environment/SummerBush01.prefab | 8 ++ .../Props/Environment/SummerBush02.prefab | 8 ++ .../Props/Environment/SummerTree01.prefab | 10 +- .../Props/Environment/SummerTree02.prefab | 10 +- .../Props/Environment/WinterTree01.prefab | 8 ++ 21 files changed, 441 insertions(+), 38 deletions(-) rename Assets/01.Scenes/02.Combat/{CombatPostProcessingVolume.asset => GlobalVolume.asset} (98%) create mode 100644 Assets/01.Scenes/02.Combat/GlobalVolume.asset.meta create mode 100644 Assets/01.Scenes/02.Combat/LowHealthPoint.asset rename Assets/01.Scenes/02.Combat/{CombatPostProcessingVolume.asset.meta => LowHealthPoint.asset.meta} (100%) diff --git a/Assets/01.Scenes/02.Combat.unity b/Assets/01.Scenes/02.Combat.unity index 5f218e42e..34e637920 100644 --- a/Assets/01.Scenes/02.Combat.unity +++ b/Assets/01.Scenes/02.Combat.unity @@ -1332,6 +1332,7 @@ MonoBehaviour: _maskLayer: serializedVersion: 2 m_Bits: 1024 + _size: 0.5 --- !u!1 &212063320 GameObject: m_ObjectHideFlags: 0 @@ -2764,6 +2765,10 @@ PrefabInstance: propertyPath: m_Name value: SmokeExplosionDark objectReference: {fileID: 0} + - 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private Renderer _originalRenderer; + private Renderer _currentRenderer; private Material _originalMaterial; + private Material _newMaterial; private Coroutine _currentCoroutine; private bool _isTransparent; private void Start() { - _originalRenderer = GetComponentInChildren(); - _originalMaterial = _originalRenderer.material; + if (!IsFadeable) return; + + _currentRenderer = GetComponentInChildren(); + _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; } } } \ No newline at end of file diff --git a/Assets/02.Scripts/PostProcessingManager.cs b/Assets/02.Scripts/PostProcessingManager.cs index c1191c02f..bfe804559 100644 --- a/Assets/02.Scripts/PostProcessingManager.cs +++ b/Assets/02.Scripts/PostProcessingManager.cs @@ -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 { + [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(); + _globalVolume = GetComponent(); + _playerVolume = transform.Find("PlayerVolume").GetComponent(); } public void ToggleRendererFeature(RendererFeatureName featureName, bool value) @@ -64,11 +83,30 @@ namespace BlueWater Debug.Log($"{featureName}과 일치하는 기능이 없습니다."); } - public void ToggleEffect(bool value) where T : VolumeComponent + public void ToggleEffect(bool value, VolumeType volumeType) where T : VolumeComponent { - if (!_currentVolume) return; + Volume currentVolume = null; + switch (volumeType) + { + case VolumeType.None: + break; + case VolumeType.Global: + currentVolume = _globalVolume; + break; + case VolumeType.Player: + currentVolume = _playerVolume; + break; + default: + throw new ArgumentOutOfRangeException(nameof(volumeType), volumeType, null); + } + + if (!currentVolume) + { + Debug.LogError($"VolumeType : {volumeType}의 {currentVolume}이 존재하지 않습니다."); + return; + } - var effect = GetEffect(); + var effect = GetEffect(volumeType); if (!effect) { print(typeof(T) + "효과가 없습니다."); @@ -77,11 +115,30 @@ namespace BlueWater effect.active = value; } - private T GetEffect() where T : VolumeComponent + private T GetEffect(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(false); + ToggleEffect(false, VolumeType.Player); } private IEnumerator LowHpVignetteCoroutine() { - var vignette = GetEffect(); + var vignette = GetEffect(VolumeType.Player); vignette.intensity.value = _startIntensity; vignette.active = true; diff --git a/Assets/02.Scripts/SeeThrough.cs b/Assets/02.Scripts/SeeThrough.cs index c5f93ada7..ad8a02798 100644 --- a/Assets/02.Scripts/SeeThrough.cs +++ b/Assets/02.Scripts/SeeThrough.cs @@ -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 diff --git a/Assets/04.Materials/TransparentLit.mat b/Assets/04.Materials/TransparentLit.mat index f51d2fad7..e114b5f61 100644 --- a/Assets/04.Materials/TransparentLit.mat +++ b/Assets/04.Materials/TransparentLit.mat @@ -26,6 +26,7 @@ Material: m_ModifiedSerializedProperties: 0 m_ValidKeywords: - _ALPHAPREMULTIPLY_ON + - _ALPHATEST_ON - _SPECULAR_SETUP - _SURFACE_TYPE_TRANSPARENT m_InvalidKeywords: [] @@ -101,7 +102,7 @@ Material: m_Ints: [] m_Floats: - _AddPrecomputedVelocity: 0 - - _AlphaClip: 0 + - _AlphaClip: 1 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 diff --git a/Assets/05.Prefabs/Managers/PostProcessingVolume.prefab b/Assets/05.Prefabs/Managers/PostProcessingVolume.prefab index 9cca0414d..12496cd17 100644 --- a/Assets/05.Prefabs/Managers/PostProcessingVolume.prefab +++ b/Assets/05.Prefabs/Managers/PostProcessingVolume.prefab @@ -9,7 +9,7 @@ GameObject: serializedVersion: 6 m_Component: - component: {fileID: 1492562680585263202} - - component: {fileID: 7932030668675567178} + - component: {fileID: 3643467854515637935} - component: {fileID: 3481486763373117091} m_Layer: 3 m_Name: PostProcessingVolume @@ -30,10 +30,11 @@ Transform: m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 - m_Children: [] + m_Children: + - 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