cg小白兔 发表于 2024-6-19 12:07:28

【更新】See-through Shader 1.8.5

本帖最后由 微笑的猫 于 2024-7-11 16:20 编辑


See-through Shader 系列

See-through Shader 1.8.2下载链接
See-through Shader 1.8.3下载链接
See-through Shader 1.8.4下载链接

The See-through Shader lets you see your playable characters inside any mesh without being obstructed by it. It doesn't matter if it is a building, a bridge, a cave, or whatever else you can imagine.

Just apply the shader using one of our provided tools, register a player and it works. The best thing about it is: It doesn't need any additional changes to your mesh!

We included plenty of super helpful tools to get the effect to work within seconds.

For a non-player-based setup use our player-independent standard dissolve feature or a mix of both.

Note: This shader is meant for use with the standard shader/ lit shaders. But we offer many ways to add the 'See-through Shader' to your custom shaders, for more see below 'Extend your existing custom shaders'

6 AMAZING OBSTRUCTION MODES(and Combinations):
1. None - Removes parts of the mesh that is above a certain Y height
2. Angle - Removes geometry that is angled toward the camera
3. Cone - Removes geometry that is inside a cone between the player and the camera. Additionally, there is a combination of Angle and Cone.
4. Circle - removes geometry that is inside a circle around the player
5. Cylinder - Removes geometry that is inside a cylinder between the player and the camera. Additionally, there is a combination of Angle and Cylinder.
6. Curve - Removes geometry inside the region defined by a curve.

MANY WAYS OF CONTROLLING THE EFFECT:
Player-Based:
1. Effect Radius Only - The see-through effect will be active inside a sphere around the player. You can use any obstruction mode with this method.
2. Auto-Detect - As long as your buildings etc. have colliders that describe the geometry somewhat decently, the see-through shader will auto-detect if a player is inside a mesh and

activate the effect. This method also works on a per-building basis and so you can use

beautiful enter/exit transitions with it.
3. TriggerByParent
4. TriggerByBox
5. TriggerById

Triggers allow for the most precise control and work perfectly on a per-building basis. For this method you have to place enter and exit trigger object yourself, so the setup requires a couple of seconds more, but it is worth it.

Note: TriggerByParent also supports using a single-parent collider instead of dedicated enter and exit triggers, which is super easy and achieves great results.

Player-Independent:
1. Always On - The see-through effect will always be on.
2. Toggle by UI - Toggle the see-through effect via UI.
3. Toggle by Click - Toggle the see-through effect by clicking your objects.
...and many more examples

EXTEND YOUR EXISTING CUSTOM SHADERS:
Add the 'See-through Shader' functionality to your custom shaders without compromises!

ShaderGraph Support: Use our STS Custom Function Node to extend the complete STS functionality to your existing ShaderGraph shader. Super easy! (Currently only working in 2020 and 2021. Support for 2019 is coming soon!)

BetterShaders Stackable: Add our STS Stackable to your BetterShaders Stack and immediately extend any of your BetterShaders Shaders.

ANIMATIONS:
Breathtaking Enter- and Exit Transitions
Dissolve texture animations

MULTIPLE PLAYERS AND FLOOR/CEILING MODES:
Use any number of players. It doesn't matter if they are in the same building or spread across many different locations.
Limit the effect to a certain Y height so your players don't lose the ground under their feet.
Add or remove the ceiling at a certain Y height.

ZONING:
Create incredible micro-play experiences and stunning game ideas with our high-performance zoning feature.
Choose from 2 modes: Additive and Subtractive
Make zones revealable.

MANY WAYS OF STYLING THE EFFECT:
Use any custom texture to style the dissolve effect.
Change the color and the emission intensity of the effect.
Use DissolveMasks to change the appearance of the cylinder, cone, and circle obstruction modes.

Supported Render Pipelines:
Built-in RP
URP 2019,2020 and 2021
HDRP 2019, 2020 and 2021

BONUSES
Great demo scene which shows the implementation of all 5 effect controls (Effect Radius, Auto-Detect, and the 3 trigger variants) and several different stylings.
Intuitive custom UIs with helpful info texts and warnings, in case you missed something.

NOT INCLUDED:
Complex player movement script and navigation/pathfinding as shown in the demo videos.
Complex Buildings and Models as shown in the demo videos.


透视着色器可以让你在任何网格中看到可玩角色,而不会受到网格的阻碍。无论是建筑物、桥梁、洞穴还是其他任何你能想象到的东西,都没有关系。

只需使用我们提供的工具之一应用着色器,注册一个玩家,它就可以工作了。最棒的是 它不需要对你的网格进行任何额外的修改!

我们提供了大量超级有用的工具,可在数秒内实现效果。

对于非基于玩家的设置,请使用我们的独立于玩家的标准溶解功能,或将两者混合使用。

注意:此着色器可与标准着色器/灯光着色器一起使用。但我们提供多种方法将 "透视着色器 "添加到您的自定义着色器中,更多信息请参阅下文 "扩展您现有的自定义着色器"。

6 种令人惊叹的遮罩模式(及组合):
1. 无 - 去除网格中超过一定 Y 高度的部分
2. 角度 - 移除与摄像机成一定角度的几何体
3. 锥形 - 移除位于玩家和摄像机之间锥形内的几何体。此外,还有角度和锥形的组合。
4. 圆形 - 删除位于玩家周围圆圈内的几何体
5. 圆柱体 - 删除位于玩家和摄像机之间的圆柱体内的几何体。此外,还有 "角度 "和 "圆柱体 "的组合。
6. 曲线 - 删除曲线定义区域内的几何体。

控制效果的方法有很多:
基于玩家
1. 仅效果半径 - 透视效果将在玩家周围的球体内激活。您可以在此方法中使用任何阻挡模式。
2. 自动检测 - 只要建筑物等的碰撞器对几何体的描述比较恰当,透视着色器就会自动检测玩家是否在网格内,并激活特效。

激活效果。这种方法还可以按建筑物进行处理,因此您可以使用

漂亮的进入/退出过渡效果。
3. 通过父对象触发
4. 按方框触发
5. 按标识触发

触发器可以实现最精确的控制,并且可以完美地按建筑物运行。对于这种方法,你必须自己放置进入和退出触发器对象,因此设置需要多花几秒钟,但这是值得的。

注:TriggerByParent 还支持使用单亲对撞机来代替专用的进入和退出触发器,这种方法非常简单,而且效果极佳。

与玩家无关
1. 始终开启 - 透视效果始终开启。
2. 通过用户界面切换 - 通过用户界面切换透视效果。
3. 通过点击切换 - 通过点击对象切换透视效果。
...还有更多示例

扩展您现有的自定义着色器:
将 "透视着色器 "功能添加到您的自定义着色器中,无需任何妥协!

支持 ShaderGraph: 使用我们的 STS 自定义函数节点,将完整的 STS 功能扩展到您现有的 ShaderGraph 着色器。超级简单!(目前仅适用于 2020 和 2021 年。)

BetterShaders Stackable: 将我们的 STS Stackable 添加到您的 BetterShaders 堆栈中,即可立即扩展您的任何 BetterShaders 着色器。

动画
令人惊叹的进入和退出过渡效果
溶解纹理动画

多玩家和地板/天花板模式:
使用任意数量的玩家。不管他们是在同一栋建筑内还是分布在多个不同地点。
将效果限制在一定的 Y 高度,这样玩家就不会失去脚下的地面。
在某个 Y 高度添加或移除天花板。

分区:
利用我们的高性能分区功能,创造令人难以置信的微型游戏体验和令人惊叹的游戏创意。
有 2 种模式可供选择: 加法模式和减法模式
让分区显而易见。

多种效果样式:
使用任何自定义纹理来设计溶解效果。
改变效果的颜色和发射强度。
使用 DissolveMasks 更改圆柱体、圆锥体和圆形阻挡模式的外观。

支持的渲染管道
内置 RP
URP 2019、2020 和 2021
HDRP 2019、2020 和 2021

附加功能
精彩的演示场景,展示了所有 5 种特效控制(特效半径、自动检测和 3 种触发器变体)和几种不同风格的实现。
直观的自定义用户界面,带有有用的信息文本和警告,以防遗漏。

不包括
演示视频中显示的复杂玩家移动脚本和导航/寻路。
演示视频中展示的复杂建筑和模型。




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