First Commit
This commit is contained in:
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using Golems.RenderFeatures;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace Golems
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{
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public class ComposeOutlineScriptableRenderFeature : SourceToDestinationBlitRenderFeature
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{
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[SerializeField] private bool m_IsEnabled = true;
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[Header("Compose things")]
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[SerializeField] private Material m_CompositeMaterial = default;
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private ComposeOutlinePass m_Pass;
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public override void Create()
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{
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m_Pass = new ComposeOutlinePass(m_CompositeMaterial);
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DoCreate();
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}
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private void DebugSetEnabledState(bool state)
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{
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m_IsEnabled = state;
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}
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private bool DebugGetEnabledState()
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{
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return m_IsEnabled;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (IsSourceAndDestinationSame())
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{
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//
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// The source and destination are same can skip the pass if there is
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// nothing to render.
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//
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var outlineObjects = OutlineCollection.RendererBundles;
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if (outlineObjects == null || outlineObjects.Count <= 0)
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{
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return;
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}
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}
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m_Pass.Setup(m_IsEnabled,m_WhenToInsert, renderer.cameraColorTarget,
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m_SourceTextureSourceType, m_SourceNamedTemporaryNameHash,
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m_DestinationTextureSourceType, m_DestinationNamedTemporaryNameHash,
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m_TempCopyNamedTemporaryNameHash);
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renderer.EnqueuePass(m_Pass);
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}
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}
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public class ComposeOutlinePass : SourceToDestinationBlitRenderPass
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{
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private const string k_ProfilerIdent = "ComposeOutlinePass";
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private Material m_CompositeMat = null;
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private bool m_IsEnabled;
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private readonly int m_BlurTexId = Shader.PropertyToID("_BlurTex");
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private readonly int m_DefaultDrawObjectsTexId = Shader.PropertyToID("_DefaultDrawObjects");
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public ComposeOutlinePass(Material compositeMaterial)
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{
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m_CompositeMat = compositeMaterial;
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}
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public void Setup(bool isEnabled, RenderPassEvent whenToRender, RenderTargetIdentifier cameraColourTargetIdentifier,
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RenderFeatures.TextureSourceType sourceSourceType, int tempSourceTextureHash,
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RenderFeatures.TextureSourceType destinationSourceType, int tempDestinationTextureHash,
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int sameSourceDestTextureHash)
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{
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m_IsEnabled = isEnabled;
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DoSetup(whenToRender, cameraColourTargetIdentifier,
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sourceSourceType, tempSourceTextureHash,
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destinationSourceType, tempDestinationTextureHash,
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sameSourceDestTextureHash);
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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DoOnCameraSetup(cmd, ref renderingData);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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//
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// The OutlineCollection.NumberOfObjectsRendered is set during the
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// OutlineScriptableRenderPass.Execute() so if that did not render anything then there is
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// nothing to compose.
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//
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if (!m_GoodToExecute)
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{
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return;
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}
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bool doCopyOnly = (OutlineCollection.NumberOfObjectsRendered <= 0) || !m_IsEnabled;
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if (doCopyOnly)
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{
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if (!m_SourceAndDestinationSame)
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{
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//
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// Copy the source to the destination
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//
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var copyCmd = CommandBufferPool.Get(k_ProfilerIdent);
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copyCmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier);
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context.ExecuteCommandBuffer(copyCmd);
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CommandBufferPool.Release(copyCmd);
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}
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return;
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}
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var cmd = CommandBufferPool.Get(k_ProfilerIdent);
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cmd.SetGlobalTexture("_BlurTex", m_BlurTexId);
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cmd.SetGlobalTexture("_DefaultDrawObjects", m_DefaultDrawObjectsTexId);
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if (m_SourceAndDestinationSame)
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{
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cmd.Blit(m_SourceTargetIdentifier, m_TempCopyTargetIdentifier, m_CompositeMat);
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cmd.Blit(m_TempCopyTargetIdentifier, m_DestinationTargetIdentifier);
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}
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else
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{
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cmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier, m_CompositeMat);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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@@ -0,0 +1,11 @@
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8
Assets/Scripts/RenderPasses/Outline/Materials.meta
Normal file
8
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Normal file
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@@ -0,0 +1,125 @@
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m_Offset: {x: 0, y: 0}
|
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
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}
|
||||
- _SpecGlossMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_Lightmaps:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_LightmapsInd:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- unity_ShadowMasks:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
m_Floats:
|
||||
- _AlphaClip: 0
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- _Blend: 0
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- _BumpScale: 1
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- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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||||
- _DstBlend: 0
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- _EnvironmentReflections: 1
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||||
- _GlossMapScale: 0
|
||||
- _Glossiness: 0
|
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- _GlossyReflections: 0
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- _Metallic: 0
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||||
- _OcclusionStrength: 1
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||||
- _Parallax: 0.005
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||||
- _QueueOffset: 0
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- _ReceiveShadows: 1
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||||
- _Smoothness: 0.5
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- _SmoothnessTextureChannel: 0
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||||
- _SpecularHighlights: 1
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||||
- _SrcBlend: 1
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||||
- _Surface: 0
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||||
- _WorkflowMode: 1
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||||
- _ZWrite: 1
|
||||
m_Colors:
|
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- _BaseColor: {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}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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||||
m_BuildTextureStacks: []
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--- !u!114 &7988618175867360684
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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version: 4
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fileFormatVersion: 2
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guid: b7df10f98bf57cb43a96870442b5ed13
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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348
Assets/Scripts/RenderPasses/Outline/Outline2.cs
Normal file
348
Assets/Scripts/RenderPasses/Outline/Outline2.cs
Normal file
@@ -0,0 +1,348 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Golems.Attributes;
|
||||
using RogueUtils.Data;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using Golems;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
//This was used over outline entity due to it already being on the objects
|
||||
public partial class Outline2 : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("HighEndOutlineSettingsBelow ==================")]
|
||||
/// <summary>
|
||||
/// Renderer's attached to this GameObject
|
||||
/// </summary>
|
||||
///
|
||||
[OnValueChanged("UpdateRendererBundle")]
|
||||
[SerializeField]
|
||||
private Renderer[] m_Renderers;
|
||||
|
||||
public Renderer[] Renderers
|
||||
{
|
||||
get => m_Renderers;
|
||||
set => m_Renderers = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Outline Colour
|
||||
/// </summary>
|
||||
[FormerlySerializedAs("outlineColor")]
|
||||
[SerializeField]
|
||||
private Color m_OutlineColor = Color.white;
|
||||
|
||||
[Header("The color variable will override local color if it exists")]
|
||||
public ColorVariable OutlineColorVariable;
|
||||
|
||||
[SerializeField]
|
||||
[Range(0, 10)]
|
||||
private float m_BlurRadius = 2.5f;
|
||||
|
||||
public float BlurRadius
|
||||
{
|
||||
get => m_BlurRadius;
|
||||
set => m_BlurRadius = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Range(0, 1)]
|
||||
private float m_Alpha = 1;
|
||||
|
||||
public float Alpha
|
||||
{
|
||||
get => m_Alpha;
|
||||
set => m_Alpha = value;
|
||||
}
|
||||
|
||||
[SerializeField] private float m_FadeSpeed = 7.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Returns True if Outline is currently active (m_Alpha >=1).
|
||||
/// Otherwise, returns False.
|
||||
/// </summary>
|
||||
public bool IsOutlining => m_Alpha >= 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// The current active Fade Coroutine
|
||||
/// </summary>
|
||||
private Coroutine m_FadeCoroutine = default;
|
||||
|
||||
/// <summary>
|
||||
/// WaitForSeconds used before Fade in/out begins
|
||||
/// </summary>
|
||||
private WaitForSeconds m_FadeDelay = new WaitForSeconds(.1f);
|
||||
|
||||
[Header("OutlineTypeToggle ==================")]
|
||||
[SerializeField]
|
||||
private bool m_UseLowEndOutline = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
m_UseLowEndOutline = true;
|
||||
#endif
|
||||
//if (GolemsGameManager.IsPlayerXR())
|
||||
if (false)
|
||||
{
|
||||
m_UseLowEndOutline = true;
|
||||
}
|
||||
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
HighEndAwake();
|
||||
}
|
||||
}
|
||||
|
||||
private void HighEndAwake()
|
||||
{
|
||||
if (m_Renderers.Length == 0)
|
||||
{
|
||||
Debug.LogWarning("No renderers setup for outline in editor on " + gameObject.name +
|
||||
". Grabbing them through code");
|
||||
|
||||
var renderers = new List<Renderer>();
|
||||
|
||||
//
|
||||
// Check OutlineEntity for Renderer
|
||||
//
|
||||
if (TryGetComponent<Renderer>(out var r))
|
||||
{
|
||||
renderers.Add(r);
|
||||
}
|
||||
|
||||
SetRenderers(renderers);
|
||||
}
|
||||
|
||||
OutlineCollection.AddRenderer(this);
|
||||
Alpha = 0;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
HighEndOnEnable();
|
||||
}
|
||||
}
|
||||
|
||||
private void HighEndOnEnable()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Debug.Log("Disabling Outline");
|
||||
Alpha = 0;
|
||||
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
HighEndOnDestroy();
|
||||
}
|
||||
}
|
||||
|
||||
private void HighEndOnDestroy()
|
||||
{
|
||||
|
||||
OutlineCollection.RemoveRenderer(this);
|
||||
Alpha = 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void ToggleOutlining()
|
||||
{
|
||||
if (m_Alpha > 0)
|
||||
{
|
||||
StopOutlining();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartOutlining();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Activates/Deactivates the Outline,
|
||||
/// depending on the given true or false value.
