Categorías: Todo - unity - objects - camera

por Mike Ton hace 10 años

528

Unity3D_Camera

In the realm of Unity development, utilizing shaders and render queues is essential for achieving specific visual effects. The DepthMask shader is designed to render masks that control the visibility of objects by manipulating the depth buffer, rather than the RGBA channels.

Unity3D_Camera

Camera

MasterCamera

(Addons)
MCStrafe
MCScroll
MCLOSFade
MCButtonLook
//To use drag and drop onto MasterCameraRig object in the Hiearchy => Adds additional functionality
(cam rotation)

SetLocalRotationZ

GetLocalRotationZ

TestLOS(LayerMask)

//Test line of sight between camera and player, ignoring anything in the layer mask

Preferred Distance

//How far away is the camera from the player

//Not per frame...on init only???

Vertical
Horizontal

Maximum Angle

Minimum Angle

Mouse Sensitivity

Smooth

Rotation

Position

Camera Rotation Mode

None

MouseVertical

MouseHorizontalAndVertical

MouseHorizontal

Follow

Collision Layer Mask

//will not collide or clip through object with selected layers => MCScroll

SplitScreen

ZDEPTH_CARD
(instructions)

(alt)

In most common scenarios, you will only need a few objects to be masked. If, however, you find that you have more objects that need to be masked than objects that do not, you might find it useful to attach the SetRenderQueue script to the masks themselves, and set their queues to 2090 (just before regular geometry). Objects that you don't want masked should have their queues set to 2080 (just before the mask shader).

Objects you wish to be masked must have the SetRenderQueue script attached to them. In the Inspector, change their queue from 3000 (regular geometry) to 3020 (just after the mask shader)

A mask object using the Depth Mask shader. This object will be drawn just after regular opaque objects, and will prevent subsequent objects from being drawn behind it.

SetRenderQueue.cs

/*

SetRenderQueue.cs

Sets the RenderQueue of an object's materials on Awake. This will instance

the materials, so the script won't interfere with other renderers that

reference the same materials.

*/

using UnityEngine;

[AddComponentMenu("Rendering/SetRenderQueue")]

public class SetRenderQueue : MonoBehaviour {

[SerializeField]

protected int[] m_queues = new int[]{3000};

protected void Awake() {

Material[] materials = renderer.materials;

for (int i = 0; i < materials.Length && i < m_queues.Length; ++i) {

materials[i].renderQueue = m_queues[i];

}

}

}

DepthMask.shader

Shader "Masked/Mask" {

SubShader {

// Render the mask after regular geometry, but before masked geometry and

// transparent things.

Tags {"Queue" = "Geometry+10" }

// Don't draw in the RGBA channels; just the depth buffer

ColorMask 0

ZWrite On

// Do nothing specific in the pass:

Pass {}

}

}

http://wiki.unity3d.com/index.php?title=DepthMask
(prefab)
(material)

Separator Stripe

//stripe that appears along the division between the screens when split

//quad that is scaled and rotated to match Splitscreen Mask

//By default, the Mask is set to Layer 31, which has been named “SplitscreenMask.”

//You are free to set this to a different, otherwise unused Layer, and the Magic Splitscreen will still work properly

//prevent the secondary camera from rendering on the whole screen

(mesh)

Splitscreen Mask

//a small plane which is positioned in front of the secondary camera when the screen is split

MagicSplitscreen.cs

(func)

private

void

LateUpdate(){ ... }

(return)

// Position camera(s)

else{ ... }

this.MoveCamera(this.primaryCamera, this.MainPlayer.position + this.distanceBetweenPlayers);

if (this.IsSplitscreenOn){ ... }

// Position the splitscreen mask in front of the second camera

this.separatorRenderer.enabled = this.isSeparatorUsable && this.showSeparator;

this.PositionSplitscreenMask(this.secondaryCamera, this.player2.position, this.player2.position + this.cameraDisplacement2d);

// Aim cameras at players

this.MoveCamera(this.secondaryCamera, this.cameraTarget2);

this.MoveCamera(this.primaryCamera, this.cameraTarget1);

this.cameraTarget2 = this.player2.position - this.cameraDisplacement2d;

this.cameraTarget1 = this.player1.position + this.cameraDisplacement2d;

this.cameraDisplacement2d = this.distanceBetweenPlayers.normalized * this.triggerDistance;

// Adjust displacement to be in the direction of the central point but not at it

// Determine if players are far enough apart to use splitscreen

this.PerformSplitscreenCheck();

this.distanceBetweenPlayers = centralPosition - this.MainPlayer.position;

// Place the AudioListener in the central position

this.audioListener.transform.position = centralPosition;

// Find the average location of all tracked players

var centralPosition = SetCentralPosition();

if (this.NumPlayers == 0){ ... }

return;

Debug.LogWarning("MagicSplitscreen: No players are assigned. There is nothing to do.");

// There must be at least one player assigned for the camera(s) to have something to track

if (!this.IsInitialized){ return; }

// If there were issues during initial validation, trying to continue will just spam the console with unnecessary errors, so don't bother

PerformSplitscreenCheck(){ ... }

// Disable splitscreen

StopSplitscreenCamera(){ ... }

// Just turn everything off

this.IsSplitscreenOn = false;

this.separatorRenderer.enabled = false;

this.maskTransform.gameObject.SetActive(false);

this.secondaryCamera.gameObject.SetActive(false);

// Activate splitscreen

StartSplitscreenCamera(){ ... }

this.IsSplitscreenOn = true;

// Turn off culling of the splitscreen mask layer for the main camera

this.primaryCamera.cullingMask &= ~(1 << this.maskLayer);

???

// Position the new camera

this.secondaryCamera.transform.rotation = this.cameraQuaternion;

this.secondaryCamera.transform.position = this.primaryCamera.transform.position;

// Activate the splitscreen components

this.maskTransform.gameObject.SetActive(true);

this.secondaryCamera.gameObject.SetActive(true);

else if (this.IsSplitscreenOn && this.distanceBetweenPlayers.sqrMagnitude < distThreshold){ ... }

this.StopSplitscreenCamera();

if (!this.IsSplitscreenOn && this.distanceBetweenPlayers.sqrMagnitude > distThreshold){ ... }

this.StartSplitscreenCamera();

var distThreshold = this.triggerDistance * this.triggerDistance;

MoveCamera(Camera camera, Vector3 targetPos){ ... }

camera.transform.position = targetPos - (camera.transform.forward * this.cameraDistance);

camera.transform.localRotation = this.cameraQuaternion;

Vector3

SetCentralPosition(){ ... }

return centralPosition /= this.NumPlayers;

if (this.player2){ ... }

centralPosition += this.player2.position;

if (this.player1){ ... }

centralPosition += this.player1.position;

var centralPosition = Vector3.zero;

(var)