From 3b07a6f937ecf0d550f20d4da090ce59aa34fb30 Mon Sep 17 00:00:00 2001 From: marcin Date: Wed, 20 Aug 2025 11:03:40 +0200 Subject: [PATCH] block improvements, autolock improvements and auto off, block button auto on/off, recoil anim improvement --- .../AddressableAssetSettings.asset | 2 +- .../iOS/addressables_content_state.bin | Bin 2798 -> 2517 bytes .../Lever_wheel_mat_invisible 1.mat | 8 +- .../Beasiculus/Bascileus_BaseModel.prefab | 2 +- ...nvector@MeleeCombat Player PRO2.controller | 4 +- .../Prefabs/Items/Powers/bBlueFireball.prefab | 6 +- Assets/Prefabs/PlayerWithUI.prefab | 2 + Assets/Prefabs/UI/UI.prefab | 7 +- .../Land_01/demo_postptrocesINTRO.unity | 1052 ++++++++--------- Assets/Scripts/Characters/AutoTargetting.cs | 118 +- .../InvectorDerivatives/ActionTriggerEvent.cs | 3 + Assets/Scripts/InvectorDerivatives/bLockOn.cs | 24 +- Assets/Settings/LWRP-HighQuality.asset | 2 +- Assets/Shaders/InvisibleMat.mat | 3 +- .../Materials/Effect30/Ashes3.mat | 81 +- .../Marcin/DepthPrepassTransparent.shader | 79 +- Assets/testy/Marcin/TesttRenderer.asset | 9 - ProjectSettings/EditorBuildSettings.asset | 10 +- 18 files changed, 784 insertions(+), 628 deletions(-) diff --git a/Assets/AddressableAssetsData/AddressableAssetSettings.asset b/Assets/AddressableAssetsData/AddressableAssetSettings.asset index 67d3ae8e3..2af880cda 100644 --- a/Assets/AddressableAssetsData/AddressableAssetSettings.asset +++ b/Assets/AddressableAssetsData/AddressableAssetSettings.asset @@ -15,7 +15,7 @@ MonoBehaviour: m_DefaultGroup: bc074d00982114f0388e9c98de91d44f m_currentHash: serializedVersion: 2 - Hash: ef672e941747c2eb6b19db828d740a6a + Hash: 1efe8cf9686e6b90ba179faa51fb53d2 m_OptimizeCatalogSize: 0 m_BuildRemoteCatalog: 0 m_CatalogRequestsTimeout: 0 diff --git a/Assets/AddressableAssetsData/iOS/addressables_content_state.bin b/Assets/AddressableAssetsData/iOS/addressables_content_state.bin index 7d6ddf282a43c7f1b805f677bb5c236f1d001edc..36b690b1c3cb9cb2a70713f790763304efa98b7b 100644 GIT binary patch delta 379 zcmYjMu}Z{15Y6P0O?K}t(aW8lsHX-O#6l1;R&v&n_&PFWmFV6Q9f(Xhr7XF5f zAc%scot+YABEby1v%BxTnR)x!drI!UNcoQAc)OEg6V}~uTWuV=*A(H$9d%=-NOKB# zs~Juc0yXyW*f@%3g)|k}!Kyco6TzAl*2U02OL~H}Dr}A~7u+Mq$cxZX%VwStUnb=^ z39{+A+M=k%WQ?r#dlWykyt#&2)+#W7C&ftDrVleo>0oF*X@l O+#B0}u89x+#m!$cFiY?N delta 626 zcmah_yGjF55Z#+(ce6ecAMurl#>b*Wkz`-dLakcpKnprCQCU;62w>7=28HVF< zeavmp~J&bzY^JWKjmnVaMS_FiN`Hje2TQg3LMDR&67C8QYm~Y zj4}F4Ip~lrHV8|y%IdHquMJU{?2c&A7=E-Uu}DMkCR^e#y3?q@^ceeSG#Yh07!htr zSTw328N!MY@RAlAh0COR`W^wVN9bv*5Il}f{y#0$+xKO}2?DZ(eI=F3T;Dclea+Ji z*D9Ad_kF{+IOiq3%r(dK+3QH8{lh&q{GFAA3)@dX9cP_{tfG#-M8I-nR#G$s7r<65 RHU$@o+W!;*FZ_X9e*g~=h=l+E diff --git a/Assets/Meshes/Props/Wajcha_Kolo/Lever_wheel_mat_invisible 1.mat b/Assets/Meshes/Props/Wajcha_Kolo/Lever_wheel_mat_invisible 1.mat index dc0d8d75f..217a5fb31 100644 --- a/Assets/Meshes/Props/Wajcha_Kolo/Lever_wheel_mat_invisible 1.mat +++ b/Assets/Meshes/Props/Wajcha_Kolo/Lever_wheel_mat_invisible 1.mat @@ -23,13 +23,13 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - 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- {fileID: 501701744} + - {fileID: 553238196} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -674250,7 +674250,7 @@ MonoBehaviour: manualPositionAndScale: 0 renderPriority: 2 