├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Mesh │ ├── Stair.FBX │ ├── Torus.FBX │ ├── Teapot.FBX │ ├── Stair.FBX.meta │ ├── Torus.FBX.meta │ └── Teapot.FBX.meta ├── Main.unity.meta ├── Mesh.meta ├── Scripts.meta ├── Shaders.meta ├── Materials.meta ├── Materials │ ├── Dark.mat.meta │ └── Dark.mat ├── OutlinePostProfile.asset.meta ├── Outline.shader.meta ├── Shaders │ ├── HiddenNormalsTexture.shader.meta │ └── HiddenNormalsTexture.shader ├── PostProcessOutline.cs.meta ├── Scripts │ ├── RenderReplacementShaderToTexture.cs.meta │ └── RenderReplacementShaderToTexture.cs ├── OutlinePostProfile.asset ├── PostProcessOutline.cs ├── Outline.shader └── Main.unity ├── README.md ├── .gitignore ├── LICENSE └── Packages └── manifest.json /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.3.3f1 2 | -------------------------------------------------------------------------------- /Assets/Mesh/Stair.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IronWarrior/UnityOutlineShader/HEAD/Assets/Mesh/Stair.FBX -------------------------------------------------------------------------------- /Assets/Mesh/Torus.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IronWarrior/UnityOutlineShader/HEAD/Assets/Mesh/Torus.FBX -------------------------------------------------------------------------------- /Assets/Mesh/Teapot.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IronWarrior/UnityOutlineShader/HEAD/Assets/Mesh/Teapot.FBX -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/Main.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7923f3d260bb69d459b035990837a28f 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Mesh.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00d01dcaa092e8a40b133b0aac128f98 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d931b57169272df48b585e32a241cedf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7bf149e772fa0e54d8d76f9bc49fcfb0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9058904922406fa4f9cd57c4d3102f5b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Materials/Dark.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 983c52e1e2bf37e478f9c9609feba7e8 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/OutlinePostProfile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41e52e18f55e7b043b2030c2dd68dfdf 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Outline.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3bcadd9f0287fe42824efcc4e6eddd1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/Shaders/HiddenNormalsTexture.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95d6144eab187a34b929151454e2969d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostProcessOutline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f161f1bfe8d69542a86f8d442c273b8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/RenderReplacementShaderToTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a7b4608cc97a8940ad8a9229d742532 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Outline Shader for Unity 2 | Unity 2018.3 project source for completed [Outline Shader Tutorial](https://roystan.net/articles/outline-shader.html) from the site [roystan.net](https://roystan.net/). 3 | 4 | ![alt text](https://i.imgur.com/wWU7Q6d.png) 5 | 6 | Uses the depth and normals buffers to generate outlines of variable thickness and color. 7 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | Assets/AssetStoreTools* 8 | 9 | # Visual Studio 2015 cache directory 10 | /.vs/ 11 | 12 | # Autogenerated VS/MD/Consulo solution and project files 13 | ExportedObj/ 14 | .consulo/ 15 | *.csproj 16 | *.unityproj 17 | *.sln 18 | *.suo 19 | *.tmp 20 | *.user 21 | *.userprefs 22 | *.pidb 23 | *.booproj 24 | *.svd 25 | *.pdb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 8 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /Assets/Shaders/HiddenNormalsTexture.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Roystan/Normals Texture" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags 9 | { 10 | "RenderType" = "Opaque" 11 | } 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float3 normal : NORMAL; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float4 vertex : SV_POSITION; 30 | float3 viewNormal : NORMAL; 31 | }; 32 | 33 | sampler2D _MainTex; 34 | float4 _MainTex_ST; 35 | 36 | v2f vert (appdata v) 37 | { 38 | v2f o; 39 | o.vertex = UnityObjectToClipPos(v.vertex); 40 | o.viewNormal = COMPUTE_VIEW_NORMAL; 41 | //o.viewNormal = mul((float3x3)UNITY_MATRIX_M, v.normal); 42 | return o; 43 | } 44 | 45 | float4 frag (v2f i) : SV_Target 46 | { 47 | return float4(normalize(i.viewNormal) * 0.5 + 0.5, 0); 48 | } 49 | ENDCG 50 | } 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/OutlinePostProfile.