Add see-through X-ray reveal overlay for players

Add a second, additive HDR emission color (_XRayColor) that reveals a
player through walls as a pulsing energy glow, driven during matches:

- Shader: XRayOverlay pass (ZTest Greater, additive) for occluded parts
  plus a matching additive term in the forward fragment for visible
  parts, so the glow shows everywhere and never double-blends. Exposes
  _XRayColor, _XRayPulseSpeed and _XRayPulseStrength for a breathing pulse.
- Render it after opaques via a RenderObjects feature (custom XRayReveal
  light-mode tag) on both PC and Mobile renderers, so the through-wall
  test is depth-sort independent and no longer drops out at some camera
  angles/distances.
- MeshPainter drives _XRayColor alpha through a framerate-independent
  fade (xrayFadeDuration) rather than a hard toggle.
- Reveal is driven per avatar on every client: all remaining un-found
  hiders glow during the Resolution phase, and a hider whose
  ConcealmentMeter EmbeddedPercent exceeds MatchManager.embeddedRevealPercent
  glows via an owner-authoritative NetworkVariable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-01 12:22:17 +02:00
1 parent d7104f9314
commit c54e0cf502
8 files changed
+338 -13

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+12
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@@ -145,11 +145,23 @@ public class MatchManager : MonoBehaviour
[Min(0f)]
[SerializeField] private float shootCooldown = 0.4f;
[Header("Concealment reveal")]
[Tooltip("A hider whose ConcealmentMeter EmbeddedPercent reaches this value (while a match is running) is " +
"revealed through walls with the material's X-ray glow, so nobody can hide by burying itself deep " +
"inside geometry. 0..100; 100 effectively disables it (never reached). Read owner-side per avatar.")]
[Range(0f, 100f)]
[SerializeField] private float embeddedRevealPercent = 80f;
/// <summary>Range of the hunter's shoot raycast (read by <see cref="FirstPersonMode"/>).</summary>
public float ShootRange => shootRange;
/// <summary>Hunter shoot cooldown in seconds (read by <see cref="FirstPersonMode"/>).</summary>
public float ShootCooldown => shootCooldown;
/// <summary>EmbeddedPercent [0..100] a hider must reach for the through-walls X-ray reveal to switch on
/// (only while a match is running). Read by each owner's <see cref="NetworkPlayerSetup"/> against its own
/// concealment meter; baked identically on every client, so it needs no replication.</summary>
public float EmbeddedRevealPercent => embeddedRevealPercent;
/// <summary>Server-local phase guard. Not replicated - see class summary.</summary>
public MatchPhase Phase { get; private set; } = MatchPhase.Lobby;
+15
View File
@@ -260,4 +260,19 @@ public partial class MeshPainter
if (_materialInstance && _materialInstance.HasProperty(EmissionColorId))
_materialInstance.SetColor(EmissionColorId, Color.white * Mathf.Max(0f, emissionIntensity));
}
/// <summary>Eases the see-through X-ray glow's alpha toward its on/off target (<see cref="XRayRevealed"/>)
/// at a constant rate, so the reveal fades in/out over <c>xrayFadeDuration</c> seconds instead of popping.
/// Rgb is left untouched (the authored glow colour). Only writes the material on an actual change, and
/// snaps instantly when the duration is 0.</summary>
private void TickXRayFade()
{
if (!_materialInstance || !_materialInstance.HasProperty(XRayColorId)) return;
Color c = _materialInstance.GetColor(XRayColorId);
float step = xrayFadeDuration > 0f ? Time.deltaTime / xrayFadeDuration : 1f;
float a = Mathf.MoveTowards(c.a, _xrayTarget, step);
if (a == c.a) return; // already at target -> no material write
c.a = a;
_materialInstance.SetColor(XRayColorId, c);
}
}
+25
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@@ -120,6 +120,25 @@ public partial class MeshPainter : MonoBehaviour
set { if (_materialInstance && _materialInstance.HasProperty(ParallaxId)) _materialInstance.SetFloat(ParallaxId, Mathf.Max(0f, value) * ParallaxBase); }
}
/// <summary>Drives the see-through-walls X-ray overlay (see <c>PlayerCamoLit</c>): sets the TARGET for
/// the ALPHA of the authored <c>_XRayColor</c>, so the rgb glow colour set on the material is preserved
/// (target 0 = off/no effect, 1 = full glow). The material alpha eases toward this target over
/// <see cref="xrayFadeDuration"/> seconds in <c>Update</c> (a smooth fade instead of a hard pop); set the
/// duration to 0 for an instant toggle. This is a per-avatar runtime reveal, NOT a painted channel: it
/// neither persists with the painting nor round-trips through the HUD. <see cref="NetworkPlayerSetup"/>
/// raises it for the remaining hiders during the resolution phase and for a hider that buries itself
/// too deep in geometry (over the concealment threshold).</summary>
public bool XRayRevealed
{
get => _xrayTarget > 0f;
set => _xrayTarget = value ? 1f : 0f;
}
[Tooltip("Seconds for the see-through X-ray reveal glow to fade fully in or out when toggled (0 = instant snap).")]
