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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@@ -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);
}
}