BTSDS: Outlines via Post Processing
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								Assets/PostProcessingOutlines/Outline.shader
									
									
									
									
									
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								Assets/PostProcessingOutlines/Outline.shader
									
									
									
									
									
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Shader "Hidden/Roystan/Outline Post Process"
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{
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    SubShader
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    {
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        Cull Off ZWrite Off ZTest Always
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        Pass
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        {
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			// Custom post processing effects are written in HLSL blocks,
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			// with lots of macros to aid with platform differences.
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			// https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects#shader
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            HLSLPROGRAM
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            #pragma vertex Vert
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            #pragma fragment Frag
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			#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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		||||
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			TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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			// _CameraNormalsTexture contains the view space normals transformed
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			// to be in the 0...1 range.
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			TEXTURE2D_SAMPLER2D(_CameraNormalsTexture, sampler_CameraNormalsTexture);
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			TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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			// Data pertaining to _MainTex's dimensions.
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			// https://docs.unity3d.com/Manual/SL-PropertiesInPrograms.html
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			float4 _MainTex_TexelSize;
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			float _Scale;
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			float4 _Color;
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		||||
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			float _DepthThreshold;
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			float _DepthNormalThreshold;
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			float _DepthNormalThresholdScale;
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			float _NormalThreshold;
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			// This matrix is populated in PostProcessOutline.cs.
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			float4x4 _ClipToView;
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			// Combines the top and bottom colors using normal blending.
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			// https://en.wikipedia.org/wiki/Blend_modes#Normal_blend_mode
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			// This performs the same operation as Blend SrcAlpha OneMinusSrcAlpha.
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			float4 alphaBlend(float4 top, float4 bottom)
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			{
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				float3 color = (top.rgb * top.a) + (bottom.rgb * (1 - top.a));
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				float alpha = top.a + bottom.a * (1 - top.a);
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				return float4(color, alpha);
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			}
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			// Both the Varyings struct and the Vert shader are copied
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			// from StdLib.hlsl included above, with some modifications.
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			struct Varyings
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			{
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				float4 vertex : SV_POSITION;
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				float2 texcoord : TEXCOORD0;
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				float2 texcoordStereo : TEXCOORD1;
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				float3 viewSpaceDir : TEXCOORD2;
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			#if STEREO_INSTANCING_ENABLED
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				uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
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			#endif
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			};
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			Varyings Vert(AttributesDefault v)
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			{
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				Varyings o;
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				o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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				o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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				// Transform our point first from clip to view space,
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				// taking the xyz to interpret it as a direction.
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				o.viewSpaceDir = mul(_ClipToView, o.vertex).xyz;
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			#if UNITY_UV_STARTS_AT_TOP
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				o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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			#endif
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				o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
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				return o;
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			}
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			float4 Frag(Varyings i) : SV_Target
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			{
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				float halfScaleFloor = floor(_Scale * 0.5);
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				float halfScaleCeil = ceil(_Scale * 0.5);
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				// Sample the pixels in an X shape, roughly centered around i.texcoord.
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				// As the _CameraDepthTexture and _CameraNormalsTexture default samplers
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				// use point filtering, we use the above variables to ensure we offset
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				// exactly one pixel at a time.
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				float2 bottomLeftUV = i.texcoord - float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleFloor;
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				float2 topRightUV = i.texcoord + float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleCeil;  
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				float2 bottomRightUV = i.texcoord + float2(_MainTex_TexelSize.x * halfScaleCeil, -_MainTex_TexelSize.y * halfScaleFloor);
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				float2 topLeftUV = i.texcoord + float2(-_MainTex_TexelSize.x * halfScaleFloor, _MainTex_TexelSize.y * halfScaleCeil);
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				float3 normal0 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomLeftUV).rgb;
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				float3 normal1 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topRightUV).rgb;
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				float3 normal2 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomRightUV).rgb;
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				float3 normal3 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topLeftUV).rgb;
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				float depth0 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomLeftUV).r;
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				float depth1 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topRightUV).r;
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				float depth2 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomRightUV).r;
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				float depth3 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topLeftUV).r;
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				// Transform the view normal from the 0...1 range to the -1...1 range.
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				float3 viewNormal = normal0 * 2 - 1;
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				float NdotV = 1 - dot(viewNormal, -i.viewSpaceDir);
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				// Return a value in the 0...1 range depending on where NdotV lies 
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				// between _DepthNormalThreshold and 1.
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				float normalThreshold01 = saturate((NdotV - _DepthNormalThreshold) / (1 - _DepthNormalThreshold));
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				// Scale the threshold, and add 1 so that it is in the range of 1..._NormalThresholdScale + 1.
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				float normalThreshold = normalThreshold01 * _DepthNormalThresholdScale + 1;
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				// Modulate the threshold by the existing depth value;
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				// pixels further from the screen will require smaller differences
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				// to draw an edge.
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				float depthThreshold = _DepthThreshold * depth0 * normalThreshold;
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				float depthFiniteDifference0 = depth1 - depth0;
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				float depthFiniteDifference1 = depth3 - depth2;
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				// edgeDepth is calculated using the Roberts cross operator.
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				// The same operation is applied to the normal below.
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				// https://en.wikipedia.org/wiki/Roberts_cross
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				float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
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				edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
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				float3 normalFiniteDifference0 = normal1 - normal0;
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				float3 normalFiniteDifference1 = normal3 - normal2;
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				// Dot the finite differences with themselves to transform the 
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				// three-dimensional values to scalars.
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				float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
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				edgeNormal = edgeNormal > _NormalThreshold ? 1 : 0;
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				float edge = max(edgeDepth, edgeNormal);
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				float4 edgeColor = float4(_Color.rgb, _Color.a * edge);
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				float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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				return alphaBlend(edgeColor, color);
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			}
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            ENDHLSL
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        }
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    }
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}
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								Assets/PostProcessingOutlines/Outline.shader.meta
									