|
||||
/// </summary>
|
||||
/// <param name="active"> Activate or deactivate the Outline,
|
||||
/// where true activates the Outline and false deactivates the Outline.</param>
|
||||
public void SetOutlineActive(bool active)
|
||||
{
|
||||
if (active)
|
||||
{
|
||||
StartOutlining();
|
||||
}
|
||||
else
|
||||
{
|
||||
StopOutlining();
|
||||
}
|
||||
}
|
||||
|
||||
[Button]
|
||||
public void StartOutlining()
|
||||
{
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
Debug.Log("Start Outlining");
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
StartHighEndOutlining();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartHighEndOutlining()
|
||||
{
|
||||
//Debug.Log("StartOutlining");
|
||||
if (m_FadeCoroutine != null)
|
||||
{
|
||||
StopCoroutine(m_FadeCoroutine);
|
||||
m_FadeCoroutine = null;
|
||||
}
|
||||
|
||||
//
|
||||
// protect against running on disabled game objects
|
||||
//
|
||||
if (gameObject.activeInHierarchy)
|
||||
{
|
||||
m_FadeCoroutine = StartCoroutine(Fade(1));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[Button]
|
||||
public void StopOutlining()
|
||||
{
|
||||
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
Debug.Log("Stop Outlining");
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
StopHighEndOutlining();
|
||||
}
|
||||
}
|
||||
|
||||
public void StopHighEndOutlining()
|
||||
{
|
||||
|
||||
if (m_FadeCoroutine != null)
|
||||
{
|
||||
StopCoroutine(m_FadeCoroutine);
|
||||
m_FadeCoroutine = null;
|
||||
}
|
||||
|
||||
//
|
||||
// protect against running on disabled game objects
|
||||
//
|
||||
if (gameObject.activeInHierarchy)
|
||||
{
|
||||
m_FadeCoroutine = StartCoroutine(Fade(-1));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private IEnumerator Fade(int dir)
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
bool faded = false;
|
||||
while (!faded)
|
||||
{
|
||||
var alpha = Alpha;
|
||||
alpha += (dir * m_FadeSpeed) * Time.deltaTime;
|
||||
alpha = Mathf.Clamp01(alpha);
|
||||
Alpha = alpha;
|
||||
faded = dir < 0 ? alpha <= 0.0f : alpha >= 1.0f;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
m_FadeCoroutine = null;
|
||||
}
|
||||
[ContextMenu("Force Stop Outlining")]
|
||||
/// <summary>
|
||||
/// Forces alpha to 0 to avoid showing if moved immediately
|
||||
/// </summary>
|
||||
public void ForceStopOutlining()
|
||||
{
|
||||
if (m_UseLowEndOutline)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Alpha = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetRenderers(List<Renderer> renderers)
|
||||
{
|
||||
m_Renderers = renderers.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current Color for this Outline instance.
|
||||
/// If the Outline has a OutlineColorVariable the value
|
||||
/// of the passed Color variable will be set to the scriptable
|
||||
/// variable value. Otherwise, it will be set to this Outlines m_OutlineColor.
|
||||
/// </summary>
|
||||
/// <param name="colour">Color variable to store this instances current outline colour</param>
|
||||
public void GetColour(out Color colour)
|
||||
{
|
||||
colour = OutlineColorVariable == null ? m_OutlineColor : OutlineColorVariable.Value;
|
||||
}
|
||||
}
|
||||
|
||||
11
Assets/Scripts/RenderPasses/Outline/Outline2.cs.meta
Normal file
11
Assets/Scripts/RenderPasses/Outline/Outline2.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05d346d0dd4384f4fad966bd1340ddd5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
43
Assets/Scripts/RenderPasses/Outline/OutlineCollection.cs
Normal file
43
Assets/Scripts/RenderPasses/Outline/OutlineCollection.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Golems
|
||||
{
|
||||
public static class OutlineCollection
|
||||
{
|
||||
/// <summary>
|
||||
/// Collection of renderers to be drawn with outline process
|
||||
/// </summary>
|
||||
public readonly static List<Outline2> RendererBundles = new List<Outline2>();
|
||||
|
||||
/// <summary>
|
||||
/// The number of objects rendered in OutlineScriptableRenderPass.
|
||||
/// This is reset in OutlineScriptableRenderPass.Execute() and incremented in
|
||||
/// DrawObjectsDefault().
|
||||
/// ComposeOutlinePass uses this in AddRenderPasses, if it's zero screen copy Blit is avoided.
|
||||
///
|
||||
/// N.B This is a sketchy place to do this sort of thing, full acknowledged but it's quick, easy and works...