[Min(0f)]
[SerializeField] private float xrayFadeDuration = 0.3f;
private float _xrayTarget; // desired _XRayColor alpha (0/1); the material eases toward it each frame
[Header("Backend")]
[Tooltip("ON = GPU painting (fast), OFF = CPU painting. Can be toggled live in Play mode.")]
public bool useGpu = true;
@@ -361,6 +380,7 @@ public partial class MeshPainter : MonoBehaviour
private static readonly int HalfLambertId = Shader.PropertyToID("_HalfLambert");
private static readonly int HalfLambertBrightnessId = Shader.PropertyToID("_HalfLambertBrightness");
private static readonly int SpecularDampenId = Shader.PropertyToID("_SpecularDampen");
private static readonly int XRayColorId = Shader.PropertyToID("_XRayColor");
private static readonly int BrushColorId = Shader.PropertyToID("_BrushColor");
private static readonly int ColorWriteMaskId = Shader.PropertyToID("_ColorWriteMask");
private static readonly int BrushCenterId = Shader.PropertyToID("_BrushCenter");
@@ -404,6 +424,10 @@ public partial class MeshPainter : MonoBehaviour
if (_materialInstance.HasProperty(BaseColorId)) _materialInstance.SetColor(BaseColorId, Color.white);
else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
// Seed the X-ray reveal target from the authored alpha so the fade baseline matches the material
// (authored 0 = off). NetworkPlayerSetup drives this target at runtime; Update eases the alpha to it.
if (_materialInstance.HasProperty(XRayColorId)) _xrayTarget = _materialInstance.GetColor(XRayColorId).a;
BuildSeedColors();
// Always start fresh from the material seed. Saved paintings are loaded explicitly from the
// HUD library (MeshPainter.Persistence), never auto-loaded on start.
@@ -695,6 +719,7 @@ public partial class MeshPainter : MonoBehaviour
if (useGpu != _gpuActive) SwitchBackend(useGpu);
RefreshEmissionColor(); // live-tunable emission intensity
TickXRayFade(); // ease the see-through X-ray glow toward its on/off target (runs on every avatar)
// Painting disabled by the game mode (e.g. player-control mode): do nothing.
if (!PaintingEnabled)
+68 -5
View File
@@ -81,6 +81,13 @@ public class NetworkPlayerSetup : NetworkBehaviour
/// target that is already out of play.</summary>
public bool IsFound => _isFound.Value;
// Owner-authoritative "this hider is buried too deep" flag. Only the OWNER runs the ConcealmentMeter
// (it is disabled on remotes), so the owner compares its EmbeddedPercent against MatchManager's
// threshold and writes this; every client reads it to switch the through-walls X-ray glow on/off for
// this avatar. Stays false on hunters / the lobby avatar and whenever no match is running.