									
									
									
									
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										84
									
								
								Assets/PostProcessingOutlines/OutlinePostProfile.asset
									
									
									
									
									
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								Assets/PostProcessingOutlines/OutlinePostProfile.asset
									
									
									
									
									
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										42
									
								
								Assets/PostProcessingOutlines/PostProcessOutline.cs
									
									
									
									
									
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								Assets/PostProcessingOutlines/PostProcessOutline.cs
									
									
									
									
									
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using System;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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[Serializable]
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[PostProcess(typeof(PostProcessOutlineRenderer), PostProcessEvent.BeforeStack, "Roystan/Post Process Outline")]
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public sealed class PostProcessOutline : PostProcessEffectSettings
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{
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    [Tooltip("Number of pixels between samples that are tested for an edge. When this value is 1, tested samples are adjacent.")]
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		||||
    public IntParameter scale = new IntParameter { value = 1 };
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    public ColorParameter color = new ColorParameter { value = Color.white };
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		||||
    [Tooltip("Difference between depth values, scaled by the current depth, required to draw an edge.")]
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    public FloatParameter depthThreshold = new FloatParameter { value = 1.5f };
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		||||
    [Range(0, 1), Tooltip("The value at which the dot product between the surface normal and the view direction will affect " +
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		||||
        "the depth threshold. This ensures that surfaces at right angles to the camera require a larger depth threshold to draw " +
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		||||
        "an edge, avoiding edges being drawn along slopes.")]
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		||||
    public FloatParameter depthNormalThreshold = new FloatParameter { value = 0.5f };
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		||||
    [Tooltip("Scale the strength of how much the depthNormalThreshold affects the depth threshold.")]
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		||||
    public FloatParameter depthNormalThresholdScale = new FloatParameter { value = 7 };
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		||||
    [Range(0, 1), Tooltip("Larger values will require the difference between normals to be greater to draw an edge.")]
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		||||
    public FloatParameter normalThreshold = new FloatParameter { value = 0.4f };    
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		||||
}
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public sealed class PostProcessOutlineRenderer : PostProcessEffectRenderer<PostProcessOutline>
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{
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    public override void Render(PostProcessRenderContext context)
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    {
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        var sheet = context.propertySheets.Get(Shader.Find("Hidden/Roystan/Outline Post Process"));
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		||||
        sheet.properties.SetFloat("_Scale", settings.scale);
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		||||
        sheet.properties.SetColor("_Color", settings.color);
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		||||
        sheet.properties.SetFloat("_DepthThreshold", settings.depthThreshold);
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		||||
        sheet.properties.SetFloat("_DepthNormalThreshold", settings.depthNormalThreshold);
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		||||
        sheet.properties.SetFloat("_DepthNormalThresholdScale", settings.depthNormalThresholdScale);
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		||||
        sheet.properties.SetFloat("_NormalThreshold", settings.normalThreshold);
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		||||
        sheet.properties.SetColor("_Color", settings.color);
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		||||
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		||||
        Matrix4x4 clipToView = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, true).inverse;
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		||||
        sheet.properties.SetMatrix("_ClipToView", clipToView);
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		||||
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		||||
        context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
 | 
			
		||||
    }
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		||||
}
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		||||
							