|
||||
/// </summary>
|
||||
public static int NumberOfObjectsRendered = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Adds collection of renderers to the Outline Collection
|
||||
/// </summary>
|
||||
/// <param name="rendererBundle">Renderers to be drawn with Outline process</param>
|
||||
public static void AddRenderer(Outline2 rendererBundle)
|
||||
{
|
||||
if (RendererBundles.Contains(rendererBundle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RendererBundles.Add(rendererBundle);
|
||||
}
|
||||
|
||||
public static void RemoveRenderer(Outline2 rendererBundle)
|
||||
{
|
||||
RendererBundles.Remove(rendererBundle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff2eba45467bff142ac34388a8cfe9b1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,453 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
#if ENABLE_VR
|
||||
using UnityEngine.XR;
|
||||
#endif
|
||||
|
||||
namespace Golems
|
||||
{
|
||||
public class OutlineScriptableRenderFeature : ScriptableRendererFeature
|
||||
{
|
||||
|
||||
[SerializeField] private bool m_IsEnabled = true;
|
||||
|
||||
[SerializeField]
|
||||
private Material m_SolidUnlitMaterial = default;
|
||||
|
||||
[SerializeField]
|
||||
private Material m_BlurMaterial = default;
|
||||
|
||||
private OutlineScriptableRenderPass m_Pass = default;
|
||||
|
||||
[SerializeField] private RenderPassEvent m_RenderPassEvent = RenderPassEvent.AfterRenderingOpaques;
|
||||
|
||||
/// <summary>
|
||||
/// The number of Blur passes performed.
|
||||
/// This effects ALL objects rendered
|
||||
/// </summary>
|
||||
[Tooltip("How many times we Blur all the objects. Note, the bigger the number, the bigger the performance hit")]
|
||||
[Range(1, 10)][SerializeField] private int m_BlurPasses = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Effects how far off centre each Blur sample becomes
|
||||
/// </summary>
|
||||
[Tooltip("Effects how far off centre each Blur sample becomes. Note, the bigger the number, the bigger the pixelation")]
|
||||
[Range(0.0f, 10.0f)] [SerializeField] private float m_BlurRadius = .5f;
|
||||
|
||||
/// <summary>
|
||||
/// Index into the m_BlurTextureSizes
|
||||
/// </summary>
|
||||
[Range(0,4)] [SerializeField] private int m_BlurTextureSize = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Texture size of the blur textures
|
||||
/// </summary>
|
||||
private int[] m_BlurTextureSizes = new int[5] { 128, 256, 512, 1024, 2048 };
|
||||
|
||||
[Header("Outlines Occluders")]
|
||||
/// <summary>
|
||||
/// Material used to render the occluders
|
||||
/// </summary>
|
||||
[Tooltip("Material used to render the occluders")]
|
||||
[SerializeField] Material m_OutlinesOccludersMat;
|
||||
|
||||
/// <summary>
|
||||
/// Used to set the objects that will be part of the outlines occluders
|
||||
/// </summary>
|
||||
[Tooltip("Used to set the objects that will be part of the outlines occluders")]
|
||||
[SerializeField] LayerMask m_OccludersMask;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes this feature's resources.
|
||||
/// </summary>
|
||||
public override void Create()
|
||||
{
|
||||
m_Pass = new OutlineScriptableRenderPass(m_SolidUnlitMaterial, m_BlurMaterial, m_OutlinesOccludersMat, m_OccludersMask);
|
||||
|
||||
}
|
||||
|
||||
private void DebugSetEnabledState(bool state)
|
||||
{
|
||||
m_IsEnabled = state;
|
||||
}
|
||||
private bool DebugGetEnabledState()
|
||||
{
|
||||
return m_IsEnabled;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Injects the outline ScriptableRenderPass into the renderer.
|
||||
/// </summary>
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
if (!m_IsEnabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Zeroing this here in case the pass is not added
|
||||
//
|
||||
OutlineCollection.NumberOfObjectsRendered = 0;
|
||||
var outlineRenderers = OutlineCollection.RendererBundles;
|
||||
if (outlineRenderers == null || outlineRenderers.Count <= 0) return;
|
||||
|
||||
m_Pass.Setup(
|
||||
m_RenderPassEvent,
|
||||
renderingData.cameraData.camera,
|
||||
outlineRenderers,
|
||||
m_BlurPasses,
|
||||
m_BlurRadius,
|
||||
m_BlurTextureSizes[Mathf.Max(0, Mathf.Min(m_BlurTextureSize, m_BlurTextureSizes.Length-1))]);
|
||||
renderer.EnqueuePass(m_Pass);
|
||||
}
|
||||
}
|
||||
|
||||
public class OutlineScriptableRenderPass : ScriptableRenderPass
|
||||
{
|
||||
private const string k_ProfilerIdent = "Outline";
|
||||
|
||||
#region Texture Consts
|
||||
private const string k_DefaultDrawObjectsTex = "_DefaultDrawObjects";
|
||||
private const string k_SolidDrawObjectsTex = "_SolidDrawObjects";
|
||||
private const string k_BlurTex = "_BlurTex";
|
||||
private const string k_MainText = "_MainTex";
|
||||
private const string k_TempTex = "_TempTex";
|
||||
#endregion Texture Consts
|
||||
|
||||
#region Shader Fields
|
||||
private readonly int m_ColourID = Shader.PropertyToID("_Color");
|
||||
