Unity Occlusion Transparent Gradient

Source: Internet
Author: User

Occlusion transparency If there is no gradient implementation method:

1, transparent objects exist in the list

2, each period of time (can each frame, but the smoothness will be reduced) the camera sends a ray to the player, out Hitinfo

3, List and Hitinfo, will be in the list but not in the Hitinfo object into an opaque, list.remove; will be in the hitinfo but not in the list transit becomes transparent, list.add

If there is a gradient, the implementation is more troublesome, the object has two states: into the transparent process, into the opaque process, add two list (intransparent,outtransparent) corresponding to the two states, then maintain two lists can:

1, not obscured, occlusion, view outtransparent, if there is an object, move from outtransparent to Intransparent,outtransparent remove ; If you do not add a new join intransparent

2, occlusion, not obscured, see intransparent, if there is this object, from Intransparent to outtransparent,intransparent remove ; If you do not add a new join Outtransparent

Camera CameraFollow.cs:

1  Public classCamerafollow:monobehaviour2 {3 4      Public StaticCamerafollow instance;5      PublicTransform Player;6 7      PublicList<cameramaskinfo>Mask;8      PublicList<cameramaskinfo>intransparentlist;9      PublicList<cameramaskinfo>outtransparentlist;Ten  One raycasthit[] Hitinfo; A  -     voidAwake () -     { theInstance = This; -     } -     voidStart () -     { + Startcoroutine (Iemask ()); -     } +      Public voidClearmask () A     { at mask.clear (); - intransparentlist.clear (); - outtransparentlist.clear (); -     } -  - IEnumerator iemask () in     { -          while(true) to         { +Hitinfo = Physics.capsulecastall (followtarget.position + vector3.up *0.2f, Followtarget.position-vector3.up *0.1f,0.2f, (Transform.position-followtarget.position). Normalized, 100f, layermask); -             BOOLFlag; the              for(inti = Mask.count-1; I >=0; i--) *             { $Flag =false;Panax Notoginseng                  for(intj =0; J < Hitinfo.length; J + +) -                 { the                     if(Mask[i]. Getobj () = =hitinfo[j].collider.gameobject) +                     { AFlag =true; the                          Break; +                     } -                 } $                 if(!flag) $                 { - Mask[i]. Putouttransparent (); - mask.removeat (i); the                 } -             }Wuyi  the              for(inti =0; i < hitinfo.length; i++) -             { WuFlag =false; -                  for(intj =0; J < Mask.count; J + +) About                 { $                     if(Hitinfo[i].collider.gameobject = =Mask[j]. Getobj ()) -                     { -Flag =true; -                          Break; A                     } +                 } the                 if(!flag) -                 { $Cameramaskinfo Maskinfo =NewCameramaskinfo (hitinfo[i].collider.gameobject); the maskinfo.putintransparent (); the Mask.add (maskinfo); the                 } the             } -         } in         yield return NewWaitforseconds (0.2f); the     } the  About     voidUpdate () the     { the          for(inti = Intransparentlist.count-1; I >=0; i--) the         { + Intransparentlist[i]. Sub (); -         } the Bayi          for(inti = Outtransparentlist.count-1; I >=0; i--) the         { the Outtransparentlist[i]. Add (); -         } -     } the}
View Code

Occlusion Object CameraMaskInfo.cs:

usingUnityengine;usingSystem.Collections; Public classCameramaskinfo {PrivateGameobject obj; Privateshader[] Prematerialshader;  Public BOOLIsdestroy; #regionGet Publicgameobject getobj () {returnobj; }     Publicshader[] Getprematerialshader () {returnPrematerialshader; }    #endregion     Publiccameramaskinfo (Gameobject obj) { This. obj =obj; }     Public voidputintransparent () {intID =-1;  for(inti =0; i < CameraFollow.instance.OutTransparentList.Count; i++)        {            if(Camerafollow.instance.outtransparentlist[i]. Getobj () = =obj) {ID=i; //if there is in out, then the shader of the object has been changed and can only be obtained from the previousPrematerialshader =Camerafollow.instance.outtransparentlist[i].                Getprematerialshader ();                CAMERAFOLLOW.INSTANCE.INTRANSPARENTLIST.ADD (Camerafollow.instance.outtransparentlist[i]);                CameraFollow.instance.OutTransparentList.RemoveAt (i);  Break; }        }        if(id==-1) {Prematerialshader=NewShader[obj.renderer.materials.length];  for(inti =0; i < obj.renderer.materials.Length; i++) {Prematerialshader[i]=Obj.renderer.materials[i].shader; Obj.renderer.materials[i].shader= Shader.find ("Transparent/diffuse"); } CameraFollow.instance.InTransparentList.Add ( This); }    }     Public voidputouttransparent () {intID =-1;  for(inti =0; i < CameraFollow.instance.InTransparentList.Count; i++)        {            if(Camerafollow.instance.intransparentlist[i]. Getobj () = =obj) {ID=i;                CAMERAFOLLOW.INSTANCE.OUTTRANSPARENTLIST.ADD (Camerafollow.instance.intransparentlist[i]);                CameraFollow.instance.InTransparentList.RemoveAt (i);  Break; }        }        if(id = =-1) {CAMERAFOLLOW.INSTANCE.OUTTRANSPARENTLIST.ADD ( This); }    }     Public voidAdd () { for(inti =0; i < obj.renderer.materials.Length; i++) {Obj.renderer.materials[i].color=NewColor (OBJ.RENDERER.MATERIALS[I].COLOR.R, OBJ.RENDERER.MATERIALS[I].COLOR.G, Obj.renderer.materials[i].color.b, OBJ.RENDERER.MATERIALS[I].COLOR.A + time.deltatime *2f); }        if(obj.renderer.materials[0].COLOR.A >=0.95f)        {             for(inti =0; i < obj.renderer.materials.Length; i++) {Obj.renderer.materials[i].color=NewColor (OBJ.RENDERER.MATERIALS[I].COLOR.R, OBJ.RENDERER.MATERIALS[I].COLOR.G, Obj.renderer.materials[i].            Color.b, 1f);            } setpreshader (); CameraFollow.instance.OutTransparentList.Remove ( This); }    }     Public voidSub () { for(inti =0; i < obj.renderer.materials.Length; i++) {Obj.renderer.materials[i].color=NewColor (OBJ.RENDERER.MATERIALS[I].COLOR.R, OBJ.RENDERER.MATERIALS[I].COLOR.G, Obj.renderer.materials[i].color.b, Obj.renderer.materials[i].color.a-time.deltatime *2f); }        if(obj.renderer.materials[0].COLOR.A <=0.3f) {CameraFollow.instance.InTransparentList.Remove ( This); }    }    Private voidSetpreshader () { for(inti =0; i < obj.renderer.materials.Length; i++) {Obj.renderer.materials[i].shader=Prematerialshader[i]; }    }}
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Effect:

Unity Occlusion Transparent Gradient

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