Trash maze MVP (#79)

Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #79
This commit is contained in:
2025-12-10 11:14:10 +00:00
parent 4f8c8ff563
commit 082ce98f79
58 changed files with 4624 additions and 1502 deletions

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Shader "TrashMaze/BackgroundVisibility"
{
Properties
{
_LitTex ("Lit Texture (Color)", 2D) = "white" {}
_UnlitTex ("Unlit Texture (Dark)", 2D) = "white" {}
_TransitionSoftness ("Transition Softness", Range(0, 2)) = 0.5
}
SubShader
{
Tags
{
"Queue"="Background"
"RenderType"="Opaque"
}
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float4 positionCS : SV_POSITION;
};
TEXTURE2D(_LitTex);
SAMPLER(sampler_LitTex);
TEXTURE2D(_UnlitTex);
SAMPLER(sampler_UnlitTex);
float4 _LitTex_ST;
float _TransitionSoftness;
// Global properties set by PulverController
float3 _PlayerWorldPos;
float _VisionRadius;
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.uv = TRANSFORM_TEX(input.uv, _LitTex);
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Calculate distance from pixel to player
float dist = distance(input.positionWS.xy, _PlayerWorldPos.xy);
// Create smooth transition between lit and unlit
float t = smoothstep(_VisionRadius - _TransitionSoftness, _VisionRadius, dist);
// Sample both textures
half4 litColor = SAMPLE_TEXTURE2D(_LitTex, sampler_LitTex, input.uv);
half4 unlitColor = SAMPLE_TEXTURE2D(_UnlitTex, sampler_UnlitTex, input.uv);
// Blend based on distance
return lerp(litColor, unlitColor, t);
}
ENDHLSL
}
}
FallBack "Diffuse"
}

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Shader "TrashMaze/ObjectVisibility"
{
Properties
{
_MainTex ("Normal Texture (Color)", 2D) = "white" {}
_OutlineTex ("Outline Texture (White)", 2D) = "white" {}
[PerRendererData] _IsRevealed ("Is Revealed", Float) = 0
[PerRendererData] _IsInVision ("Is In Vision", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
float4 _MainTex_ST;
// Per-instance properties (set by RevealableObject component)
float _IsRevealed;
float _IsInVision;
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Three-state logic:
// 1. In vision radius -> show normal texture (color)
// 2. Revealed but outside vision -> show outline texture (white)
// 3. Never revealed -> transparent (hidden)
if (_IsInVision > 0.5)
{
// Inside vision radius - show color
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
}
else if (_IsRevealed > 0.5)
{
// Revealed but outside vision - show outline
return SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, input.uv);
}
else
{
// Never revealed - transparent (hidden)
return half4(0, 0, 0, 0);
}
}
ENDHLSL
}
}
FallBack "Transparent/Diffuse"
}

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Shader "TrashMaze/ObjectVisibilityProgressive"
{
Properties
{
_MainTex ("Normal Texture (Color)", 2D) = "white" {}
_OutlineTex ("Outline Texture (White)", 2D) = "white" {}
_RevealMask ("Reveal Mask", 2D) = "black" {}
[PerRendererData] _IsInVision ("Is In Vision", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD1;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
TEXTURE2D(_RevealMask);
SAMPLER(sampler_RevealMask);
float4 _MainTex_ST;
// Global shader properties (set by PulverController)
float2 _PlayerWorldPos;
float _VisionRadius;
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Sample reveal mask (0 = not revealed, 1 = revealed)
float revealAmount = SAMPLE_TEXTURE2D(_RevealMask, sampler_RevealMask, input.uv).r;
// Binary decision: is this pixel revealed?
bool isRevealed = revealAmount > 0.5;
// If pixel was never revealed, hide it completely
if (!isRevealed)
{
return half4(0, 0, 0, 0);
}
// Calculate per-pixel distance to player in world space
float2 pixelWorldPos = input.positionWS.xy;
float distanceToPlayer = distance(pixelWorldPos, _PlayerWorldPos);
// Three-state logic per pixel:
// 1. Never revealed -> hide (handled above)
// 2. Revealed + currently in player vision radius -> show color
// 3. Revealed + outside player vision radius -> show outline
if (distanceToPlayer < _VisionRadius)
{
// Pixel is revealed AND currently in vision - show color
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
}
else
{
// Pixel is revealed but NOT currently in vision - show outline
return SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, input.uv);
}
}
ENDHLSL
}
}
FallBack "Transparent/Diffuse"
}

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Shader "Hidden/TrashMaze/RevealStamp"
{
Properties
{
_StampPos ("Stamp Position", Vector) = (0.5, 0.5, 0, 0)
_StampRadius ("Stamp Radius", Float) = 0.2
}
SubShader
{
Tags { "Queue"="Overlay" "RenderType"="Opaque" }
// Additive blend to accumulate stamps
Blend One One
ZTest Always
ZWrite Off
Cull Off
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _StampPos;
float _StampRadius;
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Calculate distance from stamp center
float dist = distance(input.uv, _StampPos.xy);
// Binary circle: 1.0 inside radius, 0.0 outside
float alpha = dist < _StampRadius ? 1.0 : 0.0;
// Return white with calculated alpha (additive blend accumulates)
return half4(alpha, alpha, alpha, alpha);
}
ENDHLSL
}
}
}

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