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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m_Name: PostProcessOutline
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depthNormalThreshold:
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depthNormalThresholdScale:
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normalThreshold:
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m_Name: OutlinePostProfile
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depthNormalThresholdScale:
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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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@ -0,0 +1,61 @@
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using UnityEngine;
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public class RenderReplacementShaderToTexture : MonoBehaviour
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||||||
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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;
|
||||||
|
private new Camera camera;
|
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|
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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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|
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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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8
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@ -0,0 +1,52 @@
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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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#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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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;
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||||||
|
//o.viewNormal = mul((float3x3)UNITY_MATRIX_M, v.normal);
|
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|
return o;
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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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disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailAlbedoMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailMask:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _EmissionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
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:
|
m_Floats:
|
||||||
- _AdditionalLightIgnoreCelShade: 0.9
|
- _AdditionalLightIgnoreCelShade: 0.9
|
||||||
- _AlphaClip: 0
|
- _AlphaClip: 0
|
||||||
|
- _Angle: 89
|
||||||
- _Blend: 0
|
- _Blend: 0
|
||||||
- _BumpScale: 1
|
- _BumpScale: 1
|
||||||
- _CelShadeMidPoint: -0.5
|
- _CelShadeMidPoint: -0.5
|
||||||
|
@ -96,6 +97,7 @@ Material:
|
||||||
- _DstBlend: 0
|
- _DstBlend: 0
|
||||||
- _EmissionMulByBaseColor: 0
|
- _EmissionMulByBaseColor: 0
|
||||||
- _EnvironmentReflections: 1
|
- _EnvironmentReflections: 1
|
||||||
|
- _FirstOutlineWidth: 0.02
|
||||||
- _GlossMapScale: 0
|
- _GlossMapScale: 0
|
||||||
- _Glossiness: 0
|
- _Glossiness: 0
|
||||||
- _GlossinessSource: 0
|
- _GlossinessSource: 0
|
||||||
|
@ -118,6 +120,7 @@ Material:
|
||||||
- _ReceiveShadowMappingPosOffset: 0
|
- _ReceiveShadowMappingPosOffset: 0
|
||||||
- _ReceiveShadows: 1
|
- _ReceiveShadows: 1
|
||||||
- _SampleGI: 0
|
- _SampleGI: 0
|
||||||
|
- _SecondOutlineWidth: 0.02
|
||||||
- _Shininess: 0
|
- _Shininess: 0
|
||||||
- _Smoothness: 0.5
|
- _Smoothness: 0.5
|
||||||
- _SmoothnessSource: 0
|
- _SmoothnessSource: 0
|
||||||
|
@ -137,9 +140,11 @@ Material:
|
||||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0}
|
- _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}
|
- _IndirectLightMinColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _OcclusionMapChannelMask: {r: 1, g: 0, b: 0, a: 0}
|
- _OcclusionMapChannelMask: {r: 1, g: 0, b: 0, a: 0}
|
||||||
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
- _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}
|
- _ShadowMapColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
|
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
|
||||||
m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
|
|
|
@ -15,6 +15,7 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
||||||
[Header("Camera")]
|
[Header("Camera")]
|
||||||
public Transform renderQuadTrans;
|
public Transform renderQuadTrans;
|
||||||
public Transform camPivot;
|
public Transform camPivot;
|
||||||
|
public Camera camComp;
|
||||||
|
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
public SkinnedMeshRenderer environmentRenderer;
|
public SkinnedMeshRenderer environmentRenderer;
|
||||||
|
@ -57,6 +58,8 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS
|
||||||
var camWidth = camHeight * cam.aspect;
|
var camWidth = camHeight * cam.aspect;
|
||||||
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
|
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
|
||||||
|
|
||||||
|
camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
|
||||||
|
|
||||||
elevatorAnim.Play("MakeRod", 0, 1f);
|
elevatorAnim.Play("MakeRod", 0, 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
"com.unity.ide.visualstudio": "2.0.12",
|
"com.unity.ide.visualstudio": "2.0.12",
|
||||||
"com.unity.ide.vscode": "1.2.4",
|
"com.unity.ide.vscode": "1.2.4",
|
||||||
"com.unity.nuget.newtonsoft-json": "2.0.2",
|
"com.unity.nuget.newtonsoft-json": "2.0.2",
|
||||||
|
"com.unity.postprocessing": "3.2.1",
|
||||||
"com.unity.test-framework": "1.1.29",
|
"com.unity.test-framework": "1.1.29",
|
||||||
"com.unity.textmeshpro": "3.0.6",
|
"com.unity.textmeshpro": "3.0.6",
|
||||||
"com.unity.timeline": "1.4.8",
|
"com.unity.timeline": "1.4.8",
|
||||||
|
|
|
@ -55,6 +55,15 @@
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"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": {
|
"com.unity.services.core": {
|
||||||
"version": "1.0.1",
|
"version": "1.0.1",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
|
|
|
@ -567,7 +567,20 @@ PlayerSettings:
|
||||||
webGLLinkerTarget: 1
|
webGLLinkerTarget: 1
|
||||||
webGLThreadsSupport: 0
|
webGLThreadsSupport: 0
|
||||||
webGLDecompressionFallback: 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: {}
|
additionalCompilerArguments: {}
|
||||||
platformArchitecture: {}
|
platformArchitecture: {}
|
||||||
scriptingBackend: {}
|
scriptingBackend: {}
|
||||||
|
|
|
@ -16,6 +16,7 @@ TagManager:
|
||||||
- EventProperties
|
- EventProperties
|
||||||
- RenderTextures
|
- RenderTextures
|
||||||
- 3DDefault
|
- 3DDefault
|
||||||
|
- 3DAlt
|
||||||
- Flash
|
- Flash
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
@ -36,7 +37,6 @@ TagManager:
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
|
||||||
m_SortingLayers:
|
m_SortingLayers:
|
||||||
- name: Default
|
- name: Default
|
||||||
uniqueID: 0
|
uniqueID: 0
|
||||||
|
|
Loading…
Reference in a new issue