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Scripts/RenderReplacementShaderToTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class RenderReplacementShaderToTexture : MonoBehaviour 4 | { 5 | [SerializeField] 6 | Shader replacementShader; 7 | 8 | [SerializeField] 9 | RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32; 10 | 11 | [SerializeField] 12 | FilterMode filterMode = FilterMode.Point; 13 | 14 | [SerializeField] 15 | int renderTextureDepth = 24; 16 | 17 | [SerializeField] 18 | CameraClearFlags cameraClearFlags = CameraClearFlags.Color; 19 | 20 | [SerializeField] 21 | Color background = Color.black; 22 | 23 | [SerializeField] 24 | string targetTexture = "_RenderTexture"; 25 | 26 | private RenderTexture renderTexture; 27 | private new Camera camera; 28 | 29 | private void Start() 30 | { 31 | foreach (Transform t in transform) 32 | { 33 | DestroyImmediate(t.gameObject); 34 | } 35 | 36 | Camera thisCamera = GetComponent(); 37 | 38 | // Create a render texture matching the main camera's current dimensions. 39 | renderTexture = new RenderTexture(thisCamera.pixelWidth, thisCamera.pixelHeight, renderTextureDepth, renderTextureFormat); 40 | renderTexture.filterMode = filterMode; 41 | // Surface the render texture as a global variable, available to all shaders. 42 | Shader.SetGlobalTexture(targetTexture, renderTexture); 43 | 44 | // Setup a copy of the camera to render the scene using the normals shader. 45 | GameObject copy = new GameObject("Camera" + targetTexture); 46 | camera = copy.AddComponent(); 47 | camera.CopyFrom(thisCamera); 48 | camera.transform.SetParent(transform); 49 | camera.targetTexture = renderTexture; 50 | camera.SetReplacementShader(replacementShader, "RenderType"); 51 | camera.depth = thisCamera.depth - 1; 52 | camera.clearFlags = cameraClearFlags; 53 | camera.backgroundColor = background; 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Materials/Dark.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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When this value is 1, tested samples are adjacent.")] 10 | public IntParameter scale = new IntParameter { value = 1 }; 11 | public ColorParameter color = new ColorParameter { value = Color.white }; 12 | [Tooltip("Difference between depth values, scaled by the current depth, required to draw an edge.")] 13 | public FloatParameter depthThreshold = new FloatParameter { value = 1.5f }; 14 | [Range(0, 1), Tooltip("The value at which the dot product between the surface normal and the view direction will affect " + 15 | "the depth threshold. This ensures that surfaces at right angles to the camera require a larger depth threshold to draw " + 16 | "an edge, avoiding edges being drawn along slopes.")] 17 | public FloatParameter depthNormalThreshold = new FloatParameter { value = 0.5f }; 18 | [Tooltip("Scale the strength of how much the depthNormalThreshold affects the depth threshold.")] 19 | public FloatParameter depthNormalThresholdScale = new FloatParameter { value = 7 }; 20 | [Range(0, 1), Tooltip("Larger values will require the difference between normals to be greater to draw an edge.")] 21 | public FloatParameter normalThreshold = new FloatParameter { value = 0.4f }; 22 | } 23 | 24 | public sealed class PostProcessOutlineRenderer : PostProcessEffectRenderer 25 | { 26 | public override void Render(PostProcessRenderContext context) 27 | { 28 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Roystan/Outline Post Process")); 29 | sheet.properties.SetFloat("_Scale", settings.scale); 30 | 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asyncUploadBufferSize: 16 175 | resolutionScalingFixedDPIFactor: 1 176 | excludedTargetPlatforms: [] 177 | m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSP2: 2 183 | Standalone: 5 184 | Tizen: 2 185 | WebGL: 3 186 | WiiU: 5 187 | Windows Store Apps: 5 188 | XboxOne: 5 189 | iPhone: 2 190 | tvOS: 2 191 | -------------------------------------------------------------------------------- /Assets/Outline.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Roystan/Outline Post Process" 2 | { 3 | SubShader 4 | { 5 | Cull Off ZWrite Off ZTest Always 6 | 7 | Pass 8 | { 9 | // Custom post processing effects are written in HLSL blocks, 10 | // with lots of macros to aid with platform differences. 11 | // https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects#shader 12 | HLSLPROGRAM 13 | #pragma vertex Vert 14 | #pragma fragment Frag 15 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 16 | 17 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 18 | // _CameraNormalsTexture contains the view space normals transformed 19 | // to be in the 0...1 range. 20 | TEXTURE2D_SAMPLER2D(_CameraNormalsTexture, sampler_CameraNormalsTexture); 21 | TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); 22 | 23 | // Data pertaining to _MainTex's dimensions. 24 | // https://docs.unity3d.com/Manual/SL-PropertiesInPrograms.html 25 | float4 _MainTex_TexelSize; 26 | 27 | float _Scale; 28 | float4 _Color; 29 | 30 | float _DepthThreshold; 31 | float _DepthNormalThreshold; 32 | float _DepthNormalThresholdScale; 33 | 34 | float _NormalThreshold; 35 | 36 | // This matrix is populated in PostProcessOutline.cs. 37 | float4x4 _ClipToView; 38 | 39 | // Combines the top and bottom colors using normal blending. 