BTSDS: Outlines via Post Processing
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Assets/PostProcessingOutlines.meta
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Assets/PostProcessingOutlines.meta
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146
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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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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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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Assets/PostProcessingOutlines/Outline.shader.meta
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Assets/PostProcessingOutlines/OutlinePostProfile.asset
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Assets/PostProcessingOutlines/OutlinePostProfile.asset
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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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Matrix4x4 clipToView = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, true).inverse;
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sheet.properties.SetMatrix("_ClipToView", clipToView);
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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}
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}
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Assets/PostProcessingOutlines/PostProcessOutline.cs.meta
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Assets/PostProcessingOutlines/PostProcessOutline.cs.meta
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Assets/PostProcessingOutlines/Scripts.meta
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Assets/PostProcessingOutlines/Scripts.meta
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using UnityEngine;
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public class RenderReplacementShaderToTexture : MonoBehaviour
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{
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[SerializeField]
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bool deleteChildren = true;
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[SerializeField]
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Shader replacementShader;
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[SerializeField]
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RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32;
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[SerializeField]
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FilterMode filterMode = FilterMode.Point;
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[SerializeField]
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int renderTextureDepth = 24;
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[SerializeField]
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CameraClearFlags cameraClearFlags = CameraClearFlags.Color;
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[SerializeField]
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Color background = Color.black;
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[SerializeField]
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string targetTexture = "_RenderTexture";
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private RenderTexture renderTexture;
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private new Camera camera;
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private void Start()
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{
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if (deleteChildren)
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{
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foreach (Transform t in transform)
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{
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DestroyImmediate(t.gameObject);
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}
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}
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Camera thisCamera = GetComponent<Camera>();
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// Create a render texture matching the main camera's current dimensions.
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renderTexture = new RenderTexture(thisCamera.pixelWidth, thisCamera.pixelHeight, renderTextureDepth, renderTextureFormat);
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renderTexture.filterMode = filterMode;
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// Surface the render texture as a global variable, available to all shaders.
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Shader.SetGlobalTexture(targetTexture, renderTexture);
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// Setup a copy of the camera to render the scene using the normals shader.
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GameObject copy = new GameObject("Camera" + targetTexture);
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camera = copy.AddComponent<Camera>();
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camera.CopyFrom(thisCamera);
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camera.transform.SetParent(transform);
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camera.targetTexture = renderTexture;
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camera.SetReplacementShader(replacementShader, "RenderType");
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camera.depth = thisCamera.depth - 1;
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camera.clearFlags = cameraClearFlags;
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camera.backgroundColor = background;
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}
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}
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Assets/PostProcessingOutlines/Shaders.meta
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Assets/PostProcessingOutlines/Shaders.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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folderAsset: yes
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Shader "Hidden/Roystan/Normals Texture"
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{
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Properties
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{
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}
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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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Pass
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||||
{
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CGPROGRAM
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||||
#pragma vertex vert
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||||
#pragma fragment frag
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||||
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||||
#include "UnityCG.cginc"
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struct appdata
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||||
{
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float4 vertex : POSITION;
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||||
float3 normal : NORMAL;
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||||
};
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struct v2f
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||||
{
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float4 vertex : SV_POSITION;
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||||
float3 viewNormal : NORMAL;
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||||
};
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sampler2D _MainTex;
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||||
float4 _MainTex_ST;
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||||
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||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
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||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
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@ -82,6 +82,7 @@ Material:
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@ -96,6 +97,7 @@ Material:
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@ -118,6 +120,7 @@ Material:
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@ -137,9 +140,11 @@ Material:
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@ -15,6 +15,7 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
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[Header("Camera")]
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public Transform renderQuadTrans;
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public Transform camPivot;
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public Camera camComp;
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[Header("References")]
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public SkinnedMeshRenderer environmentRenderer;
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@ -57,6 +58,8 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
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var camWidth = camHeight * cam.aspect;
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renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
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camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
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elevatorAnim.Play("MakeRod", 0, 1f);
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}
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@ -6,6 +6,7 @@
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"com.unity.ide.visualstudio": "2.0.12",
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"com.unity.ide.vscode": "1.2.4",
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"com.unity.nuget.newtonsoft-json": "2.0.2",
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"com.unity.postprocessing": "3.2.1",
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"com.unity.test-framework": "1.1.29",
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"com.unity.textmeshpro": "3.0.6",
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"com.unity.timeline": "1.4.8",
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@ -55,6 +55,15 @@
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"dependencies": {},
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"url": "https://packages.unity.com"
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},
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@ -567,7 +567,20 @@ PlayerSettings:
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1: UNITY_POST_PROCESSING_STACK_V2
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7: UNITY_POST_PROCESSING_STACK_V2
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13: UNITY_POST_PROCESSING_STACK_V2
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14: UNITY_POST_PROCESSING_STACK_V2
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19: UNITY_POST_PROCESSING_STACK_V2
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21: UNITY_POST_PROCESSING_STACK_V2
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25: UNITY_POST_PROCESSING_STACK_V2
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27: UNITY_POST_PROCESSING_STACK_V2
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28: UNITY_POST_PROCESSING_STACK_V2
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29: UNITY_POST_PROCESSING_STACK_V2
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30: UNITY_POST_PROCESSING_STACK_V2
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32: UNITY_POST_PROCESSING_STACK_V2
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33: UNITY_POST_PROCESSING_STACK_V2
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@ -16,6 +16,7 @@ TagManager:
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- EventProperties
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- RenderTextures
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- 3DDefault
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- 3DAlt
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- Flash
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-
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-
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@ -36,7 +37,6 @@ TagManager:
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-
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-
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-
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-
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- name: Default
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Loading…
Reference in a new issue