using UnityEngine; using UnityEngine.Serialization; namespace DepthMask { public class ModuleDepthMask : PartModule { // The name of the transform that has your mask mesh. The only strictly required property [KSPField] public string maskTransform = ""; [KSPField] public string bodyTransform = ""; // The name of the depth mask shader [KSPField] public string shaderName = "DepthMask"; // The render queue value for the mesh, should be less than maskRenderQueue [KSPField] public int meshRenderQueue = 1000; // the render queue value for the mask, should be less than 2000 [KSPField] public int maskRenderQueue = 1999; // depth mask object transforms public Transform[] maskTransformObjects; // body object transform public Transform bodyTransformObject; // depth mask shader object public Shader depthShader; public override void OnStart(StartState state) { base.OnStart(state); UpdateAllMaterials(); // the part variant system is implemented extremely stupidly // so we have to make this whole module more complicated as a result GameEvents.onVariantApplied.Add(OnVariantApplied); GameEvents.onPartRepaired.Add(OnPartRepaired); } private void OnDestroy() { GameEvents.onVariantApplied.Remove(OnVariantApplied); GameEvents.onPartRepaired.Remove(OnPartRepaired); } public override void OnLoad(ConfigNode node) { base.OnLoad(node); if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return; this.maskTransformObjects = base.part.FindModelTransforms(maskTransform); if (this.maskTransformObjects.Length == 0 || this.maskTransformObjects == null) { this.LogError($"Can't find transform {maskTransform}"); return; } if (bodyTransform.Length == 0) { this.bodyTransformObject = base.part.partTransform; } else { this.bodyTransformObject = base.part.FindModelTransform(bodyTransform); if (this.bodyTransformObject == null) { this.LogError($"Can't find transform {bodyTransform}"); this.bodyTransformObject = base.part.partTransform; } } this.depthShader = Shader.Find(shaderName); if (this.depthShader == null) { this.LogError($"Can't find shader {shaderName}"); return; } } public void OnVariantApplied(Part appliedPart, PartVariant variant) { // I dont know why changing part variants resets all the materials to their as-loaded state, but it does if (appliedPart == this.part) UpdateAllMaterials(); } public void OnPartRepaired(Part repairedPart) { // Part repair resets part of the mesh from the prefab, so it needs to be reapplied if (repairedPart == this.part) UpdateAllMaterials(); } private void UpdateAllMaterials() { var renderers = bodyTransformObject.GetComponentsInChildren(true); foreach (var renderer in renderers) { var queue = renderer.material.renderQueue; if (queue <= maskRenderQueue) continue; queue = meshRenderQueue + ((queue - 2000) / 2); renderer.material.renderQueue = queue; } foreach (var maskObject in maskTransformObjects) { var renderer = maskObject.GetComponent(); renderer.material.shader = depthShader; renderer.material.renderQueue = maskRenderQueue; } } private void LogError(string message) { Debug.LogError($"[{part.partInfo?.name ?? part.name} {this.GetType()}] {message}"); } } }