├── .github └── FUNDING.yml ├── .gitignore ├── .vsconfig ├── Assets ├── Grid 2 Material.mat ├── Grid 2 Material.mat.meta ├── Grid 3 Material.mat ├── Grid 3 Material.mat.meta ├── Grid Material.mat ├── Grid Material.mat.meta ├── GridBox_Default.png ├── GridBox_Default.png.meta ├── ProBuilder Data.meta ├── ProBuilder Data │ ├── Default Color Palette.asset │ ├── Default Color Palette.asset.meta │ ├── Default Material Palette.asset │ └── Default Material Palette.asset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ └── SampleScene │ │ ├── NavMesh.asset │ │ └── NavMesh.asset.meta ├── Scripts.meta └── Scripts │ ├── FadeObjectBlockingObject.cs │ ├── FadeObjectBlockingObject.cs.meta │ ├── FadingObject.cs │ ├── FadingObject.cs.meta │ ├── PlayerInput.cs │ └── PlayerInput.cs.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ ├── com.unity.probuilder │ │ └── Settings.json │ └── com.unity.progrids │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── Video Screenshot.png /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] 4 | patreon: llamacademy 5 | open_collective: # Replace with a single Open Collective username 6 | ko_fi: # Replace with a single Ko-fi username 7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel 8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry 9 | liberapay: # Replace with a single Liberapay username 10 | issuehunt: # Replace with a single IssueHunt username 11 | otechie: # Replace with a single Otechie username 12 | custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2'] 13 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | **/[Ll]ibrary/ 6 | **/[Tt]emp/ 7 | **/[Oo]bj/ 8 | **/[Bb]uild/ 9 | **/[Bb]uilds/ 10 | **/[Ll]ogs/ 11 | **/[Mm]emoryCaptures/ 12 | **/[Aa]ssets/EffectExamples/* 13 | 14 | # Asset meta data should only be ignored when the corresponding asset is also ignored 15 | !/[Aa]ssets/**/*.meta 16 | 17 | # Uncomment this line if you wish to ignore the asset store tools plugin 18 | # /[Aa]ssets/AssetStoreTools* 19 | 20 | # Autogenerated Jetbrains Rider plugin 21 | [Aa]ssets/Plugins/Editor/JetBrains* 22 | 23 | # Visual Studio cache directory 24 | .vs/ 25 | 26 | # Gradle cache directory 27 | .gradle/ 28 | 29 | # Autogenerated VS/MD/Consulo solution and project files 30 | ExportedObj/ 31 | .consulo/ 32 | *.csproj 33 | *.unityproj 34 | *.sln 35 | *.suo 36 | *.tmp 37 | *.user 38 | *.userprefs 39 | *.pidb 40 | *.booproj 41 | *.svd 42 | *.pdb 43 | *.mdb 44 | *.opendb 45 | *.VC.db 46 | 47 | # Unity3D generated meta files 48 | *.pidb.meta 49 | *.pdb.meta 50 | *.mdb.meta 51 | 52 | # Unity3D generated file on crash reports 53 | sysinfo.txt 54 | 55 | # Builds 56 | *.apk 57 | *.unitypackage 58 | 59 | # Crashlytics generated file 60 | crashlytics-build.properties 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-------------------------------------------------------------------------------- /Assets/Scenes/SampleScene/NavMesh.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/llamacademy/fade-objects-standard-shader/4124c2a94d045b5372f1612974079db53e86c83f/Assets/Scenes/SampleScene/NavMesh.asset -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene/NavMesh.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1dfcaf2496300994586224883b3b6ae2 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 23800000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f436f4b033f2a8c4e9cad0364f850d09 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/FadeObjectBlockingObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class FadeObjectBlockingObject : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private LayerMask LayerMask; 9 | [SerializeField] 10 | private Transform Player; 11 | [SerializeField] 12 | private Camera Camera; 13 | [SerializeField] 