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Make object transparent when between camera and player
In certain games, there is a function involved where if there is an object between the camera's view and the player, the object will either become transparent, or the player's silhouette is visible on the object. Would I need some sort of custom diffuse shader, or is there a function that will allow me to change the visibility of an object.
Also, how would I do a raycast/vector check to determine if the object is between the player and camera.
Would I need Pro for the transparency part?
Oh i forgot: you don't need Pro for enything like that ;) have fun
Answer by Bunny83 · Jan 27, 2011 at 08:21 AM
Just do it like Jean said. The Unity script reference on RaycastAll gives you an example for exact your case except it does not revert the transparency. A list would be a solution, but it gets tricky to determine what renderers have to be reverted, which ones should stay transparent and which ones have to set transparent.
I would write a little script that you can attach dynamically to those renderes which should be transparent. In that script you can implement some kind of falloff and when it'sno longer needed it removes itself.
C#:
Here's an example script that gets dynamically attached to the renderer and the script that do the raycast.
using UnityEngine; using System.Collections;
public class AutoTransparent : MonoBehaviour { private Shader m_OldShader = null; private Color m_OldColor = Color.black; private float m_Transparency = 0.3f; private const float m_TargetTransparancy = 0.3f; private const float m_FallOff = 0.1f; // returns to 100% in 0.1 sec
public void BeTransparent()
{
// reset the transparency;
m_Transparency = m_TargetTransparancy;
if (m_OldShader == null)
{
// Save the current shader
m_OldShader = renderer.material.shader;
m_OldColor = renderer.material.color;
renderer.material.shader = Shader.Find("Transparent/Diffuse");
}
}
void Update()
{
if (m_Transparency < 1.0f)
{
Color C = renderer.material.color;
C.a = m_Transparency;
renderer.material.color = C;
}
else
{
// Reset the shader
renderer.material.shader = m_OldShader;
renderer.material.color = m_OldColor;
// And remove this script
Destroy(this);
}
m_Transparency += ((1.0f-m_TargetTransparancy)*Time.deltaTime) / m_FallOff;
}
}
//And here the script for the camera to cast the ray / capsule ;
using UnityEngine; using System.Collections;
public class ClearSight : MonoBehaviour { public float DistanceToPlayer = 5.0f; void Update() { RaycastHit[] hits; // you can also use CapsuleCastAll() // TODO: setup your layermask it improve performance and filter your hits. hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer); foreach(RaycastHit hit in hits) { Renderer R = hit.collider.renderer; if (R == null) continue; // no renderer attached? go to next hit // TODO: maybe implement here a check for GOs that should not be affected like the player
AutoTransparent AT = R.GetComponent<AutoTransparent>();
if (AT == null) // if no script is attached, attach one
{
AT = R.gameObject.AddComponent<AutoTransparent>();
}
AT.BeTransparent(); // get called every frame to reset the falloff
}
}
}
The two script files need to be named like the class names (AutoTransparent and ClearSight).
To ignore your player select your player and change the layer on top of the inspector. Just set the layer to "IgnoreRaycast".
edit I guess your camera script is also on the camera like my ClearSight script.
JS:
var myDistanceZoomed : float;
GetComponent.<ClearSight>().DistanceToPlayer = myDistanceZoomed;
But don't forget: you need the distance in units. If you have the distance already, great, just pass it to my script ;)
initially i just want to write a small example script but i ended up with a full example :D. But: it's not testet yet. Syntax should be right (at least Visual C# Express can't find errors)
Cool, thanks! I will try this when I get to my work desk!
Okay, so I attached this script to the object I wanted to become transparent. When you run the game, the object's alpha gradually changes (without the camera even viewing the object) then the object's shader becomes null.
