├── .gitignore ├── Assets ├── FieldOfLight.unity ├── FieldOfLight.unity.meta ├── Materials.meta ├── Materials │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── Light.mat │ ├── Light.mat.meta │ ├── Obstacle.mat │ ├── Obstacle.mat.meta │ ├── StencilEqualOne.mat │ ├── StencilEqualOne.mat.meta │ ├── StencilMaskOne.mat │ └── StencilMaskOne.mat.meta ├── Scripts.meta ├── Scripts │ ├── EdgeData.cs │ ├── EdgeData.cs.meta │ ├── FieldOfView.cs │ ├── FieldOfView.cs.meta │ ├── FieldOfViewMesh.cs │ ├── FieldOfViewMesh.cs.meta │ ├── RayData.cs │ ├── RayData.cs.meta │ ├── SimpleController.cs │ └── SimpleController.cs.meta ├── Shaders.meta ├── Shaders │ ├── StencilEqualOne.shader │ ├── StencilEqualOne.shader.meta │ ├── StencilMaskOne.shader │ └── StencilMaskOne.shader.meta ├── Textures.meta └── Textures │ ├── Glow.png │ └── Glow.png.meta ├── GitHubResources ├── 01.field_of_view_normal.png ├── 02.field_of_view_raycast.png ├── 03.field_of_view_more_raycast.png ├── 04.field_of_view_raycast_edge.png ├── 05.field_of_view_approximation.png ├── 06.field_of_view_bisection.png ├── 07.field_of_view_prodedural_mesh.png ├── 08.field_of_view_prodedural_mesh_uv.png ├── 09.field_of_view_final.gif └── 10.field_of_view_stencil_material.png ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | Library 2 | Temp 3 | *.csproj 4 | *.sln 5 | *.userprefs 6 | -------------------------------------------------------------------------------- /Assets/FieldOfLight.unity: 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-------------------------------------------------------------------------------- /Assets/Scripts/FieldOfView.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public enum FieldOfViewType 6 | { 7 | Original, 8 | Normal, 9 | Approximation, 10 | Bisection, 11 | } 12 | 13 | public class FieldOfView : MonoBehaviour 14 | { 15 | [SerializeField] private FieldOfViewType _fieldOfViewType; 16 | [SerializeField] protected float _radius; 17 | [SerializeField] protected float _angle = 45; 18 | [SerializeField] protected int _divide = 2; 19 | [SerializeField] protected float _approximationPrecision = 0.01f; 20 | [SerializeField] protected int _bisectionCount = 10; 21 | 22 | private RaycastHit _hit; 23 | 24 | public RayData[] GetRayDatas() 25 | { 26 | RayData[] datas = null; 27 | 28 | switch (_fieldOfViewType) 29 | { 30 | case FieldOfViewType.Original: 31 | datas = GetOriginalDatas(); 32 | break; 33 | case FieldOfViewType.Normal: 34 | datas = GetNormalDatas(); 35 | break; 36 | case FieldOfViewType.Approximation: 37 | datas = GetApproximationDatas(); 38 | break; 39 | case FieldOfViewType.Bisection: 40 | datas = GetBisectionDatas(); 41 | break; 42 | } 43 | 44 | return datas; 45 | } 46 | 47 | private RayData[] GetOriginalDatas() 48 | { 49 | RayData[] rayDatas = new RayData[_divide + 1]; 50 | 51 | Vector3 center = transform.position; 52 | float startAngle = transform.eulerAngles.y -_angle / 2; 53 | float angle = _angle / _divide; 54 | RayData rayDataCache = null; 55 | 56 | for(int i = 0; i <= _divide; i++) 57 | { 58 | rayDataCache = new RayData(center, startAngle + angle * i, _radius); 59 | 60 | rayDatas[i] = rayDataCache; 61 | } 62 | 63 | return rayDatas; 64 | } 65 | 66 | private RayData[] GetNormalDatas() 67 | { 68 | RayData[] rayDatas = GetOriginalDatas(); 69 | 70 | for (int i = 0; i < rayDatas.Length; i++) 71 | { 72 | UpdateRaycast(rayDatas[i]); 73 | } 74 | 75 | return rayDatas; 76 | } 77 | 78 | private void UpdateRaycast(RayData rayData) 79 | { 80 | rayData.m_hit = Physics.Raycast(transform.position, rayData.m_direction, out _hit, _radius); 81 | 82 | if (rayData.m_hit) 83 | { 84 | rayData.m_hitCollider = _hit.collider; 85 | rayData.m_end = _hit.point; 86 | } 87 | else 