14 | private float FadedAlpha = 0.33f; 15 | [SerializeField] 16 | private FadeMode FadingMode; 17 | 18 | [SerializeField] 19 | private float ChecksPerSecond = 10; 20 | [SerializeField] 21 | private int FadeFPS = 30; 22 | [SerializeField] 23 | private float FadeSpeed = 1; 24 | 25 | [Header("Read Only Data")] 26 | [SerializeField] 27 | private List ObjectsBlockingView = new List(); 28 | private List IndexesToClear = new List(); 29 | private Dictionary RunningCoroutines = new Dictionary(); 30 | 31 | private RaycastHit[] Hits = new RaycastHit[10]; 32 | 33 | private void Start() 34 | { 35 | StartCoroutine(CheckForObjects()); 36 | } 37 | 38 | private IEnumerator CheckForObjects() 39 | { 40 | WaitForSeconds Wait = new WaitForSeconds(1f / ChecksPerSecond); 41 | 42 | while (true) 43 | { 44 | int hits = Physics.RaycastNonAlloc(Camera.transform.position, (Player.transform.position - Camera.transform.position).normalized, Hits, Vector3.Distance(Camera.transform.position, Player.transform.position), LayerMask); 45 | if (hits > 0) 46 | { 47 | for (int i = 0; i < hits; i++) 48 | { 49 | FadingObject fadingObject = GetFadingObjectFromHit(Hits[i]); 50 | if (fadingObject != null && !ObjectsBlockingView.Contains(fadingObject)) 51 | { 52 | if (RunningCoroutines.ContainsKey(fadingObject)) 53 | { 54 | if (RunningCoroutines[fadingObject] != null) // may be null if it's already ended 55 | { 56 | StopCoroutine(RunningCoroutines[fadingObject]); 57 | } 58 | 59 | RunningCoroutines.Remove(fadingObject); 60 | } 61 | 62 | RunningCoroutines.Add(fadingObject, StartCoroutine(FadeObjectOut(fadingObject))); 63 | ObjectsBlockingView.Add(fadingObject); 64 | } 65 | } 66 | } 67 | 68 | FadeObjectsNoLongerBeingHit(); 69 | 70 | ClearHits(); 71 | 72 | yield return Wait; 73 | } 74 | } 75 | 76 | private void FadeObjectsNoLongerBeingHit() 77 | { 78 | for (int i = 0; i < ObjectsBlockingView.Count; i++) 79 | { 80 | bool objectIsBeingHit = false; 81 | for (int j = 0; j < Hits.Length; j++) 82 | { 83 | FadingObject fadingObject = GetFadingObjectFromHit(Hits[j]); 84 | if (fadingObject != null && fadingObject == ObjectsBlockingView[i]) 85 | { 86 | objectIsBeingHit = true; 87 | break; 88 | } 89 | } 90 | 91 | if (!objectIsBeingHit) 92 | { 93 | if (RunningCoroutines.ContainsKey(ObjectsBlockingView[i])) 94 | { 95 | if (RunningCoroutines[ObjectsBlockingView[i]] != null) 96 | { 97 | StopCoroutine(RunningCoroutines[ObjectsBlockingView[i]]); 98 | } 99 | RunningCoroutines.Remove(ObjectsBlockingView[i]); 100 | } 101 | 102 | RunningCoroutines.Add(ObjectsBlockingView[i], StartCoroutine(FadeObjectIn(ObjectsBlockingView[i]))); 103 | ObjectsBlockingView.RemoveAt(i); 104 | } 105 | } 106 | } 107 | 108 | private IEnumerator FadeObjectOut(FadingObject FadingObject) 109 | { 110 | float waitTime = 1f / FadeFPS; 111 | WaitForSeconds Wait = new WaitForSeconds(waitTime); 112 | int ticks = 1; 113 | 114 | for (int i = 0; i < FadingObject.Materials.Count; i++) 115 | { 116 | FadingObject.Materials[i].SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); // affects both "Transparent" and "Fade" options 117 | FadingObject.Materials[i].SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); // affects both "Transparent" and "Fade" options 118 | FadingObject.Materials[i].SetInt("_ZWrite", 0); // disable Z writing 119 | if (FadingMode == FadeMode.Fade) 120 | { 121 | FadingObject.Materials[i].EnableKeyword("_ALPHABLEND_ON"); 122 | } 123 | else 124 | { 125 | FadingObject.Materials[i].EnableKeyword("_ALPHAPREMULTIPLY_ON"); 126 | } 127 | 128 | FadingObject.Materials[i].renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; 129 | } 130 | 131 | if (FadingObject.Materials[0].HasProperty("_Color")) 132 | { 133 | while (FadingObject.Materials[0].color.a > FadedAlpha) 134 | { 