styledSpace0: 0 - overrideMaterial: {fileID: 185969734} + overrideMaterial: {fileID: 547332158} overrideCamToVolumeDistance: Infinity overrideVolumeDistanceFade: 0 version: 180 diff --git a/Assets/Scripts/Characters/AutoTargetting.cs b/Assets/Scripts/Characters/AutoTargetting.cs index 48fe8c6a0..0dadbe8e6 100644 --- a/Assets/Scripts/Characters/AutoTargetting.cs +++ b/Assets/Scripts/Characters/AutoTargetting.cs @@ -13,7 +13,15 @@ namespace Beyond #region Fields & Properties [Header("Targeting Parameters")] + [Tooltip("The maximum distance to highlight a potential target.")] public float maxTargetingDistance = 20f; + + [Tooltip("The distance within which the system will automatically lock on to the highlighted target.")] + public float autoLockOnDistance = 15f; + + [Tooltip("The distance at which a locked-on target will be automatically unlocked.")] + public float unlockDistanceThreshold = 25f; + public float targetingInterval = 0.25f; public float targetingAngleThreshold = 90f; @@ -98,7 +106,7 @@ namespace Beyond { if (_gameStateManager != null) _gameStateManager.m_OnStateChanged.RemoveListener(HandleGameStateChanged); - StopAndClearAllFadeCoroutines(); // This call is correct + StopAndClearAllFadeCoroutines(); if (_targetingLoopCoroutine != null) StopCoroutine(_targetingLoopCoroutine); @@ -113,7 +121,6 @@ namespace Beyond #region Core Logic - // --- THIS IS THE MISSING METHOD THAT HAS BEEN RESTORED --- private void StopAndClearAllFadeCoroutines() { foreach (var pair in _materialToFadeCoroutineMap) @@ -125,7 +132,6 @@ namespace Beyond } _materialToFadeCoroutineMap.Clear(); } - // --- END OF RESTORED METHOD --- private void HandleGameStateChanged(GameStateManager.State newState) { @@ -164,41 +170,83 @@ namespace Beyond } } + // REFACTORED: This method now has a clearer, more robust flow. private void UpdateTarget() { if (_playerTransform == null || _gameStateManager == null || _manualSwitchCooldownActive) return; + // Step 1: Always find the absolute best candidate in range right now. vFSMBehaviourController bestCandidate = null; float minDistanceSqr = maxTargetingDistance * maxTargetingDistance; HashSet combatControllers = _gameStateManager.GetActiveCombatcontrollers(); - if (combatControllers == null || combatControllers.Count == 0) + if (combatControllers != null && combatControllers.Count > 0) { - if (CurrentTarget != null) SetNewTarget(null); - return; - } - - foreach (var controller in combatControllers) - { - if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0) continue; - if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold)) continue; - - float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude; - if (distSqr <= minDistanceSqr) + foreach (var controller in combatControllers) { - minDistanceSqr = distSqr; - bestCandidate = controller; + if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0) continue; + if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold)) continue; + + float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude; + if (distSqr <= minDistanceSqr) + { + minDistanceSqr = distSqr; + bestCandidate = controller; + } } } - if (CurrentTarget != bestCandidate) SetNewTarget(bestCandidate); - else if (CurrentTarget != null && !IsTargetValid(CurrentTarget)) SetNewTarget(null); + // Step 