#23 See Through(씨스루) 기능 추가

+ FlashAndShadowLit 쉐이더에 씨스루 기능 추가
+ FlashAndShadowSeeThroughLit material을 보스 몬스터에게 적용

Closes #23
This commit is contained in:
Nam Tae Gun 2024-06-17 08:41:21 +09:00
parent f2dc17e98b
commit 9a639c2e54
12 changed files with 3691 additions and 99 deletions

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@ -645,6 +645,7 @@ GameObject:
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m_Name: Main Camera
m_TagString: MainCamera
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@ -0,0 +1,55 @@
using UnityEngine;
namespace BlueWater
{
public class SeeThrough : MonoBehaviour
{
[SerializeField]
private LayerMask _maskLayer;
private Camera _mainCamera;
private Renderer _previousRenderer;
// Hashes
private static readonly int _sizeHash = Shader.PropertyToID("_Size");
private void Start()
{
_mainCamera = CombatCameraManager.Instance.MainCamera;
}
private void Update()
{
if (!_mainCamera) return;
var direction = _mainCamera.transform.position - transform.position;
var ray = new Ray(transform.position, direction.normalized);
if (Physics.Raycast(ray, out var hit, 100f, _maskLayer))
{
var hitRenderer = hit.collider.GetComponentInChildren<Renderer>();
if (!hitRenderer) return;
if (!hitRenderer.material.HasProperty(_sizeHash)) return;
if (_previousRenderer && _previousRenderer != hitRenderer && _previousRenderer.material.HasProperty(_sizeHash))
{
_previousRenderer.material.SetFloat(_sizeHash, 0f);
}
hitRenderer.material.SetFloat(_sizeHash, 0.5f);
_previousRenderer = hitRenderer;
}
else
{
if (!_previousRenderer) return;
if (_previousRenderer.material.HasProperty(_sizeHash))
{
_previousRenderer.material.SetFloat(_sizeHash, 0f);
}
_previousRenderer = null;
}
}
}
}

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@ -0,0 +1,2 @@
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@ -104,13 +104,16 @@ Material:
- _GlossyReflections: 0
- _GlowSize: 0.1
- _IsHit: 0
- _IsSeeThrough: 0
- _Metallic: 0
- _OcclusionStrength: 1
- _Opacity: 1
- _Parallax: 0.005
- _QueueControl: 0
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.5
- _Size: 0.5
- _Smoothness: 0.8
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
@ -124,6 +127,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _FlashColor: {r: 1, g: 1, b: 1, a: 1}
- _GlowColor: {r: 5.3403134, g: 5.3403134, b: 0, a: 0}
- _PlayerPosition: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1

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@ -0,0 +1,146 @@
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- _FlashColor: {r: 1, g: 1, b: 1, a: 1}
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@ -87,7 +87,7 @@ SpriteRenderer:
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