88 | { 89 | rayData.m_hitCollider = null; 90 | rayData.m_end = rayData.m_start + rayData.m_direction * _radius; 91 | } 92 | } 93 | 94 | private RayData[] GetApproximationDatas() 95 | { 96 | List rayDatas = new List(GetNormalDatas()); 97 | EdgeData edgeData = null; 98 | 99 | for (int i = 0; i < rayDatas.Count - 1; i++) 100 | { 101 | edgeData = GetApproximationEdge(rayDatas[i], rayDatas[i + 1]); 102 | 103 | if (edgeData != null && edgeData.m_firstRay != null && edgeData.m_secondRay != null) 104 | { 105 | rayDatas.Insert(i + 1, edgeData.m_firstRay); 106 | rayDatas.Insert(i + 2, edgeData.m_secondRay); 107 | ++i; 108 | } 109 | } 110 | 111 | return rayDatas.ToArray(); 112 | } 113 | 114 | private EdgeData GetApproximationEdge(RayData startEdgeRayData, RayData endEdgeRayData) 115 | { 116 | if (_approximationPrecision <= 0) 117 | { 118 | return null; 119 | } 120 | 121 | Vector3 center = transform.position; 122 | float maxAngle = Vector3.Angle(startEdgeRayData.m_direction, endEdgeRayData.m_direction); 123 | float curAngle = _approximationPrecision; 124 | 125 | RayData edgeRayData = new RayData(center, startEdgeRayData.m_angle + _approximationPrecision, _radius); 126 | UpdateRaycast(edgeRayData); 127 | 128 | while (RayData.IsHittingSameObject(startEdgeRayData, edgeRayData)) 129 | { 130 | curAngle += _approximationPrecision; 131 | 132 | if (curAngle > maxAngle) 133 | { 134 | edgeRayData = null; 135 | break; 136 | } 137 | 138 | edgeRayData.UpdateDirection(_approximationPrecision); 139 | UpdateRaycast(edgeRayData); 140 | } 141 | 142 | if (edgeRayData == null) 143 | { 144 | return null; 145 | } 146 | 147 | EdgeData edgeData = new EdgeData(); 148 | edgeData.m_secondRay = edgeRayData; 149 | edgeData.m_firstRay = new RayData(center, edgeRayData.m_angle - _approximationPrecision, _radius); 150 | UpdateRaycast(edgeData.m_firstRay); 151 | 152 | return edgeData; 153 | } 154 | 155 | private RayData[] GetBisectionDatas() 156 | { 157 | List rayDatas = new List(GetNormalDatas()); 158 | EdgeData edgeData = new EdgeData(); 159 | 160 | for (int i = 0; i < rayDatas.Count - 1; i++) 161 | { 162 | edgeData = GetBisectionEdge(rayDatas[i], rayDatas[i + 1]); 163 | 164 | if (edgeData != null && edgeData.m_firstRay != null && edgeData.m_secondRay != null) 165 | { 166 | rayDatas.Insert(i + 1, edgeData.m_firstRay); 167 | rayDatas.Insert(i + 2, edgeData.m_secondRay); 168 | ++i; 169 | } 170 | } 171 | 172 | return rayDatas.ToArray(); 173 | } 174 | 175 | private EdgeData GetBisectionEdge(RayData startEdgeRayData, RayData endEdgeRayData) 176 | { 177 | if (!startEdgeRayData.m_hit && !endEdgeRayData.m_hit) 178 | { 179 | return GetApproximationEdge(startEdgeRayData, endEdgeRayData); 180 | } 181 | 182 | if (RayData.IsHittingSameObject(startEdgeRayData, endEdgeRayData)) 183 | { 184 | return null; 185 | } 186 | 187 | Vector3 center = transform.position; 188 | EdgeData edgeData = new EdgeData(); 189 | float angle = 0; 190 | RayData edgeRayData = null; 191 | 192 | for (int i = 0; i < _bisectionCount; i++) 193 | { 194 | angle = (startEdgeRayData.m_angle + endEdgeRayData.m_angle) / 2; 195 | edgeRayData = new RayData(center, angle, _radius); 196 | UpdateRaycast(edgeRayData); 197 | 198 | if (RayData.IsHittingSameObject(startEdgeRayData, edgeRayData)) 199 | { 200 | startEdgeRayData = edgeRayData; 201 | } 202 | else 203 | { 204 | endEdgeRayData = edgeRayData; 205 | } 206 | } 207 | 208 | edgeData.m_firstRay = startEdgeRayData; 209 | edgeData.m_secondRay = endEdgeRayData; 210 | 211 | return edgeData; 212 | } 213 | } 214 | -------------------------------------------------------------------------------- /Assets/Scripts/FieldOfView.