Portal rendering 1/2 done

This commit is contained in:
Pasha Bibko
2025-04-01 19:21:37 +01:00
parent 8610868924
commit 70a71a06e5
19 changed files with 2904 additions and 118 deletions

View File

@@ -0,0 +1,50 @@
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class PortalCamera : MonoBehaviour
{
[Header("Components")]
[SerializeField] Shader m_Shader;
// Private members //
PortalManager m_DisplayPortal;
PortalManager m_CapturePortal;
RenderTexture m_RenderTexture;
Material m_RenderMaterial;
Camera m_Camera;
// Initialistion function for the camera
public void InitCamera(MeshRenderer renderer, PortalManager creator)
{
//
m_CapturePortal = creator.Linked();
m_DisplayPortal = creator;
// Gets the camera from the component
m_Camera = gameObject.GetComponent<Camera>();
// Creates the render texture
RenderTextureDescriptor descriptor = new(Screen.width, Screen.height);
m_RenderTexture = new RenderTexture(descriptor);
// Creates a material from the Cutout shader
// Needs to be created via code as all the materials have different settings
m_RenderMaterial = new Material(m_Shader);
// Links the camera to the mesh renderer
m_Camera.targetTexture = m_RenderTexture; // Sets it's camera to display to the render texture instead of the screen
m_RenderMaterial.mainTexture = m_RenderTexture; // Sets the material to use the render texture as it's texture
renderer.material = m_RenderMaterial; // Set's the renderer to use the material
}
// Update is called every frame
void Update()
{
// Calculates the player distance from where the portal will be rendererd
Vector3 offset = CameraController.Instance().transform.position - m_DisplayPortal.pos;
transform.parent.position = m_CapturePortal.TranslateOffset(offset);
}
}