135 | for (int i = 0; i < FadingObject.Materials.Count; i++) 136 | { 137 | if (FadingObject.Materials[i].HasProperty("_Color")) 138 | { 139 | FadingObject.Materials[i].color = new Color( 140 | FadingObject.Materials[i].color.r, 141 | FadingObject.Materials[i].color.g, 142 | FadingObject.Materials[i].color.b, 143 | Mathf.Lerp(FadingObject.InitialAlpha, FadedAlpha, waitTime * ticks * FadeSpeed) 144 | ); 145 | } 146 | } 147 | 148 | ticks++; 149 | yield return Wait; 150 | } 151 | } 152 | 153 | if (RunningCoroutines.ContainsKey(FadingObject)) 154 | { 155 | StopCoroutine(RunningCoroutines[FadingObject]); 156 | RunningCoroutines.Remove(FadingObject); 157 | } 158 | } 159 | 160 | private IEnumerator FadeObjectIn(FadingObject FadingObject) 161 | { 162 | float waitTime = 1f / FadeFPS; 163 | WaitForSeconds Wait = new WaitForSeconds(waitTime); 164 | int ticks = 1; 165 | 166 | if (FadingObject.Materials[0].HasProperty("_Color")) 167 | { 168 | while (FadingObject.Materials[0].color.a < FadingObject.InitialAlpha) 169 | { 170 | for (int i = 0; i < FadingObject.Materials.Count; i++) 171 | { 172 | if (FadingObject.Materials[i].HasProperty("_Color")) 173 | { 174 | FadingObject.Materials[i].color = new Color( 175 | FadingObject.Materials[i].color.r, 176 | FadingObject.Materials[i].color.g, 177 | FadingObject.Materials[i].color.b, 178 | Mathf.Lerp(FadedAlpha, FadingObject.InitialAlpha, waitTime * ticks * FadeSpeed) 179 | ); 180 | } 181 | } 182 | 183 | ticks++; 184 | yield return Wait; 185 | } 186 | } 187 | 188 | for (int i = 0; i < FadingObject.Materials.Count; i++) 189 | { 190 | if (FadingMode == FadeMode.Fade) 191 | { 192 | FadingObject.Materials[i].DisableKeyword("_ALPHABLEND_ON"); 193 | } 194 | else 195 | { 196 | FadingObject.Materials[i].DisableKeyword("_ALPHAPREMULTIPLY_ON"); 197 | } 198 | FadingObject.Materials[i].SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); 199 | FadingObject.Materials[i].SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); 200 | FadingObject.Materials[i].SetInt("_ZWrite", 1); // re-enable Z Writing 201 | FadingObject.Materials[i].renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry; 202 | } 203 | 204 | if (RunningCoroutines.ContainsKey(FadingObject)) 205 | { 206 | StopCoroutine(RunningCoroutines[FadingObject]); 207 | RunningCoroutines.Remove(FadingObject); 208 | } 209 | } 210 | 211 | private FadingObject GetFadingObjectFromHit(RaycastHit Hit) 212 | { 213 | return Hit.collider != null ? Hit.collider.GetComponent() : null; 214 | } 215 | 216 | private void ClearHits() 217 | { 218 | RaycastHit hit = new RaycastHit(); 219 | for (int i = 0; i < Hits.Length; i++) 220 | { 221 | Hits[i] = hit; 222 | } 223 | } 224 | 225 | public enum FadeMode 226 | { 227 | Transparent, 228 | Fade 229 | } 230 | } 231 | -------------------------------------------------------------------------------- /Assets/Scripts/FadeObjectBlockingObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d67a6ed2dd2b2884cac065a4dce8cc6e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/FadingObject.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class FadingObject : MonoBehaviour, IEquatable 7 | { 8 | public List Renderers = new List(); 9 | public Vector3 Position; 10 | public List Materials = new List(); 11 | [HideInInspector] 12 | public float InitialAlpha; 13 | 14 | private void Awake() 15 | { 16 | Position = transform.position; 17 | if (Renderers.Count == 0) 18 | { 19 | Renderers.AddRange(GetComponentsInChildren()); 20 | } 21 | for (int i = 0; i < Renderers.Count; i++) 22 | { 23 | Materials.AddRange(Renderers[i].materials); 24 | } 25 | 26 | InitialAlpha = Materials[0].color.a; 27 | } 28 | 29 | public bool Equals(FadingObject other) 30 | { 31 | return Position.Equals(other.Position); 32 | } 33 | 34 | public override int GetHashCode() 35 | { 36 | return Position.GetHashCode(); 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Scripts/FadingObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 951cd1d656edc0a428e7a3ba3d598f34 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerInput.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.AI; 3 | 4 | public class PlayerInput : MonoBehaviour 5 | { 6 | [SerializeField] 7 | private Camera Camera; 8 | [SerializeField] 9 | private LayerMask FloorLayers; 10 | [SerializeField] 11 | private NavMeshAgent Agent; 12 | [SerializeField] 13 | private Vector3 CameraFollowOffset = new Vector3(0, 8, -10); 14 | 15 | private void Update() 16 | { 17 | if (Input.GetKeyUp(KeyCode.Mouse1)) 18 | { 19 | if (Physics.Raycast(Camera.ScreenPointToRay(Input.mousePosition), out RaycastHit Hit, float.MaxValue, FloorLayers)) 20 | { 21 | Agent.SetDestination(Hit.point); 22 | } 23 | } 24 | 25 | Camera.transform.position = Agent.transform.position + CameraFollowOffset; 26 | } 27 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f0cf46ce009b8044a90c66a9931461db 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 LlamAcademy 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ide.rider": "1.2.1", 5 | "com.unity.ide.vscode": "1.2.3", 6 | "com.unity.probuilder": "4.5.2", 7 | "com.unity.progrids": "3.0.3-preview.6", 8 | "com.unity.test-framework": "1.1.24", 9 | "com.unity.textmeshpro": "2.1.4", 10 | "com.unity.timeline": "1.2.18", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.cloth": "1.0.0", 18 | "com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | "com.unity.modules.imgui": "1.0.0", 21 | "com.unity.modules.jsonserialize": "1.0.0", 22 | "com.unity.modules.particlesystem": "1.0.0", 23 | "com.unity.modules.physics": "1.0.0", 24 | "com.unity.modules.physics2d": "1.0.0", 25 | "com.unity.modules.screencapture": "1.0.0", 26 | "com.unity.modules.terrain": "1.0.0", 27 | "com.unity.modules.terrainphysics": "1.0.0", 28 | "com.unity.modules.tilemap": "1.0.0", 29 | "com.unity.modules.ui": "1.0.0", 30 | "com.unity.modules.uielements": "1.0.0", 31 | "com.unity.modules.umbra": "1.0.0", 32 | "com.unity.modules.unityanalytics": "1.0.0", 33 | "com.unity.modules.unitywebrequest": "1.0.0", 34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 35 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 36 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 37 | "com.unity.modules.unitywebrequestwww": "1.0.0", 38 | "com.unity.modules.vehicles": "1.0.0", 39 | "com.unity.modules.video": "1.0.0", 40 | "com.unity.modules.vr": "1.0.0", 41 | "com.unity.modules.wind": "1.0.0", 42 | "com.unity.modules.xr": "1.0.0" 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": { 4 | "version": "1.2.16", 5 | "depth": 0, 6 | "source": "registry", 7 | "dependencies": {}, 8 | "url": "https://packages.unity.com" 9 | }, 10 | "com.unity.ext.nunit": { 11 | "version": "1.0.6", 12 | "depth": 1, 13 | "source": "registry", 14 | "dependencies": {}, 15 | "url": "https://packages.unity.com" 16 | }, 17 | "com.unity.ide.rider": { 18 | "version": "1.2.1", 19 | "depth": 0, 20 | "source": "registry", 21 | "dependencies": { 22 | "com.unity.test-framework": "1.1.1" 23 | }, 24 | "url": "https://packages.unity.com" 25 | }, 26 | "com.unity.ide.vscode": { 27 | "version": "1.2.3", 28 | "depth": 0, 29 | "source": "registry", 30 | "dependencies": {}, 31 | "url": "https://packages.unity.com" 32 | }, 33 | "com.unity.probuilder": { 34 | "version": "4.5.2", 35 | "depth": 0, 36 | "source": "registry", 37 | "dependencies": { 38 | "com.unity.settings-manager": "1.0.3" 39 | }, 40 | "url": "https://packages.unity.com" 41 | }, 42 | "com.unity.progrids": { 43 | "version": "3.0.3-preview.6", 44 | "depth": 0, 45 | "source": "registry", 