Add a new way to hide trees, with dither fade around the player character
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Toria.Game
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{
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[RequireComponent(typeof(CapsuleCollider))]
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public class LeavesHidingDither : MonoBehaviour
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{
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[NonSerialized]
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List<Material> treeMaterials;
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static RPGController player = null;
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static new Camera camera = null;
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[NonSerialized]
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bool shouldHide = false;
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void Start()
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{
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treeMaterials = new List<Material>();
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foreach (Renderer renderer in GetComponentsInChildren<Renderer>())
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{
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MakeShadowClone(renderer);
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Material mat = Instantiate(renderer.sharedMaterial);
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renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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renderer.sharedMaterial = mat;
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treeMaterials.Add(mat);
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}
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}
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void MakeShadowClone(Renderer renderer)
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{
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GameObject shadowClone = Instantiate(renderer.gameObject);
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for (int i = shadowClone.transform.childCount - 1; i >= 0; i--)
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Destroy(shadowClone.transform.GetChild(i).gameObject);
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shadowClone.name = "Shadow clone";
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shadowClone.transform.SetParent(renderer.transform);
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shadowClone.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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shadowClone.transform.localScale = Vector3.one;
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foreach (Component comp in shadowClone.GetComponents<Component>())
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{
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if (comp is not MeshRenderer && comp is not MeshFilter && comp is not Transform)
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Destroy(comp);
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}
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shadowClone.GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
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}
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void Update()
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{
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if (!player)
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player = FindAnyObjectByType<RPGController>();
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if (shouldHide)
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{
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Vector2 viewPortPoint = camera.WorldToViewportPoint(player.transform.position);
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foreach (Material mat in treeMaterials)
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mat.SetVector("_PlayerPosition", viewPortPoint);
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}
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if (!camera)
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camera = Camera.main;
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if (!player || !camera)
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return;
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Vector3 playerPos = player.transform.position + Vector3.up;
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Vector3 cameraPos = camera.transform.position;
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Vector3 rayDir = (playerPos - cameraPos).normalized;
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//move back the origin point so the raycast doesn't start from within a tree collider
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RaycastHit[] hits = Physics.RaycastAll(cameraPos + rayDir * -100f, rayDir, float.PositiveInfinity, 1 << gameObject.layer, QueryTriggerInteraction.Collide);
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for (int i = 0; i < hits.Length; i++)
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{
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if (hits[i].collider.gameObject == gameObject)
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{
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SetCutoutEnabled(true);
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return;
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}
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}
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SetCutoutEnabled(false);
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}
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void SetCutoutEnabled(bool enabled)
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{
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if (shouldHide == enabled)
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return;
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shouldHide = enabled;
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foreach (Material mat in treeMaterials)
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mat.SetFloat("_ShouldHide", enabled ? 1 : 0);
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}
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}
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}
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