Add support to set what object gets affected by the depthMask

used for setting an "interior" mesh while allowing transparent meshes outside to still render correctly
pull/630/head^2
Andrew Cassidy 5 years ago
parent 6519ecfc61
commit c824d83bfe
No known key found for this signature in database
GPG Key ID: 963017B38FD477A1

@ -9,6 +9,9 @@ namespace Restock
[KSPField]
public string maskTransform= "";
[KSPField]
public string bodyTransform = "";
// The name of the depth mask shader
[KSPField]
public string shaderName = "DepthMask";
@ -23,6 +26,8 @@ namespace Restock
// depth mask object transform
public Transform depthMask;
public Transform bodyRoot;
// depth mask shader object
public Shader depthShader;
@ -44,7 +49,7 @@ namespace Restock
base.OnLoad(node);
//if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
if (HighLogic.LoadedSceneIsEditor || HighLogic.LoadedSceneIsFlight) return;
this.depthMask = base.part.FindModelTransform(maskTransform);
if (!(this.depthMask is Transform))
@ -52,7 +57,21 @@ namespace Restock
this.LogError($"Can't find transform {maskTransform}");
return;
}
if (bodyTransform == "")
{
bodyRoot = base.part.partTransform;
}
else
{
this.bodyRoot = base.part.partTransform.Find(bodyTransform);
if (!(this.bodyRoot is Transform))
{
this.LogError($"Can't find transform {bodyTransform}");
return;
}
}
this.depthShader = Shader.Find(shaderName);
if (!(this.depthShader is Shader))
@ -80,17 +99,23 @@ namespace Restock
this.Log(depthShader.name);
this.Log(windowRenderer.material.shader.name);
var meshRenderers = part.partTransform.GetComponentsInChildren<MeshRenderer>(true);
var skinnedMeshRenderers = part.partTransform.GetComponentsInChildren<SkinnedMeshRenderer>(true);
var meshRenderers = bodyRoot.GetComponentsInChildren<MeshRenderer>(true);
var skinnedMeshRenderers = bodyRoot.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (var renderer in meshRenderers)
{
this.Log(renderer.material.name + " " + renderer.material.renderQueue.ToString());
if (renderer == windowRenderer) continue;
var queue = renderer.material.renderQueue;
queue = meshRenderQueue + ((queue - 2000) / 2);
renderer.material.renderQueue = queue;
}
foreach (var renderer in skinnedMeshRenderers)
{
if (renderer == windowRenderer) continue;
var queue = renderer.material.renderQueue;
queue = meshRenderQueue + ((queue - 2000) / 2);
renderer.material.renderQueue = queue;
}
}
}

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