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player = null; + static new Camera camera = null; + + [NonSerialized] + bool shouldHide = false; + + void Start() + { + treeMaterials = new List(); + + foreach (Renderer renderer in GetComponentsInChildren()) + { + MakeShadowClone(renderer); + + Material mat = Instantiate(renderer.sharedMaterial); + renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + renderer.sharedMaterial = mat; + treeMaterials.Add(mat); + } + } + + void MakeShadowClone(Renderer renderer) + { + GameObject shadowClone = Instantiate(renderer.gameObject); + + for (int i = shadowClone.transform.childCount - 1; i >= 0; i--) + Destroy(shadowClone.transform.GetChild(i).gameObject); + + shadowClone.name = "Shadow clone"; + shadowClone.transform.SetParent(renderer.transform); + shadowClone.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity); + shadowClone.transform.localScale = Vector3.one; + + foreach (Component comp in shadowClone.GetComponents()) + { + if (comp is not MeshRenderer && comp is not MeshFilter && comp is not Transform) + Destroy(comp); + } + + shadowClone.GetComponent().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly; + } + + void Update() + { + if (!player) + player = FindAnyObjectByType(); + + if (shouldHide) + { + Vector2 viewPortPoint = camera.WorldToViewportPoint(player.transform.position); + + foreach (Material mat in treeMaterials) + mat.SetVector("_PlayerPosition", viewPortPoint); + } + + if (!camera) + camera = Camera.main; + + if (!player || !camera) + return; + + Vector3 playerPos = player.transform.position + Vector3.up; + Vector3 cameraPos = camera.transform.position; + + Vector3 rayDir = (playerPos - cameraPos).normalized; + + //move back the origin point so the raycast doesn't start from within a tree collider + RaycastHit[] hits = Physics.RaycastAll(cameraPos + rayDir * -100f, rayDir, float.PositiveInfinity, 1 << gameObject.layer, QueryTriggerInteraction.Collide); + + for (int i = 0; i < 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