private readonly NetworkVariable<bool> _embeddedReveal =
new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
// Conversion-mode in-place respawn position. The owner holds authority over the NetworkTransform, so the
// server's Instantiate position is NOT honoured on the owner (it would otherwise snap to the prefab origin,
// 0,0,0). The server writes the tagged world position here in its OnNetworkSpawn so it rides the initial
@@ -104,9 +111,16 @@ public class NetworkPlayerSetup : NetworkBehaviour
private bool _lastVisible = true;
private bool _renderGate; // conversion: body force-hidden until the fresh hunter has settled into place
private MeshPainter _painter; // owns the per-avatar material instance carrying _XRayColor
private ConcealmentMeter _concealment; // owner-only embedded-percent source (disabled on remotes)
private bool _xrayApplied;
private bool _lastXRay;
public override void OnNetworkSpawn()
{
_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
_painter = GetComponentInChildren<MeshPainter>(true);
_concealment = GetComponentInChildren<ConcealmentMeter>(true);
_isFound.OnValueChanged += OnFoundChanged;
if (_isFound.Value) ApplyFound(); // defensive: an avatar is never normally spawned already-found
@@ -142,10 +156,10 @@ public class NetworkPlayerSetup : NetworkBehaviour
if (cc) cc.enabled = false;
// Owner cleanup: the concealment meter is a per-frame skinned-mesh bake + voxelization +
// physics overlap whose result only feeds the LOCAL player (HUD / gameplay). A remote avatar's
// concealment is computed on its own owner's machine, so running it here is pure wasted CPU.
var concealment = GetComponentInChildren<ConcealmentMeter>(true);
if (concealment) concealment.enabled = false;
// physics overlap whose result only feeds the LOCAL player (HUD / gameplay + the embedded-reveal
// flag). A remote avatar's concealment is computed on its own owner's machine, so running it here
// is pure wasted CPU.
if (_concealment) _concealment.enabled = false;
// NOTE: SkinnedColliderBaker deliberately stays ENABLED on remotes. MeshPainter's stamp replay
// (ApplyNetworkStamp -> DrawBrushGpu) rasterizes the baker's live, per-frame BakedMesh to map a
@@ -219,7 +233,12 @@ public class NetworkPlayerSetup : NetworkBehaviour
}
}
private void Update() => UpdateVisibility();
private void Update()
{
UpdateVisibility();
UpdateEmbeddedReveal();
UpdateXRayReveal();
}
// Per-client visibility: each machine decides whether to render THIS avatar's body from the LOCAL
// viewer's perspective (hunter bodies are always visible; only hider bodies are ever hidden). A found
@@ -286,6 +305,50 @@ public class NetworkPlayerSetup : NetworkBehaviour
return true;
}
// Owner-only. Publishes whether this hider is buried too deep to the replicated flag every client reads.
// Only a Hider avatar during a running match qualifies (the anti-burrow reveal targets hiders); the meter
// runs owner-side only, so this is where EmbeddedPercent is available. Cheap: a bool compare, one network
// write only on an actual edge (NetworkVariable dirties on assignment, so guard against no-op writes).
private void UpdateEmbeddedReveal()
{
if (!IsOwner) return;
bool over = false;
var match = MatchManager.Instance;
if (match && match.MatchActive && role == PlayerRole.Hider && !_isFound.Value &&
_concealment && _concealment.HasResult)
over = _concealment.EmbeddedPercent >= match.EmbeddedRevealPercent;
if (over != _embeddedReveal.Value) _embeddedReveal.Value = over;
}
// Per-client. Switches this avatar's see-through-walls X-ray glow on/off by driving the material's
// _XRayColor alpha (via MeshPainter). Two independent triggers, OR-combined: the replicated embedded
// flag (a buried hider, from its owner) and the local resolution phase (every un-found hider is revealed
// to everyone at the end). Change-guarded so the material is only touched on an actual transition.
private void UpdateXRayReveal()
{
if (!_painter) return;
bool reveal = ComputeXRay();
if (_xrayApplied && reveal == _lastXRay) return;
_painter.XRayRevealed = reveal;
_lastXRay = reveal;
_xrayApplied = true;
}
// The X-ray reveal predicate for this avatar on the local machine.
private bool ComputeXRay()
{
// Buried-hider reveal: already gated to hider + running match on the owner before it is published.
if (_embeddedReveal.Value) return true;
// Resolution reveals every remaining (un-found) hider through walls, on every client.