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4a27ad0188dd74bd2bcd921054d5aae0 3 | timeCreated: 1487341261 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/FieldOfViewMesh.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | #if UNITY_EDITOR 4 | using UnityEditor; 5 | #endif 6 | 7 | [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] 8 | public class FieldOfViewMesh : FieldOfView 9 | { 10 | [Header("Gizmos")] 11 | [SerializeField] private bool _drawGizmo = false; 12 | [SerializeField] private float _hitScale = 0.1f; 13 | [SerializeField] private Color _gizmoColor = Color.red; 14 | 15 | private MeshFilter _meshFilter; 16 | private Mesh _mesh; 17 | private Vector3[] _vertices; 18 | private Vector2[] _uvs; 19 | private int[] _triangles; 20 | private RayData[] _rayDatas; 21 | 22 | private void Awake() 23 | { 24 | _meshFilter = GetComponent(); 25 | _mesh = new Mesh(); 26 | _meshFilter.mesh = _mesh; 27 | 28 | UpdateMesh(); 29 | } 30 | 31 | private void LateUpdate() 32 | { 33 | UpdateMesh(); 34 | } 35 | 36 | private void UpdateMesh() 37 | { 38 | _rayDatas = GetRayDatas(); 39 | 40 | GenerateMesh(); 41 | } 42 | 43 | private void GenerateMesh() 44 | { 45 | int meshCount = _rayDatas.Length - 1; 46 | int vertexCount = meshCount * 2 + 1; 47 | int triangleCount = meshCount * 3; 48 | 49 | _vertices = new Vector3[vertexCount]; 50 | _vertices[0] = Vector3.zero; 51 | for (int i = 1, mesh = 0; i < _vertices.Length; i += 2, mesh++) 52 | { 53 | _vertices[i] = transform.InverseTransformPoint(_rayDatas[mesh].m_end); 54 | _vertices[i + 1] = transform.InverseTransformPoint(_rayDatas[mesh + 1].m_end); 55 | } 56 | 57 | _triangles = new int[triangleCount]; 58 | for (int i = 0; i < meshCount; i++) 59 | { 60 | _triangles[i * 3] = 0; 61 | _triangles[i * 3 + 1] = i * 2 + 1; 62 | _triangles[i * 3 + 2] = i * 2 + 2; 63 | } 64 | 65 | _uvs = new Vector2[vertexCount]; 66 | _uvs[0] = new Vector2(0.5f, 0.5f); 67 | float lerp = 0; 68 | Vector3 direction = Vector3.zero; 69 | for (int i = 1, mesh = 0; i < _uvs.Length; i += 2, mesh++) 70 | { 71 | lerp = _vertices[i].magnitude / _radius; 72 | direction = _rayDatas[mesh].m_direction * _rayDatas[mesh].m_distance * 0.6f / _radius; 73 | _uvs[i] = new Vector2(direction.x, direction.z) * lerp + _uvs[0]; 74 | 75 | lerp = _vertices[i + 1].magnitude / _radius; 76 | direction = _rayDatas[mesh + 1].m_direction * _rayDatas[mesh].m_distance * 0.6f / _radius; 77 | _uvs[i + 1] = new Vector2(direction.x, direction.z) * lerp + _uvs[0]; 78 | } 79 | 80 | _mesh.Clear(); 81 | _mesh.vertices = _vertices; 82 | _mesh.triangles = _triangles; 83 | _mesh.uv = _uvs; 84 | _mesh.RecalculateNormals(); 85 | 86 | _meshFilter.mesh = _mesh; 87 | } 88 | 89 | #if UNITY_EDITOR 90 | private void OnDrawGizmos() 91 | { 92 | if (!_drawGizmo) 93 | { 94 | return; 95 | } 96 | 97 | Vector3 center = transform.position; 98 | 99 | RayData[] datas = GetRayDatas(); 100 | RayData cacheData = datas[0]; 101 | 102 | Handles.color = _gizmoColor; 103 | Handles.DrawSolidArc(center, transform.up, transform.forward, 360, _hitScale * 2); 104 | 105 | for (int i = 0; i < datas.Length; i++) 106 | { 107 | cacheData = datas[i]; 108 | Debug.DrawLine(center, cacheData.m_end, _gizmoColor); 109 | Handles.DrawSolidArc(cacheData.m_end, transform.up, transform.forward, 360, _hitScale); 110 | } 111 | } 112 | #endif 113 | } 114 | -------------------------------------------------------------------------------- /Assets/Scripts/FieldOfViewMesh.