119 lines
3.1 KiB
C#
119 lines
3.1 KiB
C#
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace RoR2.PostProcessing;
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[RequireComponent(typeof(Camera))]
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public class VisionLimitEffect : MonoBehaviour
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{
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private static class ShaderParamsIDs
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{
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public static int origin = Shader.PropertyToID("_Origin");
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public static int rangeStart = Shader.PropertyToID("_RangeStart");
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public static int rangeEnd = Shader.PropertyToID("_RangeEnd");
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public static int color = Shader.PropertyToID("_Color");
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}
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public CameraRigController cameraRigController;
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private Camera camera;
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private float desiredVisionDistance = float.PositiveInfinity;
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private CommandBuffer commandBuffer;
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private Material material;
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private Vector3 lastKnownTargetPosition;
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private float currentAlpha;
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private float alphaVelocity;
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private float currentVisionDistance;
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private float currentVisionDistanceVelocity;
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private void Awake()
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{
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camera = GetComponent<Camera>();
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commandBuffer = new CommandBuffer();
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commandBuffer.name = "VisionLimitEffect";
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Shader shader = LegacyShaderAPI.Find("Hopoo Games/Internal/VisionLimit");
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material = new Material(shader);
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material.name = "VisionLimitEffectMaterial";
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}
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private void OnDestroy()
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{
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DestroyTemporaryAsset(material);
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commandBuffer = null;
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camera = null;
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}
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private void OnEnable()
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{
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camera.AddCommandBuffer(CameraEvent.AfterImageEffectsOpaque, commandBuffer);
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}
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private void OnDisable()
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{
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camera.RemoveCommandBuffer(CameraEvent.AfterImageEffectsOpaque, commandBuffer);
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}
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private void OnPreCull()
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{
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UpdateCommandBuffer();
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}
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private void LateUpdate()
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{
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Transform transform = (cameraRigController.target ? cameraRigController.target.transform : null);
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CharacterBody targetBody = cameraRigController.targetBody;
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if ((bool)transform)
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{
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lastKnownTargetPosition = transform.position;
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}
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desiredVisionDistance = (targetBody ? targetBody.visionDistance : float.PositiveInfinity);
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float target = 0f;
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float target2 = 4000f;
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if (desiredVisionDistance != float.PositiveInfinity)
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{
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target = 1f;
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target2 = desiredVisionDistance;
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}
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currentAlpha = Mathf.SmoothDamp(currentAlpha, target, ref alphaVelocity, 0.2f, float.PositiveInfinity, Time.deltaTime);
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currentVisionDistance = Mathf.SmoothDamp(currentVisionDistance, target2, ref currentVisionDistanceVelocity, 0.2f, float.PositiveInfinity, Time.deltaTime);
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}
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private void UpdateCommandBuffer()
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{
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commandBuffer.Clear();
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if (!(currentAlpha <= 0f))
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{
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float num = Mathf.Max(0f, currentVisionDistance * 0.5f);
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float value = Mathf.Max(num + 0.01f, currentVisionDistance);
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material.SetVector(ShaderParamsIDs.origin, lastKnownTargetPosition);
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material.SetFloat(ShaderParamsIDs.rangeStart, num);
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material.SetFloat(ShaderParamsIDs.rangeEnd, value);
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material.SetColor(ShaderParamsIDs.color, new Color(0f, 0f, 0f, currentAlpha));
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commandBuffer.Blit(null, BuiltinRenderTextureType.CurrentActive, material);
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}
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}
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private void DestroyTemporaryAsset(Object temporaryAsset)
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{
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if (Application.isPlaying)
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{
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Object.Destroy(temporaryAsset);
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}
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else
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{
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Object.DestroyImmediate(temporaryAsset);
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}
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}
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}
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