var match = MatchManager.Instance;
return match && match.MatchActive &&
match.LocalSubPhase == MatchManager.MatchSubPhase.Resolution &&
role == PlayerRole.Hider && !_isFound.Value;
}
// True if THIS machine's local player is a Hunter role variant (so it must not see hiders during hide).
private static bool LocalViewerIsHunter()
{
+54 -7
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@@ -13,11 +13,9 @@ MonoBehaviour:
m_Name: Mobile_Renderer
m_EditorClassIdentifier:
debugShaders:
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
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debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, type: 3}
hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959,
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probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959, type: 3}
probeVolumeResources:
probeVolumeDebugShader: {fileID: 0}
probeVolumeFragmentationDebugShader: {fileID: 0}
@@ -26,11 +24,15 @@ MonoBehaviour:
probeSamplingDebugMesh: {fileID: 0}
probeSamplingDebugTexture: {fileID: 0}
probeVolumeBlendStatesCS: {fileID: 0}
m_RendererFeatures: []
m_RendererFeatureMap:
m_RendererFeatures:
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m_OpaqueLayerMask:
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@@ -48,5 +50,50 @@ MonoBehaviour:
m_RenderingMode: 0
m_DepthPrimingMode: 0
m_CopyDepthMode: 0
m_DepthAttachmentFormat: 0
m_DepthTextureFormat: 0
m_AccurateGbufferNormals: 0
m_IntermediateTextureMode: 0
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m_Script: {fileID: 11500000, guid: 6b3d386ba5cd94485973aee1479b272e, type: 3}
m_Name: XRay Reveal (through walls)
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.RenderObjects
m_Active: 1
settings:
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filterSettings:
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zFailOperation: 0
cameraSettings:
overrideCamera: 0
restoreCamera: 1
offset: {x: 0, y: 0, z: 0, w: 0}
cameraFieldOfView: 60
+45 -1
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@@ -26,7 +26,8 @@ MonoBehaviour:
probeVolumeBlendStatesCS: {fileID: 7200000, guid: b9a23f869c4fd45f19c5ada54dd82176, type: 3}
m_RendererFeatures:
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m_RendererFeatureMap: ad6b866f10d7b46c
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m_AssetVersion: 3
@@ -54,6 +55,49 @@ MonoBehaviour:
m_DepthTextureFormat: 0
m_AccurateGbufferNormals: 0
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--- !u!114 &7833122117494664109
MonoBehaviour:
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+18
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@@ -51,6 +51,12 @@ half _HeightNormalIntensity;
half _OcclusionThreshold;
float4 _OcclusionMap_TexelSize;
// X-Ray reveal glow (rgb = HDR color, a = fade/opacity master). Consumed here for the VISIBLE parts;
// the separate XRayOverlay pass (SRPDefaultUnlit) covers the OCCLUDED parts. See CamoForwardFragment.
half4 _XRayColor;
half _XRayPulseSpeed; // 0 = steady; otherwise breathing pulse via _Time (see CamoForwardFragment)
half _XRayPulseStrength; // modulation depth of the pulse around the authored intensity
// Remaps the painted occlusion/height value into surface AO + a relief normal. Runs after URP's
// InitializeStandardLitSurfaceData (uv is already parallax-displaced) and before InitializeInputData,
// so the relief normal flows into inputData.normalWS through the tangent frame.
@@ -285,6 +291,18 @@ void CamoForwardFragment(
half4 color = UniversalFragmentCamo(inputData, surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
// X-Ray reveal glow on the VISIBLE parts. URP draws the SRPDefaultUnlit XRayOverlay pass BEFORE
// this UniversalForward pass (see DrawObjectsPass shader-tag order), so that pass alone can only
// survive on OCCLUDED pixels - this opaque forward write overwrites the visible ones. Adding the
// same additive term here reveals the glow on the visible parts too. Visible (here) and occluded
// (overlay, ZTest Greater) are mutually exclusive by depth => no double contribution. Added
// post-fog to match the overlay, which outputs the raw color.
