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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+18
View File
@@ -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"