forked from BilalY/Rasagar
83 lines
3.3 KiB
C#
83 lines
3.3 KiB
C#
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using System;
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using UnityEngine;
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namespace Cinemachine.Examples
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{
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/// <summary>
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/// An example add-on module for Cinemachine Virtual Camera for controlling
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/// the FadeOut shader included in our example package.
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/// </summary>
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[AddComponentMenu("")] // Hide in menu
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[ExecuteAlways]
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public class CinemachineFadeOutNearbyObjects : CinemachineExtension
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{
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/// <summary>
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/// Radius of the look at target.
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/// </summary>
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[Tooltip("Radius of the look at target.")]
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public float m_LookAtTargetRadius = 1;
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/// <summary>
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/// Minimum distance to have fading out effect in front of the camera.
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/// </summary>
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[Tooltip("Minimum distance to have fading out effect in front of the camera.")]
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public float m_MinDistance = 0;
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/// <summary>
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/// Maximum distance to have fading out effect in front of the camera.
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/// </summary>
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[Tooltip("Maximum distance to have fading out effect in front of the camera.")]
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public float m_MaxDistance = 8;
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/// <summary>
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/// If true, m_MaxDistance will be set to
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/// distance between this virtual camera and LookAt target minus m_LookAtTargetRadius.
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/// </summary>
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[Tooltip("If true, MaxDistance will be set to " +
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"distance between this virtual camera and LookAt target minus LookAtTargetRadius.")]
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public bool m_SetToCameraToLookAtDistance = false;
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/// <summary>
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/// Material using the FadeOut shader.
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/// </summary>
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[Tooltip("Material using the FadeOut shader.")]
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public Material m_FadeOutMaterial;
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static readonly int k_MaxDistanceID = Shader.PropertyToID("_MaxDistance");
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static readonly int k_MinDistanceID = Shader.PropertyToID("_MinDistance");
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/// <summary>
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/// Updates FadeOut shader on the specified FadeOutMaterial.
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/// </summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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if (stage == CinemachineCore.Stage.Finalize)
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{
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if (m_FadeOutMaterial == null || !m_FadeOutMaterial.HasProperty(k_MaxDistanceID) ||
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!m_FadeOutMaterial.HasProperty(k_MinDistanceID)) return;
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if (m_SetToCameraToLookAtDistance && vcam.LookAt != null)
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{
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m_MaxDistance = Vector3.Distance(vcam.transform.position, vcam.LookAt.position) - m_LookAtTargetRadius;
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}
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m_FadeOutMaterial.SetFloat(k_MaxDistanceID, m_MaxDistance);
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m_FadeOutMaterial.SetFloat(k_MinDistanceID, m_MinDistance);
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}
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}
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void OnValidate()
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{
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m_LookAtTargetRadius = Math.Max(0, m_LookAtTargetRadius);
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m_MinDistance = Math.Max(0, m_MinDistance);
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m_MaxDistance = Math.Max(0, m_MaxDistance);
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}
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}
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}
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