40 | // https://en.wikipedia.org/wiki/Blend_modes#Normal_blend_mode 41 | // This performs the same operation as Blend SrcAlpha OneMinusSrcAlpha. 42 | float4 alphaBlend(float4 top, float4 bottom) 43 | { 44 | float3 color = (top.rgb * top.a) + (bottom.rgb * (1 - top.a)); 45 | float alpha = top.a + bottom.a * (1 - top.a); 46 | 47 | return float4(color, alpha); 48 | } 49 | 50 | // Both the Varyings struct and the Vert shader are copied 51 | // from StdLib.hlsl included above, with some modifications. 52 | struct Varyings 53 | { 54 | float4 vertex : SV_POSITION; 55 | float2 texcoord : TEXCOORD0; 56 | float2 texcoordStereo : TEXCOORD1; 57 | float3 viewSpaceDir : TEXCOORD2; 58 | #if STEREO_INSTANCING_ENABLED 59 | uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex; 60 | #endif 61 | }; 62 | 63 | Varyings Vert(AttributesDefault v) 64 | { 65 | Varyings o; 66 | o.vertex = float4(v.vertex.xy, 0.0, 1.0); 67 | o.texcoord = TransformTriangleVertexToUV(v.vertex.xy); 68 | // Transform our point first from clip to view space, 69 | // taking the xyz to interpret it as a direction. 70 | o.viewSpaceDir = mul(_ClipToView, o.vertex).xyz; 71 | 72 | #if UNITY_UV_STARTS_AT_TOP 73 | o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); 74 | #endif 75 | 76 | o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0); 77 | 78 | return o; 79 | } 80 | 81 | float4 Frag(Varyings i) : SV_Target 82 | { 83 | float halfScaleFloor = floor(_Scale * 0.5); 84 | float halfScaleCeil = ceil(_Scale * 0.5); 85 | 86 | // Sample the pixels in an X shape, roughly centered around i.texcoord. 87 | // As the _CameraDepthTexture and _CameraNormalsTexture default samplers 88 | // use point filtering, we use the above variables to ensure we offset 89 | // exactly one pixel at a time. 90 | float2 bottomLeftUV = i.texcoord - float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleFloor; 91 | float2 topRightUV = i.texcoord + float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleCeil; 92 | float2 bottomRightUV = i.texcoord + float2(_MainTex_TexelSize.x * halfScaleCeil, -_MainTex_TexelSize.y * halfScaleFloor); 93 | float2 topLeftUV = i.texcoord + float2(-_MainTex_TexelSize.x * halfScaleFloor, _MainTex_TexelSize.y * halfScaleCeil); 94 | 95 | float3 normal0 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomLeftUV).rgb; 96 | float3 normal1 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topRightUV).rgb; 97 | float3 normal2 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomRightUV).rgb; 98 | float3 normal3 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topLeftUV).rgb; 99 | 100 | float depth0 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomLeftUV).r; 101 | float depth1 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topRightUV).r; 102 | float depth2 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomRightUV).r; 103 | float depth3 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topLeftUV).r; 104 | 105 | // Transform the view normal from the 0...1 range to the -1...1 range. 106 | float3 viewNormal = normal0 * 2 - 1; 107 | float NdotV = 1 - dot(viewNormal, -i.viewSpaceDir); 108 | 109 | // Return a value in the 0...1 range depending on where NdotV lies 110 | // between _DepthNormalThreshold and 1. 111 | float normalThreshold01 = saturate((NdotV - _DepthNormalThreshold) / (1 - _DepthNormalThreshold)); 112 | // Scale the threshold, and add 1 so that it is in the range of 1..._NormalThresholdScale + 1. 113 | float normalThreshold = normalThreshold01 * _DepthNormalThresholdScale + 1; 114 | 115 | // Modulate the threshold by the existing depth value; 116 | // pixels further from the screen will require smaller differences 117 | // to draw an edge. 118 | float depthThreshold = _DepthThreshold * depth0 * normalThreshold; 119 | 120 | float depthFiniteDifference0 = depth1 - depth0; 121 | float depthFiniteDifference1 = depth3 - depth2; 122 | // edgeDepth is calculated using the Roberts cross operator. 123 | // The same operation is applied to the normal below. 124 | // https://en.wikipedia.org/wiki/Roberts_cross 125 | float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; 126 | edgeDepth = edgeDepth > depthThreshold ? 1 : 0; 127 | 128 | float3 normalFiniteDifference0 = normal1 - normal0; 129 | float3 normalFiniteDifference1 = normal3 - normal2; 130 | // Dot the finite differences with themselves to transform the 131 | // three-dimensional values to scalars. 132 | float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); 133 | edgeNormal = edgeNormal > _NormalThreshold ? 1 : 0; 134 | 135 | float edge = max(edgeDepth, edgeNormal); 136 | 137 | float4 edgeColor = float4(_Color.rgb, _Color.a * edge); 138 | 139 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); 140 | 141 | return 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