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61 lines
1.9 KiB
61 lines
1.9 KiB
using System.Collections;
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using UnityEngine;
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//A simple blobshadow script that rotates and scales based upon the surface normal and distance.
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//My aim was to have a cheap solution that runs flawless on mobile cpu's. If you have more cpu power at your disposal i recommend replacing this with a unity projector or a directional light with shadow casting for more accurate results.
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public class SimpleBlobShadow : MonoBehaviour {
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public Transform FollowBone;
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public float BlobShadowSize = 1;
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public float DistanceScale = 2f; //the size multiplier of the blobshadow relative to the distance from the floor
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public float Yoffset = 0; //the offset of the blobshadow
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public LayerMask GroundLayerMask;
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public bool followTerrainRotation = true;
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private float rayDist = 10f; //raycast distance
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void Update(){
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if (FollowBone != null) {
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//raycast down
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RaycastHit hit;
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if (Physics.Raycast (FollowBone.transform.position, Vector3.down * rayDist, out hit, rayDist, GroundLayerMask)) {
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//show blobshadow if we've hit something
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GetComponent<MeshRenderer>().enabled = true;
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//set position
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setPosition (hit);
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//set scale
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setScale(FollowBone.transform.position.y - hit.point.y);
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//set blobshadow rotation to hit normal
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if (followTerrainRotation) {
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setRotation(hit.normal);
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}
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} else {
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//hide blobshadow
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GetComponent<MeshRenderer>().enabled = false;
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}
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}
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}
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//set shadow position
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void setPosition(RaycastHit hit){
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transform.position = hit.point + Vector3.up * Yoffset;
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}
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//set shadow rotation to floor angle
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void setRotation(Vector3 normal){
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transform.rotation = Quaternion.FromToRotation(Vector3.up, normal);
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}
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//set the scale of the blobshadow
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void setScale(float floorDistance){
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float scaleMultiplier = floorDistance / DistanceScale;
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float size = BlobShadowSize + scaleMultiplier;
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transform.localScale = new Vector3 (size, size, size);
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}
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}
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