private readonly int m_AlphaID = Shader.PropertyToID("_Alpha");
|
||||
|
||||
private readonly int m_BlurResolution = Shader.PropertyToID("_BlurResolution");
|
||||
private readonly int m_BlurRadius = Shader.PropertyToID("_BlurRadius");
|
||||
private readonly int m_BlurDirectionX = Shader.PropertyToID("_BlurDirectionX");
|
||||
private readonly int m_BlurDirectionY = Shader.PropertyToID("_BlurDirectionY");
|
||||
#endregion Shader Fields
|
||||
|
||||
#region Render Texture IDs
|
||||
private readonly int m_DefaultDrawObjects = Shader.PropertyToID(k_DefaultDrawObjectsTex);
|
||||
private readonly int m_SolidDrawObjects = Shader.PropertyToID(k_SolidDrawObjectsTex);
|
||||
private readonly int m_BlurPassRenderTexID = Shader.PropertyToID(k_BlurTex);
|
||||
private readonly int m_TempRenderTexID = Shader.PropertyToID(k_TempTex);
|
||||
#endregion
|
||||
|
||||
private Camera m_Camera;
|
||||
private IList<Outline2> m_Renderers;
|
||||
private Material m_SolidUnlitMaterial;
|
||||
private Material m_BlurMaterial;
|
||||
|
||||
/// <summary>
|
||||
/// The uniform Blur texture size, calculated from the current screen size
|
||||
/// </summary>
|
||||
private int m_BlurRes;
|
||||
|
||||
/// <summary>
|
||||
/// Effects how far off centre each Blur sample becomes
|
||||
/// </summary>
|
||||
private float m_BlurRad = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// The number of Blur passes performed.
|
||||
/// This effects ALL objects rendered
|
||||
/// </summary>
|
||||
private int m_BlurPasses = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Used in DrawObjectsXYZ. We use this in conjunction with GetSharedMaterials.
|
||||
/// Avoids GC alloc from .sharedMaterials
|
||||
/// </summary>
|
||||
private readonly List<Material> m_SharedMaterials = new List<Material>();
|
||||
|
||||
/// <summary>
|
||||
/// Used to Get and Store the each Outline instances Color
|
||||
/// </summary>
|
||||
private Color m_OutlineColour = new Color(1,1,1,1);
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Occluders shader tags list
|
||||
/// </summary>
|
||||
private List<ShaderTagId> m_ShaderTagsList = new List<ShaderTagId>();
|
||||
|
||||
/// <summary>
|
||||
/// Filter settings for occluders rendering
|
||||
/// </summary>
|
||||
private FilteringSettings m_FilteringSettings;
|
||||
|
||||
/// <summary>
|
||||
/// Material used to render the occluders
|
||||
/// </summary>
|
||||
private Material m_OccludersOverrideMaterial;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private readonly HashSet<Outline2> m_EditorLoggedNullMaterialOutlines = new HashSet<Outline2>();
|
||||
private readonly HashSet<Renderer> m_EditorLoggedNullMaterialRenderers = new HashSet<Renderer>();
|
||||
#endif
|
||||
|
||||
public OutlineScriptableRenderPass(Material solidUnlitMaterial, Material blurMaterial, Material occludersOverrideMaterial, LayerMask occludersMask)
|
||||
{
|
||||
m_BlurMaterial = blurMaterial;
|
||||
m_SolidUnlitMaterial = solidUnlitMaterial;
|
||||
m_OccludersOverrideMaterial = occludersOverrideMaterial;
|
||||
|
||||
// Initialise occluders related properties
|
||||
m_ShaderTagsList.Add(new ShaderTagId("SRPDefaultUnlit"));
|
||||
m_ShaderTagsList.Add(new ShaderTagId("UniversalForward"));
|
||||
m_ShaderTagsList.Add(new ShaderTagId("UniversalForwardOnly"));
|
||||
m_ShaderTagsList.Add(new ShaderTagId("ForwardLit"));
|
||||
|
||||
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, occludersMask);
|
||||
}
|
||||
|
||||
public void Setup(RenderPassEvent whenToRender, Camera camera, IList<Outline2> renderers, int blurPasses,
|
||||
float blurRadius, int blurTextureSize)
|
||||
{
|
||||
renderPassEvent = whenToRender;
|
||||
m_Renderers = renderers;
|
||||
m_Camera = camera;
|
||||
m_BlurPasses = blurPasses;
|
||||
m_BlurRad = blurRadius;
|
||||
m_BlurRes = blurTextureSize;
|
||||
}
|
||||
|
||||
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||
{
|
||||
//
|
||||
// Attempt to make RTs for XR, otherwise use Default Settings
|
||||
//
|
||||
if (!ConfigureTemporaryRenderTexturesForXR(in cmd)) ConfigureTemporaryRenderTextures(in cmd);
|
||||
}
|
||||
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
ConfigureTarget(m_SolidDrawObjects);
|
||||
ConfigureClear(ClearFlag.All, Color.clear);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
|
||||
/// </summary>
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
//
|
||||
// Always make sure we reset, this is the begining of a new Outline process
|
||||
//
|
||||
OutlineCollection.NumberOfObjectsRendered = 0;
|
||||
|
||||
var cmd = CommandBufferPool.Get(k_ProfilerIdent);
|
||||
cmd.Clear();
|
||||
|
||||
//
|
||||
// First render objects using their default materials
|
||||
//
|
||||
DrawObjectsDefault(cmd);
|
||||
|
||||
//
|
||||
// OutlineCollection.NumberOfObjectsRendered is incremented
|
||||
// inside DrawObjectsDefault. If it's 0 we rendered nothing.
|
||||
//
|
||||
if (OutlineCollection.NumberOfObjectsRendered > 0)
|
||||
{
|
||||
DrawOccluders(context, ref renderingData);
|
||||
DrawObjectsSolid(cmd);
|
||||
cmd.SetGlobalFloat(m_BlurResolution, m_BlurRes);
|
||||
cmd.SetGlobalFloat(m_BlurRadius, m_BlurRad);
|
||||
DrawBlur(in cmd);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
}
|
||||
|
||||
cmd.Clear();
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw outlines occluders
|
||||
/// </summary>
|
||||
private void DrawOccluders(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
// Draw the occluders into m_SolidDrawObjects
|
||||
// This pass will fill in the depth buffer so that the outlines could get occluded by the soldiers or other occluders as needed
|
||||
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagsList, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
|
||||
|
||||
drawingSettings.overrideMaterial = m_OccludersOverrideMaterial;
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw all objects using their default material/s
|
||||
/// </summary>
|
||||
private void DrawObjectsDefault(in CommandBuffer commandBuffer)
|
||||
{
|
||||
CoreUtils.SetRenderTarget(commandBuffer, m_DefaultDrawObjects, ClearFlag.All, Color.clear);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
for (int i = 0, counti = m_Renderers.Count; i < counti; ++i)
|
||||
{
|
||||
var outline = m_Renderers[i];
|
||||
|
||||
//
|
||||
// Don't waste time drawing objects which are currently invisible
|
||||
//
|
||||
if (outline.Alpha <= 0) continue;
|
||||
|
||||
++OutlineCollection.NumberOfObjectsRendered;
|
||||
|
||||
var outlineRenderers = outline.Renderers;
|
||||
for (int j = 0; j < outlineRenderers.Length; j++)
|
||||
{
|
||||
var renderer = outlineRenderers[j];
|
||||
if (renderer == null) continue;
|
||||
m_SharedMaterials.Clear();
|
||||
renderer.GetSharedMaterials(m_SharedMaterials);
|
||||
|
||||
if (m_SharedMaterials.Count > 0)
|
||||
{
|
||||
for (int m = 0, countm = m_SharedMaterials.Count; m < countm; ++m)
|
||||
{
|
||||
if (m_SharedMaterials[m] == null)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!m_EditorLoggedNullMaterialOutlines.Contains(outline))
|
||||
{
|
||||
Debug.LogErrorFormat(outline, "Outline {0} has a renderer {1} with null material", outline.name, renderer.name);
|
||||
m_EditorLoggedNullMaterialOutlines.Add(outline);
|
||||
}
|
||||
if (!m_EditorLoggedNullMaterialRenderers.Contains(renderer))
|
||||
{
|
||||
Debug.LogErrorFormat(outline, "Outline {0} has a renderer {1} with null material", outline.name, renderer.name);
|
||||
m_EditorLoggedNullMaterialRenderers.Add(renderer);
|
||||
}
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
commandBuffer.DrawRenderer(renderer, m_SharedMaterials[m], m, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
commandBuffer.DrawRenderer(renderer, renderer.material);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw all objects using the special Solid Unlit shader
|
||||
/// </summary>
|
||||
private void DrawObjectsSolid(in CommandBuffer commandBuffer)
|
||||
{
|
||||
CoreUtils.SetRenderTarget(commandBuffer, m_SolidDrawObjects, ClearFlag.None, Color.clear);
|
||||
//commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
for (int i = 0, counti = m_Renderers.Count; i < counti; ++i)
|
||||
{
|
||||
var outline = m_Renderers[i];
|
||||
if (outline.Alpha <= 0) continue;
|
||||
|
||||
outline.GetColour(out m_OutlineColour);
|
||||
commandBuffer.SetGlobalColor(m_ColourID, m_OutlineColour);
|
||||
commandBuffer.SetGlobalFloat(m_AlphaID, outline.Alpha);
|
||||
|
||||
var outlineRenderers = outline.Renderers;
|
||||
for (int j = 0; j < outlineRenderers.Length; ++j)
|
||||
{
|
||||
var renderer = outlineRenderers[j];
|
||||
if (renderer == null) continue;
|
||||
m_SharedMaterials.Clear();
|
||||
renderer.GetSharedMaterials(m_SharedMaterials);
|
||||
|
||||
if (m_SharedMaterials.Count > 0)
|
||||
{
|
||||
for (int m = 0, countm = m_SharedMaterials.Count; m < countm; ++m)
|
||||
{
|
||||
commandBuffer.DrawRenderer(renderer, m_SolidUnlitMaterial, m, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
commandBuffer.DrawRenderer(renderer, m_SolidUnlitMaterial);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the Blur mask RT. Blur the Outline objects
|
||||
/// </summary>
|
||||
private void DrawBlur(in CommandBuffer commandBuffer)
|
||||
{
|
||||
commandBuffer.Blit(m_SolidDrawObjects, m_BlurPassRenderTexID);
|
||||
|
||||
for (int i = 0, counti = m_BlurPasses; i < counti; ++i)
|
||||
{
|
||||
commandBuffer.SetGlobalFloat(m_BlurDirectionX, 0);
|
||||
commandBuffer.SetGlobalFloat(m_BlurDirectionY, 1);
|
||||
|
||||
commandBuffer.SetGlobalTexture(k_MainText, m_BlurPassRenderTexID);
|
||||
commandBuffer.Blit(m_BlurPassRenderTexID, m_TempRenderTexID,
|
||||
m_BlurMaterial, 0);
|
||||
|
||||
commandBuffer.SetGlobalFloat(m_BlurDirectionX, 1);
|
||||
commandBuffer.SetGlobalFloat(m_BlurDirectionY, 0);
|
||||
|
||||
commandBuffer.SetGlobalTexture(k_MainText, m_TempRenderTexID);
|
||||
commandBuffer.Blit(m_TempRenderTexID, m_BlurPassRenderTexID,
|
||||
m_BlurMaterial, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configure Temporary RTs for XR
|
||||
/// Relies on ENABLE_VR
|
||||
/// </summary>
|
||||
/// <param name="cmd">SRF CommandBuffer</param>
|
||||
/// <returns>True if RTs were setup using XRSettings, Otherwise False.</returns>
|
||||
private bool ConfigureTemporaryRenderTexturesForXR(in CommandBuffer cmd)
|
||||
{
|
||||
#if ENABLE_VR
|
||||
if (!XRSettings.enabled) return false;
|
||||
var renderTextureDescriptor = XRSettings.eyeTextureDesc;
|
||||
cmd.GetTemporaryRT(m_DefaultDrawObjects, renderTextureDescriptor, FilterMode.Bilinear);
|
||||
cmd.GetTemporaryRT(m_SolidDrawObjects, renderTextureDescriptor, FilterMode.Bilinear);
|
||||
|
||||
renderTextureDescriptor.depthBufferBits = 0;
|
||||
|
||||
renderTextureDescriptor.width = renderTextureDescriptor.height = m_BlurRes;
|
||||
|
||||
cmd.GetTemporaryRT(m_BlurPassRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
|
||||
cmd.GetTemporaryRT(m_TempRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
|
||||
return true;
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configure Temporary RTs for SRF.
|
||||
/// </summary>
|
||||
/// <param name="cmd">SRF CommandBuffer</param>
|
||||
private void ConfigureTemporaryRenderTextures(in CommandBuffer cmd)
|
||||
{
|
||||
var width = m_Camera.scaledPixelWidth;
|
||||
var height = m_Camera.scaledPixelHeight;
|
||||
|
||||
var aa = Mathf.Max(1, QualitySettings.antiAliasing);
|
||||
|
||||
//
|
||||
// We can't really down sample the Solid Render. This is the render of the
|
||||
//
|
||||
cmd.GetTemporaryRT(m_DefaultDrawObjects, width, height, 24, FilterMode.Bilinear,
|
||||
RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, aa);
|
||||
|
||||
cmd.GetTemporaryRT(m_SolidDrawObjects, width >> 1, height >> 1, 24,
|
||||
FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default,aa);
|
||||
|
||||
cmd.GetTemporaryRT(m_BlurPassRenderTexID, m_BlurRes, m_BlurRes, 0, FilterMode.Bilinear);
|
||||
cmd.GetTemporaryRT(m_TempRenderTexID, m_BlurRes, m_BlurRes, 0, FilterMode.Bilinear);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8114b26188dce7043a962383e5b26228
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Scripts/RenderPasses/Outline/Shaders.meta
Normal file
8
Assets/Scripts/RenderPasses/Outline/Shaders.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0e655ad25360a540b63cad86a6c256d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
95
Assets/Scripts/RenderPasses/Outline/Shaders/Blur.shader
Normal file
95
Assets/Scripts/RenderPasses/Outline/Shaders/Blur.shader
Normal file
@@ -0,0 +1,95 @@
|
||||
Shader "Outline/Blur"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
}
|
||||
//https://github.com/mattdesl/lwjgl-basics/blob/master/test/mdesl/test/shadertut/ShaderLesson5.java
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
// Combined
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
half4 _MainTex_ST;
|
||||
|
||||
uniform float _BlurResolution;
|
||||
uniform float _BlurRadius;
|
||||
uniform float _BlurDirectionX;
|
||||
uniform float _BlurDirectionY;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
//_BlurRadius = 2.5f;
|
||||
//our original texcoord for this fragment
|
||||
fixed2 tc = UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST);
|
||||
|
||||
//float r = lerp(_BlurResolution.y, _BlurResolution.x, step(_BlurDirection.x, 1.0f));
|
||||
|
||||
//the amount to blur, i.e. how far off center to sample from
|
||||
//1.0 -> blur by one pixel
|
||||
//2.0 -> blur by two pixels, etc.
