remove ortho, fix zoom, add dithering
This commit is contained in:
+13
-7
@@ -1545,14 +1545,14 @@ Transform:
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@@ -2188,7 +2188,7 @@ Camera:
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@@ -3159,11 +3159,17 @@ MonoBehaviour:
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version: 10
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@@ -3695,7 +3695,7 @@ MeshRenderer:
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@@ -4471,6 +4471,10 @@ PrefabInstance:
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value: 10
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propertyPath: zoomSpeed
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value: 5
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propertyPath: MainCamera
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value:
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value:
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@@ -4483,6 +4487,10 @@ PrefabInstance:
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propertyPath: mouseSensitivity
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propertyPath: mouseSensitivity
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value: 1000
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value: 1000
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@@ -4539,6 +4547,10 @@ PrefabInstance:
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propertyPath: m_Name
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propertyPath: m_Name
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value: Doug
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value: Doug
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@@ -2,6 +2,7 @@
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using System.Linq;
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using System.Linq;
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using Unity.VisualScripting;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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using static Unity.Cinemachine.CinemachineTargetGroup;
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using static UnityEngine.GraphicsBuffer;
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using static UnityEngine.GraphicsBuffer;
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public class CameraController : MonoBehaviour
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public class CameraController : MonoBehaviour
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@@ -16,20 +17,36 @@ public class CameraController : MonoBehaviour
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public float mouseSensitivity = 200f;
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public float mouseSensitivity = 200f;
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||||||
public float minPitch = -30f;
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public float minPitch = -30f;
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||||||
public float maxPitch = 60f;
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public float maxPitch = 60f;
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||||||
public float distance = 6f;
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public float distance = 5f;
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||||||
public float heightOffset = -0.5f;
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public float heightOffset = -0.5f;
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||||||
public float followSpeed = 10f;
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public float followSpeed = 10f;
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||||||
public float maxZoom = 6f;
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public float maxDistance = 6f;
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||||||
public float minZoom = 1f;
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public float minDistance = 1f;
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||||||
private float zoom = 2.3f;
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public float zoomSpeed = 5f;
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||||||
private float yaw;
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private float yaw;
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private float pitch;
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private float pitch;
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||||||
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private float currentDistance;
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||||||
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private float distanceVelocity;
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||||||
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||||||
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[Header("Occlusion Settings")]
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||||||
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public LayerMask obstructionMask;
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||||||
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public float fadedAlpha = 0.25f;
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public float fadeSpeed = 5f;
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private Dictionary<Renderer, float> currentAlpha =
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||||||
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new Dictionary<Renderer, float>();
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private Dictionary<Renderer, float> targetAlpha =
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||||||
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new Dictionary<Renderer, float>();
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||||||
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public Transform playerCamHome;
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public Transform playerCamHome;
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||||||
Transform dougBody;
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Transform dougBody;
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||||||
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||||||
private void Update()
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private void Update()
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||||||
{
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{
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||||||
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UpdateOcclusion();
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UpdateFade();
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||||||
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||||||
if (Input.GetMouseButton(1))