2: If the best candidate is different from our current one, switch the highlight. + if (CurrentTarget != bestCandidate) + { + SetNewTarget(bestCandidate); + } + + // Step 3: Every update, evaluate and apply the correct lock-on state for the current target. + UpdateLockOnState(); } + // NEW: This method exclusively handles the logic for locking on and off. + private void UpdateLockOnState() + { + if (targetLockSystem == null || _playerTransform == null) return; + + // Determine if the target *should* be locked based on distance rules. + bool shouldBeLocked = false; + if (CurrentTarget != null && (autoLockSelectedTarget || alwaysLockOnInCombat)) + { + float distanceToTarget = Vector3.Distance(_playerTransform.position, CurrentTarget.transform.position); + + // This is a hysteresis check: use different distances for locking and unlocking to prevent flickering. + if (targetLockSystem.isLockingOn) + { + // If already locked, stay locked unless we are beyond the unlock threshold. + shouldBeLocked = distanceToTarget <= unlockDistanceThreshold; + } + else + { + // If not locked, we only engage the lock if we are within the auto-lock distance. + shouldBeLocked = distanceToTarget <= autoLockOnDistance; + } + } + + // Synchronize the desired state with the lock-on system. + Transform desiredLockTarget = shouldBeLocked ? CurrentTarget.transform : null; + + // The lock-on system should be smart enough to not do anything if the target hasn't changed. + // We send the desired target (or null) every update. + targetLockSystem.ManuallySetLockOnTarget(desiredLockTarget, true); + + if (alwaysLockOnInCombat && desiredLockTarget != null && !targetLockSystem.isLockingOn) + { + targetLockSystem.SetLockOn(true); + } + } + + // SIMPLIFIED: This method now only handles changing the CurrentTarget reference and its visual highlight. private void SetNewTarget(vFSMBehaviourController newTarget, bool forceLockSystemUpdate = false) { - if (_manualSwitchCooldownActive && !forceLockSystemUpdate) return; - if (CurrentTarget == newTarget && !forceLockSystemUpdate) return; + if (CurrentTarget == newTarget) return; if (CurrentTarget != null) { @@ -208,16 +256,6 @@ namespace Beyond CurrentTarget = newTarget; - if (targetLockSystem != null) - { - bool shouldLock = (autoLockSelectedTarget || alwaysLockOnInCombat) && CurrentTarget != null; - if (alwaysLockOnInCombat && CurrentTarget != null && !targetLockSystem.isLockingOn) - { - targetLockSystem.SetLockOn(true); - } - targetLockSystem.ManuallySetLockOnTarget(shouldLock ? CurrentTarget.transform : null, true); - } - if (CurrentTarget != null) { ApplyHighlight(CurrentTarget, true); @@ -256,9 +294,14 @@ namespace Beyond vFSMBehaviourController fsmTarget = lockedTargetTransform.GetComponentInParent(); if (fsmTarget == null) fsmTarget = lockedTargetTransform.GetComponentInChildren(true); - if (CurrentTarget != null && CurrentTarget.transform == lockedTargetTransform) return; - if (fsmTarget != null) SetNewTarget(fsmTarget, true); - else SetNewTarget(null, true); + if (fsmTarget != null && CurrentTarget != fsmTarget) + { + SetNewTarget(fsmTarget, true); + } + else if (fsmTarget == null && CurrentTarget != null) + { + SetNewTarget(null, true); + } } private void HandleLockOnSystemTargetUnlocked(Transform