								
								
									
										11
									
								
								Assets/PostProcessingOutlines/PostProcessOutline.cs.meta
									
									
									
									
									
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								Assets/PostProcessingOutlines/PostProcessOutline.cs.meta
									
									
									
									
									
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										8
									
								
								Assets/PostProcessingOutlines/Scripts.meta
									
									
									
									
									
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										8
									
								
								Assets/PostProcessingOutlines/Scripts.meta
									
									
									
									
									
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			@ -0,0 +1,61 @@
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using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class RenderReplacementShaderToTexture : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    bool deleteChildren = true;
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		||||
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		||||
    [SerializeField]
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		||||
    Shader replacementShader;
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		||||
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		||||
    [SerializeField]
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		||||
    RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32;
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		||||
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		||||
    [SerializeField]
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		||||
    FilterMode filterMode = FilterMode.Point;
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		||||
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    int renderTextureDepth = 24;
 | 
			
		||||
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    CameraClearFlags cameraClearFlags = CameraClearFlags.Color;
 | 
			
		||||
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    Color background = Color.black;
 | 
			
		||||
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    string targetTexture = "_RenderTexture";
 | 
			
		||||
 | 
			
		||||
    private RenderTexture renderTexture;
 | 
			
		||||
    private new Camera camera;
 | 
			
		||||
 | 
			
		||||
    private void Start()
 | 
			
		||||
    {
 | 
			
		||||
        if (deleteChildren)
 | 
			
		||||
        {
 | 
			
		||||
            foreach (Transform t in transform)
 | 
			
		||||
            {
 | 
			
		||||
                DestroyImmediate(t.gameObject);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        Camera thisCamera = GetComponent<Camera>();
 | 
			
		||||
 | 
			
		||||
        // Create a render texture matching the main camera's current dimensions.
 | 
			
		||||
        renderTexture = new RenderTexture(thisCamera.pixelWidth, thisCamera.pixelHeight, renderTextureDepth, renderTextureFormat);
 | 
			
		||||
        renderTexture.filterMode = filterMode;
 | 
			
		||||
        // Surface the render texture as a global variable, available to all shaders.
 | 
			
		||||
        Shader.SetGlobalTexture(targetTexture, renderTexture);
 | 
			
		||||
 | 
			
		||||
        // Setup a copy of the camera to render the scene using the normals shader.
 | 
			
		||||
        GameObject copy = new GameObject("Camera" + targetTexture);
 | 
			
		||||
        camera = copy.AddComponent<Camera>();
 | 
			
		||||
        camera.CopyFrom(thisCamera);
 | 
			
		||||
        camera.transform.SetParent(transform);
 | 
			
		||||
        camera.targetTexture = renderTexture;
 | 
			
		||||
        camera.SetReplacementShader(replacementShader, "RenderType");
 | 
			
		||||
        camera.depth = thisCamera.depth - 1;
 | 
			
		||||
        camera.clearFlags = cameraClearFlags;
 | 
			
		||||
        camera.backgroundColor = background;
 | 
			
		||||
    }
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}
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										8
									
								
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Shader "Hidden/Roystan/Normals Texture"
 | 
			
		||||
{
 | 
			
		||||
    Properties
 | 
			
		||||
    {
 | 
			
		||||
    }
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		||||
    SubShader
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    {
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        Tags 
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		{ 
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			"RenderType" = "Opaque" 
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		||||
		}
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		||||
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		||||
        Pass
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        {
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            CGPROGRAM
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		||||
            #pragma vertex vert
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		||||
            #pragma fragment frag
 | 
			
		||||
 | 
			
		||||
            #include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
            struct appdata
 | 
			
		||||
            {
 | 
			
		||||
                float4 vertex : POSITION;
 | 
			
		||||
				float3 normal : NORMAL;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct v2f
 | 
			
		||||
            {
 | 
			
		||||
                float4 vertex : SV_POSITION;
 | 
			
		||||
				float3 viewNormal : NORMAL;
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		||||
            };
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		||||
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		||||
            sampler2D _MainTex;
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		||||
            float4 _MainTex_ST;
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		||||
 | 
			
		||||
            v2f vert (appdata v)
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		||||
            {
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                v2f o;
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                o.vertex = UnityObjectToClipPos(v.vertex);
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                o.viewNormal = COMPUTE_VIEW_NORMAL;
 | 
			
		||||
				//o.viewNormal = mul((float3x3)UNITY_MATRIX_M, v.normal);
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		||||
                return o;
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		||||
            }
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		||||
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            float4 frag (v2f i) : SV_Target
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		||||
            {
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		||||
                return float4(normalize(i.viewNormal) * 0.5 + 0.5, 0);
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            }
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		||||
            ENDCG
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        }
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    }
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}
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		||||
        m_Texture: {fileID: 0}
 | 
			
		||||
        m_Scale: {x: 1, y: 1}
 | 
			
		||||
        m_Offset: {x: 0, y: 0}
 | 
			
		||||
    - _OcclusionMap:
 | 
			
		||||
        m_Texture: {fileID: 0}
 | 
			
		||||
        m_Scale: {x: 1, y: 1}
 | 
			
		||||
        m_Offset: {x: 0, y: 0}
 | 
			
		||||
    - _ParallaxMap:
 | 
			
		||||
        m_Texture: {fileID: 0}
 | 
			
		||||
        m_Scale: {x: 1, y: 1}
 | 
			
		||||
        m_Offset: {x: 0, y: 0}
 | 
			
		||||
    m_Floats:
 | 
			
		||||
    - _BumpScale: 1
 | 
			
		||||
    - _Cutoff: 0.5
 | 
			
		||||
    - _DetailNormalMapScale: 1
 | 
			
		||||
    - _DstBlend: 0
 | 
			
		||||
    - _GlossMapScale: 1
 | 
			
		||||
    - _Glossiness: 0.5
 | 
			
		||||
    - _GlossyReflections: 1
 | 
			
		||||
    - _Metallic: 0
 | 
			
		||||
    - _Mode: 0
 | 
			
		||||
    - _OcclusionStrength: 1
 | 
			
		||||
    - _Parallax: 0.02
 | 
			
		||||
    - _SmoothnessTextureChannel: 0
 | 
			
		||||
    - _SpecularHighlights: 1
 | 
			
		||||
    - _SrcBlend: 1
 | 
			
		||||
    - _UVSec: 0
 | 
			
		||||
    - _ZWrite: 1
 | 
			
		||||
    m_Colors:
 | 
			
		||||
    - _Color: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
  m_BuildTextureStacks: []
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,8 @@
 | 
			
		|||
fileFormatVersion: 2
 | 
			
		||||
guid: fe19b7cdebcfcc048b1b853d82b84007
 | 
			
		||||
NativeFormatImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  mainObjectFileID: 2100000
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
| 
						 | 
				
			
			@ -82,6 +82,7 @@ Material:
 | 
			
		|||
    m_Floats:
 | 
			
		||||
    - _AdditionalLightIgnoreCelShade: 0.9
 | 
			
		||||
    - _AlphaClip: 0
 | 
			
		||||
    - _Angle: 89
 | 
			
		||||
    - _Blend: 0
 | 
			
		||||
    - _BumpScale: 1
 | 
			
		||||
    - _CelShadeMidPoint: -0.5
 | 
			
		||||
| 
						 | 
				
			
			@ -96,6 +97,7 @@ Material:
 | 
			
		|||
    - _DstBlend: 0
 | 
			
		||||
    - _EmissionMulByBaseColor: 0
 | 
			
		||||
    - _EnvironmentReflections: 1
 | 
			
		||||
    - _FirstOutlineWidth: 0.02
 | 
			
		||||
    - _GlossMapScale: 0
 | 
			
		||||
    - _Glossiness: 0
 | 
			
		||||
    - _GlossinessSource: 0
 | 
			
		||||
| 
						 | 
				
			
			@ -118,6 +120,7 @@ Material:
 | 
			
		|||
    - _ReceiveShadowMappingPosOffset: 0
 | 
			
		||||
    - _ReceiveShadows: 1
 | 
			
		||||
    - _SampleGI: 0
 | 
			
		||||
    - _SecondOutlineWidth: 0.02
 | 
			
		||||
    - _Shininess: 0
 | 
			
		||||
    - _Smoothness: 0.5
 | 
			
		||||
    - _SmoothnessSource: 0
 | 
			
		||||
| 
						 | 
				
			
			@ -137,9 +140,11 @@ Material:
 | 
			
		|||
    - _Color: {r: 1, g: 1, b: 1, a: 1}
 | 
			
		||||
    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
    - _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0}
 | 
			