|
||||
float blur = _BlurRadius/_BlurResolution;
|
||||
|
||||
//the _BlurDirectionection of our blur
|
||||
//(1.0, 0.0) -> x-axis blur
|
||||
//(0.0, 1.0) -> y-axis blur
|
||||
float hstep = _BlurDirectionX;
|
||||
float vstep = _BlurDirectionY;
|
||||
|
||||
//apply blurring, using a 9-tap filter with predefined gaussian weights
|
||||
|
||||
fixed4 sum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
|
||||
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x, tc.y)) * 0.2270270270;
|
||||
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
||||
|
||||
return sum;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Scripts/RenderPasses/Outline/Shaders/Blur.shader.meta
Normal file
10
Assets/Scripts/RenderPasses/Outline/Shaders/Blur.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f88f058dc01de7343af2ff63b364efd1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
106
Assets/Scripts/RenderPasses/Outline/Shaders/Compose.shader
Normal file
106
Assets/Scripts/RenderPasses/Outline/Shaders/Compose.shader
Normal file
@@ -0,0 +1,106 @@
|
||||
Shader "Outline/Compose"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", any) = "white" {}
|
||||
_EdgeTex ("Edge Texture", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float2 _MainTex_TexelSize;
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DefaultDrawObjects);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TempTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_EdgeTex);
|
||||
|
||||
uniform float EdgeValue;
|
||||
|
||||
uniform float OffsetRedX;
|
||||
uniform float OffsetGreenX;
|
||||
uniform float OffsetBlueX;
|
||||
uniform float OffsetRedY;
|
||||
uniform float OffsetGreenY;
|
||||
uniform float OffsetBlueY;
|
||||
|
||||
uniform float Brightness;
|
||||
uniform float Contrast;
|
||||
|
||||
uniform float GlobalAlpha;
|
||||
|
||||
half4 _MainTex_ST;
|
||||
half4 _EdgeTex_ST;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv0 = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.uv1 = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
if (_MainTex_TexelSize.y < 0)
|
||||
o.uv1.y = 1 - o.uv1.y;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
EdgeValue = 1.0f;
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
//
|
||||
// Sample the world RT (render so far without our outline objects)
|
||||
//
|
||||
fixed4 world = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,
|
||||
UnityStereoScreenSpaceUVAdjust(i.uv0, _MainTex_ST));
|
||||
//
|
||||
// Sample our outline texture
|
||||
//
|
||||
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BlurTex,
|
||||
UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
|
||||
//
|
||||
// Sample the solid render of the game object to be outlined
|
||||
//
|
||||
fixed4 gameObject = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DefaultDrawObjects,
|
||||
UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
|
||||
|
||||
world.xyz = world + EdgeValue * (outline * (1.0 - gameObject.a));
|
||||
return world;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27d8ba6291e352149af60962aa391bf9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
41
Assets/Scripts/RenderPasses/Outline/Shaders/DepthOnly.shader
Normal file
41
Assets/Scripts/RenderPasses/Outline/Shaders/DepthOnly.shader
Normal file
@@ -0,0 +1,41 @@
|
||||
Shader "Outline/DepthOnly"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
ColorMask 0
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
return fixed4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6b291dfa48d17347b6a1a85acb509c0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,74 @@
|
||||
Shader "Outline/SolidUnlit"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "TransparentCutout" }
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Lighting Off
|
||||
// Set up alpha blending
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 projPos : TEXCOORD0;
|
||||
float2 convertedNormal : TEXCOORD1;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.projPos = ComputeScreenPos(o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
|
||||
//o.viewNormal = COMPUTE_VIEW_NORMAL;
|
||||
|
||||
// work out camera position to vert position
|
||||
float3 normalDir = UnityObjectToWorldNormal(v.normal);
|
||||
float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
|
||||
|
||||
float3 upDir = float3(0.0, 1.0, 0.0);
|
||||
float3 rightDir = normalize(cross(viewDir, upDir));
|
||||
upDir = cross(rightDir, viewDir);
|
||||
|
||||
o.convertedNormal.x = dot(rightDir, normalDir);
|
||||
o.convertedNormal.y = dot(upDir, normalDir);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 _Color;
|
||||
float _Alpha;
|
||||
|
||||
fixed4 frag(v2f i) : COLOR0
|
||||
{
|
||||
fixed4 output = _Color;
|
||||
|
||||
output.a = output.a * _Alpha;
|
||||
|
||||
clip((output.a - 0));
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e7aa60114ab92b94cbe33203434b8fa7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user