previouslyLockedTargetTransform) @@ -266,10 +309,9 @@ namespace Beyond if (targetLockSystem == null) return; _manualSwitchCooldownActive = true; _manualSwitchCooldownTimer = manualSwitchCooldownDuration; - if (CurrentTarget != null && previouslyLockedTargetTransform == CurrentTarget.transform) - { - SetNewTarget(null, true); - } + + // After manually unlocking, we let the main UpdateTarget loop find the next best candidate. + // If the previously locked target is still the closest, it will be re-highlighted automatically. } #endregion diff --git a/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs b/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs index 804edecb4..4c8947ea9 100644 --- a/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs +++ b/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs @@ -12,6 +12,7 @@ namespace Beyond public Button ActionButton; public Button LadderButton; public Button CrouchButton; + public Button BlockButton; public GameObject AttackButton; public GameObject SpellButton; public GameObject ComsumableButton; @@ -216,10 +217,12 @@ return left.CompareTo(right) >= 0; if (state == GameStateManager.State.COMBAT) { DashButton.gameObject.SetActive(true); + BlockButton.gameObject.SetActive(true); } else if (state == GameStateManager.State.NORMAL) { DashButton.gameObject.SetActive(false); + BlockButton.gameObject.SetActive(false); } } diff --git a/Assets/Scripts/InvectorDerivatives/bLockOn.cs b/Assets/Scripts/InvectorDerivatives/bLockOn.cs index 1312f9283..4894f6a61 100644 --- a/Assets/Scripts/InvectorDerivatives/bLockOn.cs +++ b/Assets/Scripts/InvectorDerivatives/bLockOn.cs @@ -189,12 +189,28 @@ namespace Beyond // base.isCharacterAlive() checks the base.currentTarget if (isLockingOn && base.currentTarget != null && !base.isCharacterAlive()) { - // Debug.Log($"bLockOn: Locked target {base.currentTarget.name} died. Attempting to find new one or unlock."); - Transform oldDeadTarget = base.currentTarget; - AttemptLockOn(null, oldDeadTarget); // Try to find a new target, excluding the dead one for this attempt + // OLD CODE THAT CAUSED THE PROBLEM: + // This code made bLockOn find a new target using its own (incorrect) logic. + // Transform oldDeadTarget = base.currentTarget; + // AttemptLockOn(null, oldDeadTarget); + + // --- + + // NEW, CORRECTED CODE: + // Instead of finding a target itself, it now tells the AutoTargetting system + // to handle it. This ensures all your distance rules are always respected. + if (autoTargetingSystem != null) + { + // The 'true' parameter tells AutoTargetting to find a new target immediately. + autoTargetingSystem.ClearTarget(true); + } + else + { + // As a fallback, if the auto-targeting system isn't found, just unlock. + UnlockTarget(); + } } } - /// /// Attempts to lock onto a target. If preferredTarget is provided and valid, locks that. /// Otherwise, finds the best available target. diff --git a/Assets/Settings/LWRP-HighQuality.asset b/Assets/Settings/LWRP-HighQuality.asset index 39b3c91c2..2ca5abe9b 100644 --- a/Assets/Settings/LWRP-HighQuality.asset +++ b/Assets/Settings/LWRP-HighQuality.asset @@ -108,7 +108,7 @@ MonoBehaviour: m_PrefilteringModeScreenSpaceOcclusion: 0 m_PrefilterDebugKeywords: 1 m_PrefilterWriteRenderingLayers: 1 - m_PrefilterHDROutput: 0 + m_PrefilterHDROutput: 1 m_PrefilterAlphaOutput: 1 m_PrefilterSSAODepthNormals: 1 m_PrefilterSSAOSourceDepthLow: 1 diff --git a/Assets/Shaders/InvisibleMat.mat b/Assets/Shaders/InvisibleMat.mat index 17950c693..9337fda89 100644 --- a/Assets/Shaders/InvisibleMat.mat +++ b/Assets/Shaders/InvisibleMat.mat @@ -15,7 +15,6 @@ Material: m_ValidKeywords: - USEDISSOLVE_WITHOUT_ALPHA_CUTOUT - USEFRESNEL - - _ALPHAPREMULTIPLY_ON - _SURFACE_TYPE_TRANSPARENT m_InvalidKeywords: - _USEDISSOLVE_WITHOUT_ALPHA_CUTOUT @@ -139,7 +138,7 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 - _Surface: 1 - _Threshold: 0 - _USEDISSOLVE: 1 diff --git a/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v1/Materials/Effect30/Ashes3.mat b/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v1/Materials/Effect30/Ashes3.mat index 9def8d87f..e5eea931a 100644 --- a/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v1/Materials/Effect30/Ashes3.mat +++ b/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v1/Materials/Effect30/Ashes3.mat @@ -8,30 +8,37 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Ashes3 - m_Shader: {fileID: 4800000, guid: 18cc8fe7d50c89741b56c1ae6a5baa66, type: 3} + m_Shader: {fileID: 4800000, guid: 8516d7a69675844a7a0b7095af7c46af, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 m_ValidKeywords: - - _BLENDMODE_BLEND - - _FADING_ON - m_InvalidKeywords: - _ALPHATEST_ON - - _SURFACE_TYPE_TRANSPARENT - m_LightmapFlags: 4 + - _COLORADDSUBDIFF_ON + - _EMISSION + - _RECEIVE_SHADOWS_OFF + m_InvalidKeywords: + - _FLIPBOOKBLENDING_OFF + m_LightmapFlags: 2 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 1 - m_CustomRenderQueue: -1 - stringTagMap: {} - disabledShaderPasses: - - DepthOnly - - SHADOWCASTER + m_CustomRenderQueue: 2450 + stringTagMap: + RenderType: TransparentCutout + disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - Texture2D_CB054B04: + m_Texture: {fileID: 10300, guid: 0000000000000000f000000000000000, type: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BaseMap: m_Texture: {fileID: 2800000, guid: 846201ad15c9fea44bd92700047902d5, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _BumpMap: - m_Texture: {fileID: 2800000, guid: 8eed4849b39fb834eb66082fe0e29f36, type: 3} + m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _BumpTex: @@ -124,13 +131,18 @@ Material: - DstMode: 10 - SrcMode: 5 - _AlphaClip: 1 + - _AlphaToMask: 1 - _Blend: 0 - - _BlendMode: 1 + - _BlendMode: 0 - _BlendOp: 0 - _BumpAmt: 20 - _BumpScale: 1 + - _CameraFadingEnabled: 0 + - _CameraFarFadeDistance: 2 + - _CameraNearFadeDistance: 1 - _ClearCoatMask: 0 - _ClearCoatSmoothness: 0 + - _ColorMode: 1 - _ConeWidth: 8 - _Cull: 0 - _CullMode: 2 @@ -140,10 +152,18 @@ Material: - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DetailStrength: 1 - - _DstBlend: 10 - - _DstMode: 10 + - _DistortionBlend: 0.5 + - _DistortionEnabled: 0 + - _DistortionStrength: 1 + - _DistortionStrengthScaled: 0 + - _DstBlend: 0 + - _DstBlendAlpha: 0 + - _DstMode: 1 + - _EmissionEnabled: 0 - _EnvironmentReflections: 1 - _FPOW: 1 + - _FlipbookBlending: 0 + - _FlipbookMode: 0 - _FresnelDistort: 200 - _FresnelFadeFactor: 3 - _FresnelPow: 5 @@ -155,12 +175,15 @@ Material: - _GlossyReflections: 0 - _Height: 0 - _InvFade: 