使摄像机和角色之间的对象透明



我正在为我的相机编写一个脚本,使自身和角色之间的对象透明。

我设法让它与 RayCast 一起工作,但是我不知道如何在对象逃离光线后重新建立它们的 alpha 值。

这是我当前的代码:

private void XRay() {
    float characterDistance = Vector3.Distance(transform.position, GameObject.Find("Character").transform.position);
    Vector3 fwd = transform.TransformDirection(Vector3.forward);
    RaycastHit hit;
    if (Physics.Raycast(transform.position, fwd, out hit, characterDistance)) {
        // Add transparence
        Color color = hit.transform.gameObject.renderer.material.color;
        color.a = 0.5f;
        hit.transform.gameObject.renderer.material.SetColor("_Color", color);
    }
}
这是我

的最终代码。请注意,它一次只能使一个对象透明,但是使用RaycastAll和为oldHits使用数组可以轻松完成相同的实现。

public class Camara : MonoBehaviour {
    RaycastHit oldHit;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    }
    void FixedUpdate() {
        XRay ();
    }
    // Hacer a los objetos que interfieran con la vision transparentes
    private void XRay() {
        float characterDistance = Vector3.Distance(transform.position, GameObject.Find("Character").transform.position);
        Vector3 fwd = transform.TransformDirection(Vector3.forward);
        RaycastHit hit;
        if (Physics.Raycast(transform.position, fwd, out hit, characterDistance)) {
            if(oldHit.transform) {
                // Add transparence
                Color colorA = oldHit.transform.gameObject.renderer.material.color;
                colorA.a = 1f;
                oldHit.transform.gameObject.renderer.material.SetColor("_Color", colorA);
            }
            // Add transparence
            Color colorB = hit.transform.gameObject.renderer.material.color;
            colorB.a = 0.5f;
            hit.transform.gameObject.renderer.material.SetColor("_Color", colorB);
            // Save hit
            oldHit = hit;
        }
    }
}

我确实将这个脚本附加到我的简单相机上,跟随玩家。它可能会对你有所帮助。它实际上可以管理多个阻碍视图的遮挡物,而且您会看到我传递给它一个蒙版,我用它的名字定位它,而不是检查碰撞体名称标签。玩得愉快。

using UnityEngine;
public class followPlayer : MonoBehaviour
{
    public Transform player;
    public Vector3 offset;
    public Transform[] obstructions;
    private int oldHitsNumber;
    void Start()
    {
        oldHitsNumber = 0;
    }
    private void LateUpdate()
    {
        viewObstructed();
    }
    void Update()
    {
        transform.position = player.TransformPoint(offset);
        transform.LookAt(player);
    }
    void viewObstructed()
    {
        float characterDistance = Vector3.Distance(transform.position, player.transform.position);
        int layerNumber = LayerMask.NameToLayer("Walls");
        int layerMask = 1 << layerNumber;
        RaycastHit[] hits = Physics.RaycastAll(transform.position, player.position - transform.position, characterDistance, layerMask);
        if (hits.Length > 0)
        {   // Means that some stuff is blocking the view
            int newHits = hits.Length - oldHitsNumber;
            if (obstructions != null && obstructions.Length > 0 && newHits < 0)
            {
                // Repaint all the previous obstructions. Because some of the stuff might be not blocking anymore
                for (int i = 0; i < obstructions.Length; i++)
                {
                    obstructions[i].gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
                }
            }
            obstructions = new Transform[hits.Length];
            // Hide the current obstructions 
            for (int i = 0; i < hits.Length; i++)
            {
                Transform obstruction = hits[i].transform;
                obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
                obstructions[i] = obstruction;
            }
            oldHitsNumber = hits.Length;
        }
        else
        {   // Mean that no more stuff is blocking the view and sometimes all the stuff is not blocking as the same time
            if (obstructions != null && obstructions.Length > 0)
            {
                for (int i = 0; i < obstructions.Length; i++)
                {
                    obstructions[i].gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
                }
                oldHitsNumber = 0;
                obstructions = null;
            }
        }
    }
}

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