Info Gamer URP Material Pack
Whenever we create a new material that we will offer to our subscribers we will add that material to this pack. Purchase this pack early and you will be able to download all the future updates for the price you originally paid. The price of this pack will increase as more materials are added.
In this lesson on how to create a near camera fade material, I will show you how to use the Universal Render Pipeline and Shader Graph in Unity to create a material that fades when an object gets near to a camera. This is a game mechanic that is found in almost every third-person video game. This mechanic is used so that even if an object gets in between the player’s avatar and the camera the player will still be able to see their avatar.
Unlock Code and Member Content
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }