本帖最后由 微笑的猫 于 2023-11-27 12:08 编辑
See-through Shader 系列
See-through Shader 1.8.2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.
透视着色器让您可以在任何网格中看到您的可玩角色,而不会被它阻挡。 无论是建筑物、桥梁、洞穴还是您能想象到的任何其他东西,都没有关系。
只需使用我们提供的工具之一应用着色器,注册播放器即可。 最好的一点是:它不需要对您的网格进行任何额外的更改!
我们包含了大量超级有用的工具,可在几秒钟内使效果发挥作用。
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两者的结合。
注意:此着色器旨在与标准着色器/光照着色器一起使用。 但是我们提供了很多方法来将“透视着色器”添加到您的自定义着色器中,有关更多信息,请参见下面的“扩展您现有的自定义着色器”
6 种惊人的阻塞模式(和组合):
1. 无 - 移除高于特定 Y 高度的网格部分
2. Angle - 移除与相机成一定角度的几何体
3. Cone - 移除玩家和相机之间的圆锥体内部的几何体。 此外,还有 Angle 和 Cone 的组合。
4. Circle - 移除玩家周围圆圈内的几何体
5. Cylinder - 移除玩家和相机之间的圆柱体内的几何体。 此外,还有角度和圆柱的组合。
6. 曲线 - 移除曲线定义区域内的几何体。
控制效果的多种方法:
基于玩家:
1. 仅限效果半径 - 透视效果将在玩家周围的球体内激活。 您可以通过此方法使用任何阻塞模式。
2. 自动检测——只要你的建筑物等有能够很好地描述几何体的碰撞器,透明着色器就会自动检测玩家是否在网格内并且
激活效果。 此方法也适用于每个建筑物,因此您可以使用
美丽的进入/退出过渡。
3. 父级触发
4. 触发框
5.TriggerById
触发器允许最精确的控制并在每个建筑物的基础上完美地工作。 对于此方法,您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。
注意:TriggerByParent 还支持使用单父碰撞器而不是专用的进入和退出触发器,这非常简单并且效果很好。
玩家独立:
1. 始终开启 - 透视效果将始终开启。
2. 通过 UI 切换 - 通过 UI 切换透视效果。
3. 通过单击切换 - 通过单击您的对象来切换透视效果。
...以及更多示例
扩展您现有的自定义着色器:
毫不妥协地将“透视着色器”功能添加到您的自定义着色器中!
ShaderGraph 支持: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! (目前仅在 2020 年和 2021 年工作。对 2019 年的支持即将推出!)
BetterShaders Stackable:将我们的 STS Stackable 添加到您的 BetterShaders Stack 并立即扩展您的任何 BetterShaders 着色器。
动画:
令人惊叹的进入和退出过渡
溶解纹理动画
多个玩家和地板/天花板模式:
使用任意数量的玩家。 他们是在同一栋楼里还是分布在许多不同的地点都没有关系。
将效果限制在特定的 Y 高度,这样您的玩家就不会失去脚下的地面。
添加或移除特定 Y 高度处的天花板。
分区:
使用我们的高性能分区功能创造令人难以置信的微游戏体验和令人惊叹的游戏创意。
从 2 种模式中选择:加法和减法
使区域可显示。
设计效果的多种方式:
使用任何自定义纹理来设置溶解效果的样式。
更改效果的颜色和发射强度。
使用 DissolveMasks 更改圆柱体、圆锥体和圆形障碍物模式的外观。
支持的渲染管线:
内置RP
城市规划规划 2019、2020 和 2021
人类发展报告计划 2019、2020 和 2021
奖金
很棒的演示场景,展示了所有 5 个效果控件(效果半径、自动检测和 3 个触发器变体)和几种不同样式的实现。
直观的自定义 UI,带有有用的信息文本和警告,以防您错过某些内容。
不包含:
复杂的玩家移动脚本和导航/寻路,如演示视频中所示。
如演示视频中所示的复杂建筑和模型。
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