184 lines
4.7 KiB
Markdown
184 lines
4.7 KiB
Markdown
---
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title: 移除实体阴影
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tags:
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- 中级
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category: 巧思案例
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mentions:
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- SirLich
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- solvedDev
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- Joelant05
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- MedicalJewel105
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- SmokeyStack
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- ThomasOrs
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---
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# 移除实体阴影
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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移除实体阴影存在多种方法,但几乎所有方法都会产生副作用。目前没有完美无缺的方法能在不引发副作用的情况下完全移除特定实体的阴影。
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本文档将展示几种不同的移除阴影方法及其可能产生的效果。
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## 缩小碰撞箱
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通过将碰撞箱组件(collision box)设置为极小尺寸,可以使实体阴影消失。但副作用是难以与实体进行交互/攻击。
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::: code-group
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```json [BP]
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"minecraft:collision_box": {
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"width": 0.1,
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"height": 0.1
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}
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```
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```json [原始CodeHeader的值]
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"minecraft:collision_box": {
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"width": 0.1,
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"height": 0.1
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}
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```
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:::
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可配合[自定义碰撞测试组件](https://bedrock.dev/docs/stable/Entities#minecraft:custom_hit_test)使用。`custom_hit_test`组件允许玩家攻击实体(但无法交互),且该组件不会生成阴影。
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::: code-group
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```json [BP]
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"minecraft:custom_hit_test": {
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"hitboxes": [
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{
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"pivot": [0, 0.5, 0], // 这是碰撞箱的位置,可调整X/Y/Z坐标
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"width": 0.8,
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"height": 0.7
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} // 可在"hitboxes"数组中复制粘贴多个碰撞箱定义
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]
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}
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```
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```json [原始CodeHeader的值]
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"minecraft:custom_hit_test": {
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"hitboxes": [
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{
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"pivot": [0, 0.5, 0],//This is the position of the hitbox, you can change the X, Y and Z values.
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"width": 0.8,
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"height": 0.7
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}//And you can add many more hitboxes as you want, just copy-paste the hitbox inside the "hitboxes" array.
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]
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}
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```
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:::
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## 地下传送
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对于需要交互的隐形实体,可使用指令`/teleport @x ~ ~-0.01 ~`将实体略微嵌入地面以消除阴影。
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## 使用运行时标识符
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某些实体(如盔甲架)本身没有阴影或仅有极小的阴影。通过继承其运行时标识符(runtime identifier)可移除阴影,但会继承该实体的硬编码行为特性,可能引发其他问题。详细信息请参阅[运行时标识符文档](/wiki/entities/runtime-identifier)。
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## 材质覆盖法
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:::danger
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此方法已失效。随着Render Dragon引擎的应用,此类材质方案不再生效。请勿在正式项目中使用,尤其避免在商城地图中尝试。
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:::
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:::warning
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- 此文件夹未包含在原生资源包示例中,需从APK文件导出或手动创建
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- 该方法仅验证适用于实体,尚未测试方块效果。如有相关发现欢迎反馈
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:::
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<Spoiler title="通过材质移除阴影">
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#### 全实体阴影显示配置:
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::: code-group
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```json [RP/materials/shadows.material]
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"shadow_overlay":{
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"+states":[
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"DisableDepthTest",
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"DisableCulling",
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"Blending",
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"EnableStencilTest"
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],
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"vertexShader":"shaders/color.vertex",
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"vrGeometryShader":"shaders/color.geometry",
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"fragmentShader":"shaders/shadow_stencil_overlay.fragment",
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"blendSrc":"DestColor",
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"blendDst":"Zero",
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"frontFace":{
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"stencilFunc":"Equal",
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"stencilPass":"Replace"
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}
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}
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```
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```json [原始CodeHeader的值]
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"shadow_overlay":{
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"+states":[
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"DisableDepthTest",
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"DisableCulling",
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"Blending",
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"EnableStencilTest"
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],
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"vertexShader":"shaders/color.vertex",
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"vrGeometryShader":"shaders/color.geometry",
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"fragmentShader":"shaders/shadow_stencil_overlay.fragment",
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"blendSrc":"DestColor",
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"blendDst":"Zero",
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"frontFace":{
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"stencilFunc":"Equal",
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"stencilPass":"Replace"
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}
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}
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```
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:::
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#### 全实体阴影禁用配置:
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::: code-group
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```json [RP/materials/shadows.material]
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"shadow_overlay":{
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"+states":[
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"DisableDepthTest",
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"DisableCulling",
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"Blending",
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"EnableStencilTest"
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],
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"vertexShader":"",
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"vrGeometryShader":"",
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"fragmentShader":"",
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"blendSrc":"DestColor",
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"blendDst":"Zero",
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"frontFace":{
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"stencilFunc":"Equal",
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"stencilPass":"Replace"
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}
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}
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```
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```json [原始CodeHeader的值]
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"shadow_overlay":{
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"+states":[
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"DisableDepthTest",
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"DisableCulling",
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"Blending",
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"EnableStencilTest"
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],
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"vertexShader":"",
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"vrGeometryShader":"",
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"fragmentShader":"",
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"blendSrc":"DestColor",
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"blendDst":"Zero",
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"frontFace":{
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"stencilFunc":"Equal",
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"stencilPass":"Replace"
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}
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}
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```
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:::
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</Spoiler>
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#### 几何模型+材质解决方案
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通过为实体应用覆盖阴影的模型,并使用`"banner_pole"`材质可实现阴影隐藏。 |