		||||
    - _FirstOutlineColor: {r: 0, g: 0, b: 0, a: 0.5}
 | 
			
		||||
    - _IndirectLightMinColor: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
    - _OcclusionMapChannelMask: {r: 1, g: 0, b: 0, a: 0}
 | 
			
		||||
    - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
    - _SecondOutlineColor: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
    - _ShadowMapColor: {r: 0, g: 0, b: 0, a: 1}
 | 
			
		||||
    - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
 | 
			
		||||
  m_BuildTextureStacks: []
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -15,6 +15,7 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
 | 
			
		|||
        [Header("Camera")]
 | 
			
		||||
        public Transform renderQuadTrans;
 | 
			
		||||
        public Transform camPivot;
 | 
			
		||||
        public Camera camComp;
 | 
			
		||||
 | 
			
		||||
        [Header("References")]
 | 
			
		||||
        public SkinnedMeshRenderer environmentRenderer;
 | 
			
		||||
| 
						 | 
				
			
			@ -57,6 +58,8 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
 | 
			
		|||
            var camWidth = camHeight * cam.aspect;
 | 
			
		||||
            renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
 | 
			
		||||
 | 
			
		||||
            camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
 | 
			
		||||
 | 
			
		||||
            elevatorAnim.Play("MakeRod", 0, 1f);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -6,6 +6,7 @@
 | 
			
		|||
    "com.unity.ide.visualstudio": "2.0.12",
 | 
			
		||||
    "com.unity.ide.vscode": "1.2.4",
 | 
			
		||||
    "com.unity.nuget.newtonsoft-json": "2.0.2",
 | 
			
		||||
    "com.unity.postprocessing": "3.2.1",
 | 
			
		||||
    "com.unity.test-framework": "1.1.29",
 | 
			
		||||
    "com.unity.textmeshpro": "3.0.6",
 | 
			
		||||
    "com.unity.timeline": "1.4.8",
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -55,6 +55,15 @@
 | 
			
		|||
      "dependencies": {},
 | 
			
		||||
      "url": "https://packages.unity.com"
 | 
			
		||||
    },
 | 
			
		||||
    "com.unity.postprocessing": {
 | 
			
		||||
      "version": "3.2.1",
 | 
			
		||||
      "depth": 0,
 | 
			
		||||
      "source": "registry",
 | 
			
		||||
      "dependencies": {
 | 
			
		||||
        "com.unity.modules.physics": "1.0.0"
 | 
			
		||||
      },
 | 
			
		||||
      "url": "https://packages.unity.com"
 | 
			
		||||
    },
 | 
			
		||||
    "com.unity.services.core": {
 | 
			
		||||
      "version": "1.0.1",
 | 
			
		||||
      "depth": 1,
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -567,7 +567,20 @@ PlayerSettings:
 | 
			
		|||
  webGLLinkerTarget: 1
 | 
			
		||||
  webGLThreadsSupport: 0
 | 
			
		||||
  webGLDecompressionFallback: 0
 | 
			
		||||
  scriptingDefineSymbols: {}
 | 
			
		||||
  scriptingDefineSymbols:
 | 
			
		||||
    1: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    7: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    13: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    14: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    19: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    21: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    25: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    27: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    28: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    29: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    30: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    32: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
    33: UNITY_POST_PROCESSING_STACK_V2
 | 
			
		||||
  additionalCompilerArguments: {}
 | 
			
		||||
  platformArchitecture: {}
 | 
			
		||||
  scriptingBackend: {}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -16,6 +16,7 @@ TagManager:
 | 
			
		|||
  - EventProperties
 | 
			
		||||
  - RenderTextures
 | 
			
		||||
  - 3DDefault
 | 
			
		||||
  - 3DAlt
 | 
			
		||||
  - Flash
 | 
			
		||||
  - 
 | 
			
		||||
  - 
 | 
			
		||||
| 
						 | 
				
			
			@ -36,7 +37,6 @@ TagManager:
 | 
			
		|||
  - 
 | 
			
		||||
  - 
 | 
			
		||||
  - 
 | 
			
		||||
  - 
 | 
			
		||||
  m_SortingLayers:
 | 
			
		||||
  - name: Default
 | 
			
		||||
    uniqueID: 0
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in a new issue