feat: 보스 가림 시 플레이어 외곽선 표시

- PlayerOcclusionOutline: 보스(Enemy 레이어)가 플레이어를 가릴 때 외곽선 활성화
- Outline.shader: URP 법선 확장 외곽선 셰이더 (Fresnel 기반 알파)
- 외곽선용 별도 SkinnedMeshRenderer를 자식 GameObject에 생성
- ObstacleTransparencyController: Enemy 레이어 장애물 숨김 제외
- PlayerCamera: PlayerOcclusionOutline 초기화 연동

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-04-04 10:51:10 +09:00
parent c88487ef4c
commit 60275c6cd9
7 changed files with 211 additions and 1 deletions

View File

@@ -68,7 +68,9 @@ namespace Colosseum.Player
private HashSet<Renderer> CollectHits(Vector3 origin, Vector3 direction, float maxDistance)
{
var hits = new HashSet<Renderer>();
RaycastHit[] rayHits = Physics.SphereCastAll(origin, checkRadius, direction, maxDistance, occlusionMask, QueryTriggerInteraction.Ignore);
int enemyLayer = LayerMask.GetMask("Enemy");
int mask = occlusionMask & ~enemyLayer;
RaycastHit[] rayHits = Physics.SphereCastAll(origin, checkRadius, direction, maxDistance, mask, QueryTriggerInteraction.Ignore);
float targetY = targetTransform.position.y;

View File

@@ -91,6 +91,12 @@ namespace Colosseum.Player
transparencyController = cameraInstance.gameObject.AddComponent<ObstacleTransparencyController>();
transparencyController.Initialize(target, collisionMask);
// 플레이어 외곽선 컨트롤러 연동 (보스 가림 시)
var outlineController = cameraInstance.gameObject.GetComponent<PlayerOcclusionOutline>();
if (outlineController == null)
outlineController = cameraInstance.gameObject.AddComponent<PlayerOcclusionOutline>();
outlineController.Initialize(cameraInstance.transform, target);
// 카메라 위치를 즉시 타겟 위치로 초기화
SnapToTarget();
}

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@@ -0,0 +1,109 @@
using UnityEngine;
namespace Colosseum.Player
{
/// <summary>
/// 보스가 플레이어를 가릴 때 플레이어 외곽선을 표시하는 컨트롤러
/// </summary>
public class PlayerOcclusionOutline : MonoBehaviour
{
[Header("Settings")]
[Min(0.001f)] [SerializeField] private float outlineWidth = 0.02f;
[SerializeField] private Color outlineColor = Color.white;
[Min(0.01f)] [SerializeField] private float checkRadius = 0.3f;
private Transform cameraTransform;
private Transform playerTransform;
private SkinnedMeshRenderer originalRenderer;
private GameObject outlineHost;
private SkinnedMeshRenderer outlineRenderer;
private Material outlineMaterial;
private bool isShowingOutline;
public void Initialize(Transform camera, Transform player)
{
cameraTransform = camera;
playerTransform = player;
originalRenderer = player.GetComponentInChildren<SkinnedMeshRenderer>();
if (originalRenderer == null) return;
var shader = Shader.Find("Hidden/Colosseum/Outline");
if (shader == null)
{
Debug.LogError("[PlayerOcclusionOutline] Shader 'Hidden/Colosseum/Outline' not found");
return;
}
outlineMaterial = new Material(shader);
outlineMaterial.SetFloat("_OutlineWidth", outlineWidth);
outlineMaterial.SetColor("_OutlineColor", outlineColor);
if (originalRenderer.sharedMesh == null)
{
Debug.LogError("[PlayerOcclusionOutline] originalRenderer has no sharedMesh");
return;
}
outlineHost = new GameObject("OutlineRenderer");
outlineHost.transform.SetParent(originalRenderer.transform, false);
outlineRenderer = outlineHost.AddComponent<SkinnedMeshRenderer>();
outlineRenderer.sharedMesh = originalRenderer.sharedMesh;
outlineRenderer.bones = originalRenderer.bones;
outlineRenderer.rootBone = originalRenderer.rootBone;
outlineRenderer.sharedMaterials = new[] { outlineMaterial };
outlineRenderer.updateWhenOffscreen = true;
outlineRenderer.enabled = false;
Debug.Log($"[PlayerOcclusionOutline] Initialize: outlineRenderer on child {outlineHost.name}");
}
private void LateUpdate()
{
if (cameraTransform == null || playerTransform == null || outlineRenderer == null)
return;
outlineMaterial.SetFloat("_OutlineWidth", outlineWidth);
outlineMaterial.SetColor("_OutlineColor", outlineColor);
bool isOccluded = CheckBossOcclusion();
if (isOccluded && !isShowingOutline)
{
outlineRenderer.enabled = true;
isShowingOutline = true;
}
else if (!isOccluded && isShowingOutline)
{
outlineRenderer.enabled = false;
isShowingOutline = false;
}
}
private bool CheckBossOcclusion()
{
Vector3 origin = cameraTransform.position;
Vector3 direction = playerTransform.position - origin;
float distance = direction.magnitude;
if (distance < 0.01f) return false;
int enemyLayer = LayerMask.GetMask("Enemy");
if (Physics.SphereCast(origin, checkRadius, direction.normalized, out RaycastHit hit, distance, enemyLayer, QueryTriggerInteraction.Ignore))
{
return hit.collider.transform.IsChildOf(playerTransform) == false;
}
return false;
}
private void OnDestroy()
{
if (outlineHost != null)
Destroy(outlineHost);
if (outlineMaterial != null)
Destroy(outlineMaterial);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2f13a11c6eb7427efa4bfdac57d1458c

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c2031d8db9b9eec15ac21ab219326734
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,74 @@
Shader "Hidden/Colosseum/Outline"
{
Properties
{
_OutlineWidth("Width", Range(0.001, 0.1)) = 0.02
_OutlineColor("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Overlay"
"RenderPipeline" = "UniversalPipeline"
}
ZWrite Off
ZTest Always
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float _OutlineWidth;
float4 _OutlineColor;
CBUFFER_END
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float outlineAlpha : TEXCOORD0;
};
Varyings vert(Attributes input)
{
Varyings output;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float3 positionWS = TransformObjectToWorld(input.positionOS);
float3 viewDir = normalize(GetWorldSpaceViewDir(positionWS));
float NdotV = dot(normalWS, viewDir);
output.outlineAlpha = saturate(1.0 + NdotV);
positionWS += normalWS * _OutlineWidth * output.outlineAlpha;
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
half4 frag(Varyings input) : SV_Target
{
float alpha = _OutlineColor.a * pow(input.outlineAlpha, 3.0);
return half4(_OutlineColor.rgb, alpha);
}
ENDHLSL
}
}
FallBack Off
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 38b277215185d2a71b39fc85259575aa
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: