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Question by Pengawk · Jul 27, 2016 at 07:11 PM · c#color changeramp

Ramping Alpha Based on Distance

So, I have the following code in my project:

 void RampAlpha(float dt)
 {
     Vector3 aPosition = (aEnemy.transform.position - aPlayer.transform.position).normalized * aEnemy.AggroRange + aPlayer.transform.position;
     Color aColor = new Color(1, 1, 1, 0);
     aColor.a = Mathf.Clamp(aPosition.magnitude / aEnemy.transform.position.magnitude, 0.0f, 1.0f);
     if (aColor.a < 0.70f)
         aColor.a = 0;
     aEnemy.GetComponentInChildren<SpriteRenderer>().color = Color.Lerp(aEnemy.GetComponentInChildren<SpriteRenderer>().color, aColor, dt);
 }


And what I want it to do is ramp alpha so that a sprite becomes more visible as it gets closer to the player, but it's not doing that 100% of the time. Occasionally, if the player shares an axis (same x or same z), the sprite is visible. How can I prevent this?

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Answer by Jessespike · Jul 27, 2016 at 09:01 PM

You'll have to make adjustments to make the code work with yours, there should be enough here for you to resolve the problem.

 public float minRange = 10f;
 public float maxRange = 100f;
 
 // Update is called once per frame
 void Update () {
 
     // calculate lerp amount (alpha) by the distance and the provided ranges
     float distance = Vector3.Distance(transform.position, Camera.main.transform.position);
     float lerpAmt = 1.0f - Mathf.Clamp01((distance - minRange) / (maxRange - minRange));

     // update material's alpha
     Renderer renderer = transform.GetComponent<Renderer>();
     Color color = renderer.material.color;
     color.a = lerpAmt;
     renderer.material.color = color;
     
     // output current values
     Debug.Log(string.Format("Distance = {0} \t(range = {1} to {2})\t LerpAmt = {3}", 
                             distance, minRange, maxRange, lerpAmt));
 }
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avatar image Pengawk · Jul 27, 2016 at 11:35 PM 0
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This is an excellent reference, thank you so much! :>

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