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unity下一种基于渲染可见区域的战争迷雾

Home Page: http://www.lsngo.net/2017/11/04/unity_fovfogofwar/

License: MIT License

ShaderLab 7.47% C# 92.53%

fogofwar's Introduction

FogOfWar

Unity下实现的渲染可见区域的战争迷雾

1

2

一、支持:

1、基于视野(FOV)的战争迷雾

2、简单圆形区域的战争迷雾

3、可以预计算场景障碍物信息

4、提供接口访问战争迷雾纹理,理论上可以方便的制作具备战争迷雾效果的小地图功能。

5、编辑器下预览战争迷雾纹理信息:

3

二、使用说明:

1.FogOfWarEffect为战争迷雾渲染组件,需要添加到主摄像机

2.FogOfWarExplorer为探索者,添加该组件的物体将渲染可见区域(己方)

3.FogOfWarStalker为潜行者,添加该组件的物体在迷雾区域将不可见(敌方)

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fogofwar's Issues

English Translation

Hello, it would be great if you add an English translation to this great repository.
Looks to be a useful tool.

战争迷雾特定位置发生闪烁

我已经阅读了大部分代码,并且也知道项目大体的运行框架,但是对于计算视野可见地图格子相关算法,我看的不是很懂
但是问题其实也不在这,我遇到的问题是,在Example1场景中,到达特定的地形处,会出现战争迷雾闪烁的Bug
原因我也找到了,如果在一次计算可见性区域后进入EndUpdate状态(我称他为奇怪的状态,因为我看不懂)
image

这个状态下,RefreshFOWTexture方法不会更新Color缓冲区,而是直接返回true
image

然后当前帧可见性(color.g)与前一帧可见性(color.r)的会不断循环地从0~1插值,然后就会闪烁
41504bbeda76c05fbd144acba265461c

我现在是加了一个trick来暂时解决这个问题的
image

如果可以的话,请告诉我这个问题的原因(迷雾可见性的算法),非常感谢

投影矩阵疑问

请问您的投影矩阵internal_WorldToProjector是如何推导出来的,希望能够具体说明下。

Any idea of how to make this work on 2D?

I've tried looking at the code, understanding it, and trying to change everything to a 2d basis but i cant get it to work. Any chance that author or someone makes it 2d?

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