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if (Input.GetMouseButton(1))
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||||||
{
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{
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HandleFreeCamRotation();
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HandleFreeCamRotation();
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@@ -42,6 +59,7 @@ void Start()
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yaw = angles.y;
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yaw = angles.y;
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pitch = angles.x;
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pitch = angles.x;
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currentDistance = distance;
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||||||
}
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}
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||||||
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/// <summary>
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/// <summary>
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@@ -102,6 +120,9 @@ void HandleFreeCamRotation()
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{
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{
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if (dougBody == null)
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if (dougBody == null)
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||||||
{
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{
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if (GameManager.Instance.PlayerController.DougBody == null)
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return;
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||||||
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||||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
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dougBody = GameManager.Instance.PlayerController.DougBody.transform;
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}
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}
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@@ -119,15 +140,23 @@ void HandleFreeCamRotation()
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// Zoom
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// Zoom
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||||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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||||||
zoom -= scroll * 2f;
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if (Mathf.Abs(scroll) > 0.0001f)
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zoom = Mathf.Clamp(zoom, minZoom, maxZoom);
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{
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||||||
MainCamera.orthographicSize = zoom;
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distance -= scroll * zoomSpeed;
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distance = Mathf.Clamp(distance, minDistance, maxDistance);
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}
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currentDistance = Mathf.SmoothDamp(
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currentDistance,
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|
distance,
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||||||
|
ref distanceVelocity,
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0.05f);
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||||||
// Rotation
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// Rotation
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||||||
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
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Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
|
||||||
|
|
||||||
// Desired Position
|
// Desired Position
|
||||||
Vector3 offset = rotation * Vector3.forward * -distance;
|
Vector3 offset = rotation * Vector3.forward * -currentDistance;
|
||||||
Vector3 desiredPosition = target + offset;
|
Vector3 desiredPosition = target + offset;
|
||||||
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||||||
// Smooth Follow
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// Smooth Follow
|
||||||
@@ -140,6 +169,93 @@ void HandleFreeCamRotation()
|
|||||||
// Look at player
|
// Look at player
|
||||||
playerCamHome.transform.LookAt(target + Vector3.up);
|
playerCamHome.transform.LookAt(target + Vector3.up);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void UpdateOcclusion()
|
||||||
|
{
|
||||||
|
if (dougBody == null)
|
||||||
|
{
|
||||||
|
if (GameManager.Instance.PlayerController.DougBody == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dougBody == null) return;
|
||||||
|
|
||||||
|
// Reset all renderers to visible
|
||||||
|
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
|
||||||
|
{
|
||||||
|
targetAlpha[r] = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 dir =
|
||||||
|
MainCamera.transform.position - dougBody.position;
|
||||||
|
|
||||||
|
float dist = dir.magnitude;
|
||||||
|
|
||||||
|
RaycastHit[] hits = Physics.RaycastAll(
|
||||||
|
dougBody.position,
|
||||||
|
dir.normalized,
|
||||||
|
dist,
|
||||||
|
obstructionMask,
|
||||||
|
QueryTriggerInteraction.Ignore);
|
||||||
|
|
||||||
|
foreach (RaycastHit hit in hits)
|
||||||
|
{
|
||||||
|
Renderer r = hit.collider.GetComponent<Renderer>();
|
||||||
|
|
||||||
|
if (r == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (!currentAlpha.ContainsKey(r))
|
||||||
|
{
|
||||||
|
currentAlpha[r] = 1f;
|
||||||
|
targetAlpha[r] = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
targetAlpha[r] = fadedAlpha;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateFade()
|
||||||
|
{
|
||||||
|
List<Renderer> renderers =
|
||||||
|
new List<Renderer>(currentAlpha.Keys);
|
||||||
|
|
||||||
|
foreach (Renderer r in renderers)
|
||||||
|
{
|
||||||
|
float current = currentAlpha[r];
|
||||||
|
float target = targetAlpha[r];
|
||||||
|
|
||||||
|
current = Mathf.Lerp(
|
||||||
|
current,
|
||||||
|
target,
|
||||||
|
Time.deltaTime * fadeSpeed);
|
||||||
|
|
||||||
|
currentAlpha[r] = current;
|
||||||
|
|
||||||
|
foreach (Material mat in r.materials)
|
||||||
|
{
|
||||||
|
Color c = mat.color;
|
||||||
|
c.a = current;
|
||||||
|
|
||||||
|
if (Mathf.Abs(current - targetAlpha[r]) < 0.05f)
|
||||||
|
{
|
||||||
|
c.a = targetAlpha[r];
|
||||||
|
}
|
||||||
|
|
||||||
|
mat.color = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cleanup once fully restored
|
||||||
|
if (Mathf.Abs(current - 1f) < 0.01f &&
|
||||||
|
Mathf.Abs(target - 1f) < 0.01f)
|
||||||
|
{
|
||||||
|
currentAlpha.Remove(r);
|
||||||
|
targetAlpha.Remove(r);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum CameraControlMode
|
public enum CameraControlMode
|
||||||
|
|||||||
Reference in New Issue
Block a user