1 + - _LightingEnabled: 0 - _LimitLength: 50 - _Metallic: 0.351 + - _Mode: 0 - _OcclusionStrength: 1 - _Offset: 0 - _OrthoSpport: 0 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _R0: 0 - _ReceiveShadows: 0 @@ -172,13 +195,17 @@ Material: - _SmoothnessTextureChannel: 0 - _SoftFresnel: 1 - _SoftInverted: 0.142 + - _SoftParticlesEnabled: 0 + - _SoftParticlesFarFadeDistance: 1 + - _SoftParticlesNearFadeDistance: 0 - _SpecGlossEnabled: 0 - _SpecSource: 0 - _SpecularHighlights: 1 - _SpotFade: 0.6 - - _SrcBlend: 5 + - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _SrcMode: 5 - - _Surface: 1 + - _Surface: 0 - _UseCutout: 0 - _UseCutoutTex: 0 - _UseCutoutThreshold: 0 @@ -189,29 +216,37 @@ Material: - _UseParticlesAlphaCutout: 0 - _UseSoft: 1 - _UseSoftCutout: 0 + - _UseVelocity: 0 + - _UseVertexLight: 0 - _UseVertexStreamRandom: 0 - _WorkflowMode: 0 - _ZTest: 4 - - _ZWrite: 0 + - _ZWrite: 1 - _ZWriteMode: 0 - _far: 2 - _near: 0 m_Colors: - - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - Color_882B4FC: {r: 0, g: 0, b: 0, a: 0} + - _BaseColor: {r: 0, g: 0.35958624, b: 1, a: 1} + - _BaseColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0} - _CameraFadeDistances: {r: 0.3, g: 1, b: 0.3, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} + - _Color: {r: 0, g: 0.3595862, b: 1, a: 1} + - _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0} - _CutoutColor: {r: 0.91176486, g: 4, b: 1.1886411, a: 1} - _DetailScrollSpeed: {r: 0, g: 0, b: 0, a: 0} - _DistortSpeed: {r: 1, g: 0.1, b: 1, a: 0.1} - _DistortionSpeedScale: {r: 1, g: -1, b: 0.15, a: 0.15} - - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissionColor: {r: 0, g: 0.22126484, b: 1, a: 1} - _FogColorMultiplier: {r: 0, g: 0, b: 0, a: 0} - _FresnelColor: {r: 0.06925258, g: 0.40499997, b: 0.041691188, a: 1} - _FresnelDistort: {r: 8, g: 12, b: 1, a: 1500} + - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} - - _TintColor: {r: 1, g: 1, b: 1, a: 1} + - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _UVScrollDistort: {r: 8, g: 12, b: 1, a: 1500} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &8578215999217652463 MonoBehaviour: m_ObjectHideFlags: 11 @@ -224,4 +259,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 5 + version: 10 diff --git a/Assets/testy/Marcin/DepthPrepassTransparent.shader b/Assets/testy/Marcin/DepthPrepassTransparent.shader index 3c6dc3d27..8318a9bb2 100644 --- a/Assets/testy/Marcin/DepthPrepassTransparent.shader +++ b/Assets/testy/Marcin/DepthPrepassTransparent.shader @@ -1,20 +1,79 @@ Shader "Unlit/DepthPrepassTransparent" { - + Properties + { + // This property is necessary to receive the texture from the main material + _MainTex("Texture", 2D) = "white" {} + // This property is necessary to receive the alpha cutoff value from the main material + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + } SubShader { - - Tags { - "Queue" = "Transparent" - "RenderType" = "Transparent" - "RenderPipeline" = "UniversalPipeline" - } - + // This pass is for the depth pre-pass. + // It writes depth for transparent objects that need it. + Tags { "RenderType" = "TransparentCutout" "RenderPipeline" = "UniversalPipeline" } + Pass { + // Use the "DepthOnly" LightMode for URP to identify this as a depth pass. + Name "DepthOnly" + Tags { "LightMode" = "DepthOnly" } + + // Write to the depth buffer ZWrite On + // Do not write to any color channels ColorMask 0 - } + // Standard back-face culling + Cull Back + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + // Includes for URP core functionality + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + // Match the properties block + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + half _Cutoff; + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + Varyings vert(Attributes input) + { + Varyings output; + // Standard vertex transformation + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.uv = input.uv; + return output; + } + + half4 frag(Varyings input) : SV_TARGET + { + // Sample the texture to get the alpha value + half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a; + + // Perform alpha clipping. Discard the fragment if its alpha is below the cutoff. + // This ensures the depth shape matches the visible shape. + clip(alpha - _Cutoff); + + // We don't need to return a color as ColorMask is 0, + // but the function must return something. + return 0; + } + ENDHLSL + } } - } \ No newline at end of file diff --git a/Assets/testy/Marcin/TesttRenderer.asset b/Assets/testy/Marcin/TesttRenderer.asset index 1e9176d96..690153fdc 100644 --- a/Assets/testy/Marcin/TesttRenderer.asset +++ b/Assets/testy/Marcin/TesttRenderer.asset @@ -377,12 +377,3 @@ MonoBehaviour: BlurQuality: 2 Falloff: 30 SampleCount: -1 - m_BlueNoise256Textures: - - {fileID: 2800000, guid: 36f118343fc974119bee3d09e2111500, type: 3} - - {fileID: 2800000, guid: 4b7b083e6b6734e8bb2838b0b50a0bc8, type: 3} - - {fileID: 2800000, guid: c06cc21c692f94f5fb5206247191eeee, type: 3} - - {fileID: 2800000, guid: cb76dd40fa7654f9587f6a344f125c9a, type: 3} - - {fileID: 2800000, guid: e32226222ff144b24bf3a5a451de54bc, type: 3} - - {fileID: 2800000, guid: 3302065f671a8450b82c9ddf07426f3a, type: 3} - - {fileID: 2800000, guid: 56a77a3e8d64f47b6afe9e3c95cb57d5, type: 3} - m_Shader: {fileID: 4800000, guid: 0849e84e3d62649e8882e9d6f056a017, type: 3} diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 23ac21078..1ef40e2ee 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -8,6 +8,9 @@ EditorBuildSettings: - enabled: 0 path: Assets/Scenes/MainMenu/MainMenu.unity guid: f76c4914eb27147428d79b9f7a1c000a + - enabled: 1 + path: Assets/Scenes/Land_01/demo_postptrocesINTRO.unity + guid: e96c2977de1cfbd42842bca9554dc468 - enabled: 0 path: Assets/Scenes/Intro.unity guid: 4b539ebea87e44d9d9a11edf96f9313e @@ -41,10 +44,10 @@ EditorBuildSettings: - enabled: 0 path: Assets/Scenes/Court of law/Court_Level.unity guid: aee785a308939054d910e67af5bce6de - - enabled: 0 + - enabled: 1 path: Assets/Scenes/Empty.unity guid: 2b62be7385be240ca97d45739994679b - - enabled: 0 + - enabled: 1 path: Assets/Scenes/Portal/Portal.unity guid: cf1147d8227221747a9f5884efeaeab3 - enabled: 0 @@ -56,9 +59,6 @@ EditorBuildSettings: - enabled: 0 path: Assets/Scenes/Land_01/Land_Of_Death_ARENAS.unity guid: 3ac39dab4b05aa540af7a4bbd73b2a5a - - enabled: 0 - path: Assets/Scenes/Land_01/demo_postptrocesINTRO.unity - guid: e96c2977de1cfbd42842bca9554dc468 m_configObjects: com.unity.addressableassets: {fileID: 11400000, guid: 272caeb75b6504dcb987edb253f851b7, type: 2}