Bug fixes, Scene changes and new features #376

Merged
glencelow merged 15 commits from PlayerController into main 2023-02-28 23:10:33 +08:00
8 changed files with 575 additions and 3 deletions
Showing only changes of commit 52ba54a82a - Show all commits

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@ -1,6 +1,6 @@
- VertexShader: 37048829
FragmentShader: 45685219
SubPass: G-Buffer Write
SubPass: G-Buffer Write With VFX
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 57342922

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@ -0,0 +1,7 @@
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ID: 82341473
Type: 4
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Name: Cylinder
ID: 143485560
Type: 8

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@ -1736,7 +1736,7 @@
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Name: UpperFloorStructure
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@ -2981,6 +2981,42 @@
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IsActive: true
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Name: LightBeam
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IsActive: true
Renderable Component:
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Material: 126223465
IsActive: true
Collider Component:
Colliders:
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Collision Tag: 1
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Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.5, y: 0.0500000007, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 0.300000012, y: 0.100000001, z: 7.9000001}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: -0.0500000007, y: 0.0500000007, z: 1.20000005}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
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Name: CeilingStructure
IsActive: true
@ -4935,3 +4971,359 @@
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IsActive: true
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@ -89,7 +89,6 @@ public class PickAndThrow : Script
float temp = (1 - ratio) * 0.00075f;
if (temp <= 0.0006f)
temp = 0.1f;
Debug.Log($" RATIO {temp}");
silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
}

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@ -127,6 +127,7 @@ namespace SHADE
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
static constexpr std::string_view GBUFFER_WRITE_VFX_SUBPASS = "G-Buffer Write With VFX";
static constexpr std::string_view UI_SUBPASS = "UI";
static constexpr std::string_view UI_TRANSLUCENT_SUBPASS = "UI Translucent";
static constexpr std::string_view VFX_SUBPASS = "VFX";
@ -135,6 +136,7 @@ namespace SHADE
static constexpr std::array USABLE_SUBPASSES =
{
GBUFFER_WRITE_SUBPASS,
GBUFFER_WRITE_VFX_SUBPASS,
UI_SUBPASS,
UI_TRANSLUCENT_SUBPASS,
OBJ_VFX_SUBPASS

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@ -255,12 +255,24 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Object VFX");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
auto gBufferVfxSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS.data(), worldViewport, worldRenderer);
gBufferVfxSubpass->AddColorOutput("Position");
gBufferVfxSubpass->AddColorOutput("Entity ID");
gBufferVfxSubpass->AddColorOutput("Light Layer Indices");
gBufferVfxSubpass->AddColorOutput("Normals");
gBufferVfxSubpass->AddColorOutput("Albedo");
gBufferVfxSubpass->AddColorOutput("Position World Space");
gBufferVfxSubpass->AddColorOutput("Object VFX");
gBufferVfxSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
// We add the object VFX render target and depth buffer as input just in case we want to make comparisons
auto objectVfxSubpassNoDepth = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data(), worldViewport, worldRenderer);
objectVfxSubpassNoDepth->AddColorOutput("Object VFX");
objectVfxSubpassNoDepth->AddInput ("Depth Buffer");
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS.data()), gBufferVfxSubpass);
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data()), objectVfxSubpassNoDepth);
/*-----------------------------------------------------------------------*/