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 30c3274acf8d2459f8e46671e2230d7e 3 | timeCreated: 1487471174 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/RayData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class RayData 4 | { 5 | public Vector3 m_start; 6 | public float m_distance; 7 | public float m_angle; 8 | public Vector3 m_direction; 9 | public Vector3 m_end; 10 | public Collider m_hitCollider; 11 | public bool m_hit; 12 | 13 | public RayData(Vector3 start, float angle, float distance) 14 | { 15 | m_start = start; 16 | m_distance = distance; 17 | 18 | UpdateDirection(angle); 19 | } 20 | 21 | public void UpdateDirection(float angle) 22 | { 23 | m_angle += angle; 24 | m_direction = DirectionFromAngle(m_angle); 25 | m_end = m_start + m_direction * m_distance; 26 | } 27 | 28 | private Vector3 DirectionFromAngle(float angle) 29 | { 30 | float pi = Mathf.Deg2Rad; 31 | 32 | return new Vector3(Mathf.Sin(angle * pi), 0, Mathf.Cos(angle * pi)); 33 | } 34 | 35 | public static bool IsHittingSameObject(RayData data1, RayData data2) 36 | { 37 | return data1.m_hitCollider == data2.m_hitCollider; 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/Scripts/RayData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2258a23fd398441cfb89dd2d0e773b48 3 | timeCreated: 1487469615 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/SimpleController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SimpleController : MonoBehaviour 6 | { 7 | [SerializeField] private float _moveSpeed = 10f; 8 | [SerializeField] private Transform _target; 9 | private Transform _transform; 10 | private Camera _camera; 11 | private Vector3 _position; 12 | 13 | private void Awake() 14 | { 15 | _transform = transform; 16 | _camera = Camera.main; 17 | } 18 | 19 | private void Update() 20 | { 21 | _transform.Translate(_transform.forward * Input.GetAxis("Vertical") * _moveSpeed * Time.deltaTime, Space.World); 22 | 23 | _position = _camera.ScreenToWorldPoint(Input.mousePosition); 24 | _position.y = 0; 25 | _target.position = _position; 26 | _transform.LookAt(_target); 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Scripts/SimpleController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1b06276e81fa4bb5990f7fec2179d12 3 | timeCreated: 1487434423 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a18a9758b2b3849c1892290b7329af80 3 | folderAsset: yes 4 | timeCreated: 1487505590 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/StencilEqualOne.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Stencil/Stencil Equal One" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1, 1, 1, 1) 6 | } 7 | SubShader 8 | { 9 | Tags {"RenderType"="Opaque" } 10 | 11 | Stencil 12 | { 13 | Ref 1 14 | Comp equal 15 | Pass replace 16 | } 17 | 18 | Pass 19 | { 20 | Blend DstColor SrcColor 21 | 22 | CGPROGRAM 23 | #pragma vertex vert 24 | #pragma fragment frag 25 | 26 | #include "UnityCG.cginc" 27 | 28 | struct appdata 29 | { 30 | float4 vertex : POSITION; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float4 vertex : SV_POSITION; 36 | }; 37 | 38 | fixed4 _Color; 39 | 40 | v2f vert (appdata v) 41 | { 42 | v2f o; 43 | o.vertex = UnityObjectToClipPos(v.vertex); 44 | return o; 45 | } 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | return _Color; 50 | } 51 | ENDCG 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Shaders/StencilEqualOne.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1910cec73c2bb4aa888c7de997361dc7 3 | timeCreated: 1487499364 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/StencilMaskOne.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Stencil/Stencil Mask One" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Main Texture", 2D) = "white" {} 6 | _Color ("Color", Color) = (1, 1, 1, 1) 7 | } 8 | SubShader 9 | { 10 | Tags {"RenderType"="Opaque" "PreviewType" = "Plane"} 11 | 12 | Stencil 13 | { 14 | Ref 1 15 | Comp always 16 | Pass replace 17 | } 18 | 19 | Pass 20 | { 21 | Blend SrcAlpha 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