Tweak the tree hiding shader

This commit is contained in:
Lucien
2026-08-03 15:28:37 +02:00
parent a01e19e5fe
commit 3cd1ca53fd
17 changed files with 4694 additions and 30 deletions
@@ -0,0 +1,17 @@
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@@ -5,10 +5,14 @@ using UnityEngine;
namespace Toria.Game
{
[RequireComponent(typeof(CapsuleCollider))]
public class LeavesHidingDither : MonoBehaviour
public class DitherFade : MonoBehaviour
{
public DitherFadeSettings settings;
public List<Renderer> targetRenderers;
public bool makeShadowClones = true;
[NonSerialized]
List<Material> treeMaterials;
List<Material> fadeMaterials;
static RPGController player = null;
static new Camera camera = null;
@@ -18,38 +22,44 @@ namespace Toria.Game
void Start()
{
treeMaterials = new List<Material>();
fadeMaterials = new List<Material>();
foreach (Renderer renderer in GetComponentsInChildren<Renderer>())
foreach (Renderer renderer in targetRenderers)
{
MakeShadowClone(renderer);
if (makeShadowClones)
MakeShadowClone(renderer);
Material mat = Instantiate(renderer.sharedMaterial);
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
renderer.sharedMaterial = mat;
treeMaterials.Add(mat);
fadeMaterials.Add(mat);
}
}
void MakeShadowClone(Renderer renderer)
{
GameObject shadowClone = Instantiate(renderer.gameObject);
if (!renderer.TryGetComponent(out MeshFilter filter))
return;
for (int i = shadowClone.transform.childCount - 1; i >= 0; i--)
Destroy(shadowClone.transform.GetChild(i).gameObject);
GameObject shadowClone = new GameObject("Shadow clone");
shadowClone.name = "Shadow clone";
shadowClone.transform.SetParent(renderer.transform);
shadowClone.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
shadowClone.transform.localScale = Vector3.one;
MeshRenderer shadowRenderer = shadowClone.AddComponent<MeshRenderer>();
MeshFilter shadowFilter = shadowClone.AddComponent<MeshFilter>();
shadowRenderer.sharedMaterial = renderer.sharedMaterial;
shadowRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
shadowFilter.sharedMesh = filter.sharedMesh;
foreach (Component comp in shadowClone.GetComponents<Component>())
{
if (comp is not MeshRenderer && comp is not MeshFilter && comp is not Transform)
Destroy(comp);
}
shadowClone.GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
}
void Update()
@@ -59,10 +69,14 @@ namespace Toria.Game
if (shouldHide)
{
Vector2 viewPortPoint = camera.WorldToViewportPoint(player.transform.position);
Vector2 viewPortPoint = camera.WorldToViewportPoint(player.transform.position + Vector3.up * settings.verticalOffset);
float hideRadius = settings.GetHideRadius(player.transform, camera.transform);
foreach (Material mat in treeMaterials)
foreach (Material mat in fadeMaterials)
{
mat.SetVector("_PlayerPosition", viewPortPoint);
mat.SetFloat("_HideRadius", hideRadius);
}
}
if (!camera)
@@ -98,7 +112,7 @@ namespace Toria.Game
shouldHide = enabled;
foreach (Material mat in treeMaterials)
foreach (Material mat in fadeMaterials)
mat.SetFloat("_ShouldHide", enabled ? 1 : 0);
}
}
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@@ -0,0 +1,18 @@
using UnityEngine;
namespace Toria.Game
{
[CreateAssetMenu(menuName = "Toria/VFX/DitherFadeSettings")]
public class DitherFadeSettings : ScriptableObject
{
public float verticalOffset;
public Vector2 cameraDistanceRange;
public Vector2 hideRadiusRange;
public float GetHideRadius(Transform player, Transform camera)
{
float normalizedDist = Mathf.InverseLerp(cameraDistanceRange.x, cameraDistanceRange.y, Vector3.Distance(player.position, camera.position));
return Mathf.Lerp(hideRadiusRange.x, hideRadiusRange.y, normalizedDist);
}
}
}
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