46 | "dependencies": { 47 | "com.unity.settings-manager": "1.0.2" 48 | }, 49 | "url": "https://packages.unity.com" 50 | }, 51 | "com.unity.settings-manager": { 52 | "version": "1.0.3", 53 | "depth": 1, 54 | "source": "registry", 55 | "dependencies": {}, 56 | "url": "https://packages.unity.com" 57 | }, 58 | "com.unity.test-framework": { 59 | "version": "1.1.24", 60 | "depth": 0, 61 | "source": "registry", 62 | "dependencies": { 63 | "com.unity.ext.nunit": "1.0.6", 64 | "com.unity.modules.imgui": "1.0.0", 65 | "com.unity.modules.jsonserialize": "1.0.0" 66 | }, 67 | "url": "https://packages.unity.com" 68 | }, 69 | "com.unity.textmeshpro": { 70 | "version": "2.1.4", 71 | "depth": 0, 72 | "source": "registry", 73 | "dependencies": { 74 | "com.unity.ugui": "1.0.0" 75 | }, 76 | "url": "https://packages.unity.com" 77 | }, 78 | "com.unity.timeline": { 79 | "version": "1.2.18", 80 | "depth": 0, 81 | "source": "registry", 82 | "dependencies": { 83 | "com.unity.modules.director": "1.0.0", 84 | "com.unity.modules.animation": "1.0.0", 85 | "com.unity.modules.audio": "1.0.0", 86 | "com.unity.modules.particlesystem": "1.0.0" 87 | }, 88 | "url": "https://packages.unity.com" 89 | }, 90 | "com.unity.ugui": { 91 | "version": "1.0.0", 92 | "depth": 0, 93 | "source": "builtin", 94 | "dependencies": { 95 | "com.unity.modules.ui": "1.0.0", 96 | "com.unity.modules.imgui": "1.0.0" 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| "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Fading Objects With The Standard Shader 2 | 3 | Learn how to fade out objects that block line of sight to your player, or any other object, while still using the Unity Standard Shader! No custom shader writing or Shader Graph editing required! 4 | 5 | [![Youtube Tutorial](./Video%20Screenshot.png)](https://www.youtube.com/watch?v=dIC4wbUgt5M) 6 | 7 | A common problem with top-down games is objects can block line of sight to the player, resulting in a less-than optimal experience for the player because they can get lost or confused. Using this technique you can resolve this problem and make a better experience for your players by fading out objects that block line of sight to any object while still using the Unity Standard Shader! 8 | 9 | I use this exact same technique in my game! 10 | 11 | ## Patreon Supporters 12 | Have you been getting value out of these tutorials? Do you believe in LlamAcademy's mission of helping everyone make their game dev dream become a reality? Consider becoming a Patreon supporter and get your name added to this list, as well as other cool perks. 13 | Head over to https://patreon.com/llamacademy to show your support. 14 | 15 | ### Gold Tier Supporters 16 | * YOUR NAME HERE! 17 | 18 | ### Silver Tier Supporters 19 | * Raphael 20 | * Andrew Bowen 21 | * YOUR NAME HERE! 22 | 23 | ### Bronze Tier Supporters 24 | * Bastian 25 | * Jacob Martin 26 | * Trey Briggs 27 | * AudemKay 28 | * YOUR NAME HERE! 29 | 30 | ## Other Projects 31 | Interested in other AI Topics in Unity, or other tutorials on Unity in general? 32 | 33 | * [Check out the LlamAcademy YouTube Channel](https://youtube.com/c/LlamAcademy)! 34 | * [Check out the LlamAcademy GitHub for more projects](https://github.com/llamacademy) 35 | 36 | ## Requirements 37 | * Requires Unity 2019.4 LTS or higher. 38 | * Utilizes the [Navmesh Components](https://github.com/Unity-Technologies/NavMeshComponents) from Unity's Github. -------------------------------------------------------------------------------- /Video Screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/llamacademy/fade-objects-standard-shader/4124c2a94d045b5372f1612974079db53e86c83f/Video Screenshot.png --------------------------------------------------------------------------------