2024-02-02 12:54:47 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WorkingPortal : MonoBehaviour {
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[Header ("Main Settings")]
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public WorkingPortal linkedWorkingPortal;
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public MeshRenderer screen;
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public int recursionLimit = 5;
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public bool visibleFromCamera = true;
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[Header ("Advanced Settings")]
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public float nearClipOffset = 0.05f;
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public float nearClipLimit = 0.2f;
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public GameObject myGameObject;
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// Private variables
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public RenderTexture viewTexture;
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2024-02-05 18:34:22 +01:00
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public Camera WorkingPortalCam;
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2024-02-02 12:54:47 +01:00
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Camera playerCam;
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Material firstRecursionMat;
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MeshFilter screenMeshFilter;
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void Awake () {
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myGameObject = gameObject;
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WorkingPortalCam.enabled = false;
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screenMeshFilter = screen.GetComponent<MeshFilter> ();
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screen.material.SetInt ("displayMask", 1);
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}
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// Manually render the camera attached to this WorkingPortal
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// Called after PreWorkingPortalRender, and before PostWorkingPortalRender
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public void Render (Camera newplayerCam) {
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playerCam = newplayerCam;
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// Skip rendering the view from this WorkingPortal if player is not looking at the linked WorkingPortal
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if (!visibleFromCamera) {
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return;
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}
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CreateViewTexture ();
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var localToWorldMatrix = playerCam.transform.localToWorldMatrix;
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var renderPositions = new Vector3[recursionLimit];
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var renderRotations = new Quaternion[recursionLimit];
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int startIndex = 0;
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WorkingPortalCam.projectionMatrix = playerCam.projectionMatrix;
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for (int i = 0; i < recursionLimit; i++) {
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if (i > 0) {
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break;
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}
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localToWorldMatrix = transform.localToWorldMatrix * linkedWorkingPortal.transform.worldToLocalMatrix * localToWorldMatrix;
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int renderOrderIndex = recursionLimit - i - 1;
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renderPositions[renderOrderIndex] = localToWorldMatrix.GetColumn (3);
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renderRotations[renderOrderIndex] = localToWorldMatrix.rotation;
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WorkingPortalCam.transform.SetPositionAndRotation (renderPositions[renderOrderIndex], renderRotations[renderOrderIndex]);
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startIndex = renderOrderIndex;
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}
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// Hide screen so that camera can see through WorkingPortal
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screen.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
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linkedWorkingPortal.screen.material.SetInt ("displayMask", 0);
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for (int i = startIndex; i < recursionLimit; i++) {
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WorkingPortalCam.transform.SetPositionAndRotation (renderPositions[i], renderRotations[i]);
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2024-02-05 18:34:22 +01:00
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Debug.Log(string.Format("rendering at: ", renderPositions[i].x, renderPositions[i].y, renderPositions[i].z));
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2024-02-02 12:54:47 +01:00
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SetNearClipPlane ();
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WorkingPortalCam.Render ();
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if (i == startIndex) {
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linkedWorkingPortal.screen.material.SetInt ("displayMask", 1);
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}
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}
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// Unhide objects hidden at start of render
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screen.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
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}
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void CreateViewTexture () {
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if (viewTexture == null || viewTexture.width != Screen.width || viewTexture.height != Screen.height) {
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if (viewTexture != null) {
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viewTexture.Release ();
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}
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viewTexture = new RenderTexture (Screen.width, Screen.height, 0);
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// Render the view from the WorkingPortal camera to the view texture
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WorkingPortalCam.targetTexture = viewTexture;
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// Display the view texture on the screen of the linked WorkingPortal
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linkedWorkingPortal.screen.material.SetTexture ("_MainTex", viewTexture);
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}
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}
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// Use custom projection matrix to align WorkingPortal camera's near clip plane with the surface of the WorkingPortal
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// Note that this affects precision of the depth buffer, which can cause issues with effects like screenspace AO
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void SetNearClipPlane () {
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// Learning resource:
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// http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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Transform clipPlane = transform;
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int dot = System.Math.Sign (Vector3.Dot (clipPlane.forward, transform.position - WorkingPortalCam.transform.position));
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Vector3 camSpacePos = WorkingPortalCam.worldToCameraMatrix.MultiplyPoint (clipPlane.position);
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Vector3 camSpaceNormal = WorkingPortalCam.worldToCameraMatrix.MultiplyVector (clipPlane.forward) * dot;
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float camSpaceDst = -Vector3.Dot (camSpacePos, camSpaceNormal) + nearClipOffset;
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// Don't use oblique clip plane if very close to WorkingPortal as it seems this can cause some visual artifacts
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if (Mathf.Abs (camSpaceDst) > nearClipLimit) {
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Vector4 clipPlaneCameraSpace = new Vector4 (camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDst);
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// Update projection based on new clip plane
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// Calculate matrix with player cam so that player camera settings (fov, etc) are used
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WorkingPortalCam.projectionMatrix = playerCam.CalculateObliqueMatrix (clipPlaneCameraSpace);
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} else {
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WorkingPortalCam.projectionMatrix = playerCam.projectionMatrix;
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}
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}
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/*
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** Some helper/convenience stuff:
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*/
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int SideOfWorkingPortal (Vector3 pos) {
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return System.Math.Sign (Vector3.Dot (pos - transform.position, transform.forward));
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}
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bool SameSideOfWorkingPortal (Vector3 posA, Vector3 posB) {
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return SideOfWorkingPortal (posA) == SideOfWorkingPortal (posB);
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}
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Vector3 WorkingPortalCamPos {
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get {
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return WorkingPortalCam.transform.position;
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}
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}
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void OnValidate () {
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if (linkedWorkingPortal != null) {
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linkedWorkingPortal.linkedWorkingPortal = this;
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}
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}
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}
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