脚本/功能 【更新】See-through Shader 1.8.2 HDRP透视着色器

Unity插件信息
插件名称: See-through Shader
插件官网: https://assetstore.unity.com/packages/tools/particles-effects/see-through-shader-193955
版本: 1.8.2
解压密码:
素材类型: 脚本/功能
本帖最后由 微笑的猫 于 2023-11-27 12:10 编辑



See-through Shader 系列

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内看到你的可玩角色,而不被它所阻挡。不管它是一座建筑、一座桥、一个山洞,还是其他任何你能想象到的东西,都没有关系。

只要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。它最好的一点是。它不需要对你的网格进行任何额外的修改

我们提供了大量的超级有用的工具,使效果在几秒钟内就能发挥作用。

对于不基于玩家的设置,可以使用我们独立于玩家的标准溶解功能或两者的混合功能。

注意:这个着色器是为了与标准着色器/灯光着色器一起使用。但是我们提供了许多方法来将 "透视着色器 "添加到你的自定义着色器中,更多信息请见下面的 "扩展你现有的自定义着色器"。

6种惊人的遮挡模式(和组合)。
1. 无 - 移除网格中超过一定Y高度的部分
2. 角度 - 移除朝向摄像机的几何体
3. 锥体 - 移除在玩家和摄像机之间的锥体内的几何体。此外,还有一个角度和锥体的组合。
4. 圆形 - 移除在玩家周围的圆形内的几何体
5. 圆柱体 - 移除在玩家和摄像机之间的圆柱体内的几何体。此外,还有一个角度和圆柱体的组合。
6. 曲线 - 移除曲线所定义的区域内的几何体。

许多控制效果的方法。
以玩家为基础。
1. 只有效果半径 - 透视效果将在玩家周围的球体内活动。你可以用这种方法使用任何障碍物模式。
2. 自动检测--只要你的建筑物等有碰撞器,能在一定程度上描述几何形状,透视着色器将自动检测玩家是否在网格内,并激活效果。

激活该效果。这种方法也可以在每个建筑的基础上工作,因此你可以使用

美丽的进入/离开过渡。
3. 通过母体触发(TriggerByParent
4. 触发框(TriggerByBox
5. 依靠触发器

触发器允许最精确的控制,并在每个建筑的基础上完美地工作。对于这种方法,你必须自己放置进入和退出触发器对象,所以设置时需要多花几秒钟,但这是值得的。

注意:TriggerByParent也支持使用单亲碰撞器,而不是专用的进入和退出触发器,这超级简单,而且能达到很好的效果。

与玩家无关。
1. 始终开启 - 透视效果将始终开启。
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 - 通过点击你的对象来切换透视效果。
...还有更多的例子

扩展你现有的自定义着色器。
将 "透视着色器 "的功能添加到你的自定义着色器中,而不需要做出任何妥协!

ShaderGraph支持。使用我们的STS自定义函数节点,将完整的STS功能扩展到你现有的ShaderGraph着色器中。超级简单! (目前只在2020年和2021年工作。对2019年的支持即将到来!)

BetterShaders可堆叠。在你的BetterShaders堆栈中添加我们的STS可堆栈,并立即扩展你的任何BetterShaders着色器。

动画制作。
令人惊叹的进入和退出过渡
解散纹理动画

多个玩家和地板/天花板模式。
使用任何数量的玩家。不管他们是在同一栋楼里还是分布在许多不同的地方,都没有关系。
将效果限制在一定的Y高度,这样你的玩家就不会失去脚下的地面。
在一定的Y高度上增加或移除天花板。

划分。
用我们的高性能分区功能创造令人难以置信的微观游戏体验和令人惊叹的游戏创意。
从2种模式中选择。加法模式和减法模式
使区域可被揭示。

有很多方法来设计效果。
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 来改变圆柱体、圆锥体和圆形阻挡模式的外观。

支持的渲染管线。
内置RP
URP 2019,2020和2021
HDRP 2019,2020和2021年

额外奖励
优秀的演示场景,展示了所有5个效果控制(效果半径、自动检测和3个触发变体)和几种不同的风格的实现。
直观的自定义UI,带有有用的信息文本和警告,以防你错过什么。

不包括在内。
复杂的玩家运动脚本和导航/寻路,如演示视频中所示。
复杂的建筑和模型,如演示视频中所示。






作者 cg小白兔 发表于 2023-2-8 11:17:33
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