That's funny, in our hack and slash game i also created a avoid-collision-camera by zoo$$anonymous$$g in. Now that i wrote that little script for you i will implement that on top because at some places where little object are in the way the camera zooms in and out all the time. I imagine such a function long ago, but there was no need for, until now ;)
Just an update if anyone stumbles upon this and is using Unity 5 or higher, change every "renderer.material.shader" to "GetComponent().material.shader" because Unity apparently hates consistency throughout their different versions :')
Answer by Ilya · Apr 03, 2011 at 08:17 PM
I've implemented the same script posted by Bunny83. Mine is in JavaScript and it changes the transparency gradually.
class AutoTransparent extends MonoBehaviour { private var m_OldShader : Shader = null; private var m_OldColor : Color; private var m_Transparency : float = 0.3;
private var m_TargetTransparancy : float = 0.3;
private var m_FallOff : float = 0.5; // returns to 100% in 0.5 sec
private var shouldBeTransparent : boolean = true;
function BeTransparent()
{
shouldBeTransparent = true;
}
function Start()
{
if (renderer.material)
{
// Save the current shader
m_OldShader = renderer.material.shader;
renderer.material.shader = Shader.Find("Transparent/Diffuse");
if (renderer.material.HasProperty("_Color") )
{
m_OldColor = renderer.material.color;
m_Transparency = m_OldColor.a;
} else
{
m_OldColor = Color.white;
m_Transparency = 1.0;
}
} else
{
m_Transparency = 1.0;
}
}
function OnDestroy()
{
if (!m_OldShader) return;
// Reset the shader
renderer.material.shader = m_OldShader;
renderer.material.color = m_OldColor;
}
function Update()
{
//Shoud AutoTransparent component be removed?
if (!shouldBeTransparent && m_Transparency >= 1.0)
{
Destroy(this);
}
//Are we fading in our out?
if (shouldBeTransparent)
{
//Fading out
if (m_Transparency > m_TargetTransparancy)
m_Transparency -= ( (1.0 - m_TargetTransparancy) * Time.deltaTime) / m_FallOff;
} else
{
//Fading in
m_Transparency += ( (1.0 - m_TargetTransparancy) * Time.deltaTime) / m_FallOff;
}
renderer.material.color.a = m_Transparency;
//The object will start to become visible again if BeTransparent() is not called
shouldBeTransparent = false;
}
}
Here's how you can use it:
var currentRenderer = hit.transform.gameObject.renderer;
//Make transparent if (currentRenderer) { var autoTransparent : AutoTransparent = currentRenderer.GetComponent("AutoTransparent");
if (autoTransparent == null)
{
currentRenderer.gameObject.AddComponent(AutoTransparent);
}
currentRenderer.SendMessage("BeTransparent");
}
Hope somebody finds this useful.
Thank you. This script worked perfect right out of the box. It's exactly what I was looking for. I really look forward to deconstructing your code.
I use this code to call the transparent class and it seems perfect for what i'm needing.
var hit : RaycastHit;
if (Physics.Linecast(target.position, transform.position, hit)) { var currentRenderer = hit.transform.gameObject.renderer;
//$$anonymous$$ake transparent if (currentRenderer) { var autoTransparent : AutoTransparent = currentRenderer.GetComponent("AutoTransparent");
if (autoTransparent == null) {
currentRenderer.gameObject.AddComponent(AutoTransparent);
}
currentRenderer.Send$$anonymous$$essage("BeTransparent");
}
}
Your code works perfectly, it's exactly what I needed, thanks :)
Answer by Antigen_Z · May 23, 2015 at 03:08 PM
Bunny83 script updated for multiple materials (uses Transparent material of your choice. Good for Unity5)
public class ClearSight : MonoBehaviour {
public float DistanceToPlayer = 5.0f;
public Material TransparentMaterial = null;
public float FadeInTimeout = 0.6f;
public float FadeOutTimeout = 0.2f;
public float TargetTransparency = 0.3f;
private void Update() {
RaycastHit[] hits; // you can also use CapsuleCastAll()
// TODO: setup your layermask it improve performance and filter your hits.
hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer);
foreach (RaycastHit hit in hits) {
Renderer R = hit.collider.GetComponent<Renderer>();
if (R == null) {
continue;
}
// no renderer attached? go to next hit
// TODO: maybe implement here a check for GOs that should not be affected like the player
AutoTransparent AT = R.GetComponent<AutoTransparent>();
if (AT == null) // if no script is attached, attach one
{
AT = R.gameObject.AddComponent<AutoTransparent>();
AT.TransparentMaterial = TransparentMaterial;
AT.FadeInTimeout = FadeInTimeout;
AT.FadeOutTimeout = FadeOutTimeout;
AT.TargetTransparency = TargetTransparency;
}
AT.BeTransparent(); // get called every frame to reset the falloff
}
}
}
And AutoTransparent class with fade in/out:
public class AutoTransparent : MonoBehaviour {
private Material[] oldMaterials = null;
private float m_Transparency = 1.0f;
public float TargetTransparency { get; set; }
public float FadeInTimeout { get; set; }
public float FadeOutTimeout { get; set; }
public Material TransparentMaterial { get; set; }
private bool shouldBeTransparent = true;
public void BeTransparent() {
shouldBeTransparent = true;
}
private void Start() {
// reset the transparency;
m_Transparency = 1.0f;
if (oldMaterials == null) {
// Save the current materials
oldMaterials = GetComponent<Renderer>().materials;
Material[] materialsList = new Material[oldMaterials.Length];
for (int i = 0; i < materialsList.Length; i++) {
// repalce material with transparent
materialsList[i] = Object.Instantiate(TransparentMaterial);
materialsList[i].SetColor("_Color", oldMaterials[i].GetColor("_Color"));
}
// make transparent
GetComponent<Renderer>().materials = materialsList;
}
}
// Update is called once per frame
private void Update() {
if (!shouldBeTransparent && m_Transparency >= 1.0) {
Destroy(this);
}
//Are we fading in our out?
if (shouldBeTransparent) {
//Fading out
if (m_Transparency > TargetTransparency) {
m_Transparency -= ((1.0f - TargetTransparency)*Time.deltaTime)/FadeOutTimeout;
}
}
else {
//Fading in
m_Transparency += ((1.0f - TargetTransparency)*Time.deltaTime)/FadeInTimeout;
}
Material[] materialsList = GetComponent<Renderer>().materials;
for (int i = 0; i < materialsList.Length; i++) {
Color C = oldMaterials[i].GetColor("_Color");
C.a = m_Transparency;
materialsList[i].color = C;
}
//The object will start to become visible again if BeTransparent() is not called
shouldBeTransparent = false;
}
private void OnDestroy() {
// restore old materials
GetComponent<Renderer>().materials = oldMaterials;
}
}
Answer by Jean-Fabre · Jan 27, 2011 at 06:14 AM
Hi SirVictory,
Raycasting would be a start, that is, you raycast from the player position and whatever is hit before the player should be send a message or dealt in some way to become semi transparent. you would need to maintain a list so that you can toggle semi transparent models back when not anymore in front of the player,
Else, you could actually have a box collider starting from the player and pointing at the camera where its size emcopass the player bounds, then anything that collides to that are also in the way.
Otherwise, Physics.CapsuleCast could be also an alternative to building a collider, but very similar in principle, tho the start point would need to be sligtly tweacked and not start right where the player is but slightly closer to the camera to not hit the ground or things to close to the player.
As for the shader, I would replace it with a specific simple one while in front, you might want to have front and backface material for object very close to the camera.
Hope it helps,
Jean
Answer by Nomibuilder · Apr 18, 2015 at 12:35 PM
Try this One. M Sure it will help.
void Update() {
if (Input.GetKeyDown("f")) {
StartCoroutine("Fade");
}
}
IEnumerator Fade() {
for (float f = 1f; f >= 0; f -= 0.1f) {
Color c = renderer.material.color;
c.a = f;
renderer.material.color = c;
yield return null;
}
}
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