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December 24, 2016 22:09
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Free dynamic (run time) object occlusion scripts (https://www.reddit.com/r/Unity3D/comments/5k1gqv)
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class OcclusionBase : MonoBehaviour { | |
public bool isVisible { get; set; } | |
public DateTime lastSeen { get; set; } | |
} |
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using System; | |
using UnityEngine; | |
public class OcclusionCamera : MonoBehaviour { | |
void Start () { | |
if (!Configs.EnableObjectOcclusion) | |
{ | |
return; | |
} | |
Camera camera = gameObject.GetComponent<Camera>(); | |
camera.farClipPlane = Configs.ViewDistance; | |
InvokeRepeating("CheckView", 0, Configs.OcclusionSampleDelay); | |
} | |
void CheckView () { | |
int step = Math.Max(Screen.width, Screen.height) / Configs.OcclusionSamples; | |
for (int x = 0; x < Screen.width; x += step) | |
{ | |
for (int y = 0; y < Screen.height; y += step) | |
{ | |
Ray SampleRay = Camera.main.ScreenPointToRay(new Vector3(x, y, 0f)); | |
RaycastHit hit; | |
if (Physics.Raycast(SampleRay, out hit, Configs.ViewDistance)) | |
{ | |
//Debug.DrawRay(SampleRay.origin, SampleRay.direction, Color.red, 1); | |
GameObject target = hit.transform.gameObject; | |
OcclusionBase thisTargetScript = target.GetComponent<OcclusionBase>(); | |
while(thisTargetScript == null && target.transform.parent != null) | |
{ | |
if(target.transform.parent != null) | |
{ | |
target = target.transform.parent.gameObject; | |
} | |
thisTargetScript = target.GetComponent<OcclusionBase>(); | |
}; | |
if (thisTargetScript != null) | |
{ | |
thisTargetScript.lastSeen = DateTime.Now; | |
thisTargetScript.isVisible = true; | |
} | |
} | |
} | |
} | |
} | |
} |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public class OcclusionObject : OcclusionBase | |
{ | |
List<Renderer> renderers { get; set; } | |
List<Light> lights { get; set; } | |
private bool isVisibleLast { get; set; } | |
float PlayerDistance { get; set; } | |
void Start () { | |
if (!enabled || !Configs.EnableObjectOcclusion) { return; } | |
renderers = GetChildRenderers(gameObject); | |
lights = GetChildLights(gameObject); | |
Renderer thisRenderer = gameObject.GetComponent<Renderer>(); | |
if (thisRenderer != null) { | |
renderers.Add(thisRenderer); | |
} | |
if (renderers != null || renderers.Count == 0) | |
{ | |
InvokeRepeating("CheckStatus", Configs.OcclusionSampleDelay, Configs.OcclusionSampleDelay); | |
InvokeRepeating("Hide", Configs.OcclusionSampleDelay, Configs.OcclusionHideDelay); | |
} | |
isVisible = true; | |
} | |
public void Hide() | |
{ | |
if ((DateTime.Now - lastSeen).TotalSeconds > Configs.OcclusionHideDelay && PlayerDistance > Configs.MinOcclusionDistance) | |
{ | |
isVisible = false; | |
} | |
} | |
List<Light> GetChildLights(GameObject toSearch) | |
{ | |
List<Light> theseLights = toSearch.GetComponentsInChildren<Light>().ToList(); | |
return theseLights; | |
} | |
List<Renderer> GetChildRenderers(GameObject toSearch) | |
{ | |
List<Renderer> theseRenderers = new List<Renderer>(); | |
int ChildCount = toSearch.transform.childCount; | |
for (int i = 0; i < ChildCount; i++) | |
{ | |
GameObject thisChild = toSearch.transform.GetChild(i).gameObject; | |
if (thisChild.GetComponent<OcclusionObject>() == null) | |
{ | |
Renderer thisRenderer = thisChild.GetComponent<Renderer>(); | |
if (thisRenderer != null) | |
{ | |
theseRenderers.Add(thisRenderer); | |
} | |
theseRenderers.AddRange(GetChildRenderers(thisChild)); | |
} | |
} | |
return theseRenderers; | |
} | |
public void Toggle() | |
{ | |
PlayerDistance = Vector3.Distance(GameObjects.Player.transform.position, transform.position); | |
bool visible = isVisible || PlayerDistance < Configs.MinOcclusionDistance; | |
foreach (Renderer thisRenderer in renderers) | |
{ | |
if(thisRenderer.enabled == isVisible) { return; } //they're probably all the same | |
thisRenderer.enabled = visible; | |
} | |
foreach (Light thisLight in lights) | |
{ | |
thisLight.enabled = visible; | |
} | |
} | |
public void CheckStatus() | |
{ | |
Toggle(); | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class OcclusionTerrain : OcclusionBase { | |
Terrain terrain { get; set; } | |
private bool isVisibleLast { get; set; } | |
void Start() | |
{ | |
if (!Configs.EnableObjectOcclusion) { return; } | |
terrain = GetComponent<Terrain>(); | |
isVisible = true; | |
InvokeRepeating("CheckStatus", Configs.OcclusionSampleDelay, Configs.OcclusionHideDelay); | |
} | |
public void Toggle() | |
{ | |
terrain.drawHeightmap = isVisible; | |
terrain.drawTreesAndFoliage = isVisible; | |
isVisible = false; | |
} | |
public void CheckStatus() | |
{ | |
Toggle(); | |
} | |
} |
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This is an archived copy of the hastebin links by the reddit comment linked in the title.