// Breathing pulse (sin over _Time) on the glow master, matching the XRayOverlay pass exactly so the
// visible and occluded halves stay in phase. Speed 0 => term is 1 => identical to no pulse.
half xrayPulse = 1.0h + sin(_Time.y * _XRayPulseSpeed) * _XRayPulseStrength;
color.rgb += _XRayColor.rgb * (_XRayColor.a * xrayPulse);
color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
outColor = color;
+101
View File
@@ -56,6 +56,17 @@ Shader "Custom/PlayerCamoLit"
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Second, "see-through-walls" emission color for the XRayOverlay pass (additive reveal glow).
// HDR rgb = glow color, alpha = fade/opacity master. Default (0,0,0,0) => additive term is
// zero, so the avatar looks unchanged until something fades this in at runtime.
[HDR] _XRayColor("X-Ray Overlay Color", Color) = (0,0,0,0)
// Optional breathing pulse for the X-ray glow (driven by _Time). Speed 0 => steady, identical to
// no pulse; strength = modulation depth around the authored intensity. Applied identically to the
// visible (ForwardLit) and occluded (XRayOverlay) halves so they stay in phase.
_XRayPulseSpeed("X-Ray Pulse Speed", Float) = 3
_XRayPulseStrength("X-Ray Pulse Strength", Range(0,1)) = 0.5
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
@@ -197,6 +208,96 @@ Shader "Custom/PlayerCamoLit"
ENDHLSL
}
// ------------------------------------------------------------------
// X-Ray overlay - the OCCLUDED half of "see the player anywhere". This pass draws the additive
// reveal glow only where the avatar is HIDDEN behind geometry (ZTest Greater). The VISIBLE half
// is added directly in the ForwardLit fragment (PlayerCamo.hlsl, _XRayColor); visible (forward)
// and occluded (this pass) are mutually exclusive by depth => no double glow. ZWrite Off so it
// never disturbs depth.
//
// IMPORTANT - dispatch: the LightMode is the CUSTOM tag "XRayReveal", NOT a URP built-in, so
// URP's default opaque DrawObjectsPass never draws it. Instead a "Render Objects" renderer
// feature (on PC_Renderer / Mobile_Renderer, event AfterRenderingOpaques, Pass Names =
// ["XRayReveal"]) dispatches it AFTER all opaque geometry has written depth. That is what makes
// ZTest Greater robust: the whole depth buffer is populated, so occlusion is correct regardless
// of opaque sort order. The earlier SRPDefaultUnlit variant drew DURING the opaque phase and was
// sort-order dependent - if the occluder had not written depth yet, Greater failed and the glow
// vanished depending on camera angle/distance. => This pass RELIES on that renderer feature; drop
// the feature and the occluded glow won't render.
//
// Off by default (_XRayColor alpha 0 => additive term zero); a runtime driver fades the color in
// during the resolution phase. Plain color property, no keyword => nothing for the stripper to drop.
Pass
{
Name "XRayOverlay"
Tags
{
"LightMode" = "XRayReveal"
}
// -------------------------------------
// Render State Commands
Blend SrcAlpha One // additive: framebuffer += alpha * rgb
ZWrite Off
ZTest Greater // occluded parts only; the visible parts glow from the forward pass
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex XRayOverlayVertex
#pragma fragment XRayOverlayFragment
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// Declared outside UnityPerMaterial like the camo knobs (this material already breaks the
// SRP batcher, see PlayerCamo.hlsl), so there is no CBUFFER-layout match to keep here.
half4 _XRayColor;
half _XRayPulseSpeed; // 0 = steady; otherwise breathing pulse via _Time (same math as the forward half)
half _XRayPulseStrength; // modulation depth of the pulse around the authored intensity
struct XRayAttributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct XRayVaryings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
XRayVaryings XRayOverlayVertex(XRayAttributes input)
{
XRayVaryings output = (XRayVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 XRayOverlayFragment(XRayVaryings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Flat additive glow: HDR rgb is the reveal color, alpha the fade/opacity master.
// Breathing pulse (sin over _Time) on the alpha master; kept in phase with the forward
// half via the shared _Time and identical math. Speed 0 => term is 1 => steady glow.
half xrayPulse = 1.0h + sin(_Time.y * _XRayPulseSpeed) * _XRayPulseStrength;
return half4(_XRayColor.rgb, _XRayColor.a * xrayPulse);
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"