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

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@@ -23,7 +23,7 @@ public class CameraController : MonoBehaviour
static CameraController s_Instance = null; static CameraController s_Instance = null;
// Provides a way for external objects to interact with the camera // Provides a way for external objects to interact with the camera
public CameraController Instance() => s_Instance; public static CameraController Instance() => s_Instance;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()

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@@ -46,8 +46,6 @@ public partial class PlayerMovement : MonoBehaviour
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask); m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
m_OnSlope = m_StandingOn.normal != new Vector3(0.0f, 1.0f, 0.0f) && m_Grounded; m_OnSlope = m_StandingOn.normal != new Vector3(0.0f, 1.0f, 0.0f) && m_Grounded;
Debug.Log(m_OnSlope + " | " + m_StandingOn.normal);
// Checks the player is far enough of the ground to start wall running // Checks the player is far enough of the ground to start wall running
m_IsFarEnoughOffGroundToWallRide = m_StandingOn.distance > m_DistanceOfFloorToWallRide; m_IsFarEnoughOffGroundToWallRide = m_StandingOn.distance > m_DistanceOfFloorToWallRide;

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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);
}
}

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using System.ComponentModel;
using UnityEngine;
public class PortalManager : MonoBehaviour
{
[Header("References")]
[SerializeField] GameObject m_OtherPortal;
[Header("Set References")]
[SerializeField] GameObject m_CameraPrefab;
[SerializeField] MeshRenderer m_PortalRenderer;
[SerializeField] Transform m_CapturePoint;
PortalManager m_OtherManager;
PortalCamera m_PortalCamera;
public PortalManager Linked() => m_OtherManager;
public Vector3 pos => transform.parent.position;
public Quaternion rot => transform.parent.rotation;
// Start is called before the first frame update
void Start()
{
// Validates that it is a portal
m_OtherManager = m_OtherPortal.GetComponentInChildren<PortalManager>();
if (m_OtherManager == null)
{
Debug.LogError("OtherPortal was not valid portal");
return;
}
// Creates the camera in top-level heirachry and stores the PortalCamera script
GameObject cam = Instantiate(m_CameraPrefab, transform.root.parent);
m_PortalCamera = cam.GetComponentInChildren<PortalCamera>();
// Initialises the camera so it renders to the portal and not the screen
m_PortalCamera.InitCamera(m_PortalRenderer, this);
}
public Vector3 TranslateOffset(Vector3 offset)
{
m_CapturePoint.localPosition = offset;
return m_CapturePoint.position;
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/ScreenCutoutShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Lighting Off
Cull Back
ZWrite On
ZTest Less
Fog{ Mode Off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
//float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
i.screenPos /= i.screenPos.w;
fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
return col;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 35812bfcf4ddf904992c5c6f4af75113
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -14,7 +14,7 @@ TagManager:
- -
- -
- -
- - Player
- Ground - Ground
- Slope - Slope
- -