├── .gitignore
├── .idea
└── .idea.PixelRendering
│ └── .idea
│ ├── .gitignore
│ ├── encodings.xml
│ ├── indexLayout.xml
│ └── vcs.xml
├── Assets
├── PixelRendering.meta
├── PixelRendering
│ ├── Debug Objects 1.meta
│ ├── Debug Objects 1
│ │ ├── Debug Materials.meta
│ │ ├── Debug Materials
│ │ │ ├── Cube.mat
│ │ │ ├── Cube.mat.meta
│ │ │ ├── Dodecahedron.mat
│ │ │ ├── Dodecahedron.mat.meta
│ │ │ ├── Floor.mat
│ │ │ ├── Floor.mat.meta
│ │ │ ├── Sphere.mat
│ │ │ └── Sphere.mat.meta
│ │ ├── Meshes.meta
│ │ └── Meshes
│ │ │ ├── dodecahedron.obj
│ │ │ └── dodecahedron.obj.meta
│ ├── Hidden_PixelOutlines.mat
│ ├── Hidden_PixelOutlines.mat.meta
│ ├── MainCam.cs
│ ├── MainCam.cs.meta
│ ├── NormalPass.shadergraph
│ ├── NormalPass.shadergraph.meta
│ ├── Pixel Renderer Data.asset
│ ├── Pixel Renderer Data.asset.meta
│ ├── Pixel Renderer Settings.asset
│ ├── Pixel Renderer Settings.asset.meta
│ ├── Pixel Renderer.asset
│ ├── Pixel Renderer.asset.meta
│ ├── PixelOutlines.shader
│ ├── PixelOutlines.shader.meta
│ ├── PixelRenderingFeature.meta
│ ├── PixelRenderingFeature
│ │ ├── NormalsPass.cs
│ │ ├── NormalsPass.cs.meta
│ │ ├── PixelRenderingFeature.cs
│ │ ├── PixelRenderingFeature.cs.meta
│ │ ├── PixelSettings.cs
│ │ ├── PixelSettings.cs.meta
│ │ ├── RenderAsPixelsPass.cs
│ │ └── RenderAsPixelsPass.cs.meta
│ ├── RT.renderTexture
│ ├── RT.renderTexture.meta
│ ├── Shader Graphs_NormalPass.mat
│ ├── Shader Graphs_NormalPass.mat.meta
│ ├── ToonLighting.hlsl
│ ├── ToonLighting.hlsl.meta
│ ├── UnlitToonShader.shader
│ ├── UnlitToonShader.shader.meta
│ ├── Unlit_UnlitToonShader.mat
│ ├── Unlit_UnlitToonShader.mat.meta
│ ├── UpscalePixelRT.shader
│ └── UpscalePixelRT.shader.meta
├── Readme.asset
├── Readme.asset.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── Settings.meta
├── Settings
│ ├── SampleSceneProfile.asset
│ ├── SampleSceneProfile.asset.meta
│ ├── URP-Balanced-Renderer.asset
│ ├── URP-Balanced-Renderer.asset.meta
│ ├── URP-Balanced.asset
│ ├── URP-Balanced.asset.meta
│ ├── URP-HighFidelity-Renderer.asset
│ ├── URP-HighFidelity-Renderer.asset.meta
│ ├── URP-HighFidelity.asset
│ ├── URP-HighFidelity.asset.meta
│ ├── URP-Performant-Renderer.asset
│ ├── URP-Performant-Renderer.asset.meta
│ ├── URP-Performant.asset
│ └── URP-Performant.asset.meta
├── TutorialInfo.meta
├── TutorialInfo
│ ├── Icons.meta
│ ├── Icons
│ │ ├── URP.png
│ │ └── URP.png.meta
│ ├── Layout.wlt
│ ├── Layout.wlt.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── ReadmeEditor.cs
│ │ └── ReadmeEditor.cs.meta
│ │ ├── Readme.cs
│ │ └── Readme.cs.meta
├── UniversalRenderPipelineGlobalSettings.asset
└── UniversalRenderPipelineGlobalSettings.asset.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Recordings can get excessive in size
18 | /[Rr]ecordings/
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.aab
61 | *.unitypackage
62 | *.app
63 |
64 | # Crashlytics generated file
65 | crashlytics-build.properties
66 |
67 | # Packed Addressables
68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
69 |
70 | # Temporary auto-generated Android Assets
71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
72 | /[Aa]ssets/[Ss]treamingAssets/aa/*
73 |
--------------------------------------------------------------------------------
/.idea/.idea.PixelRendering/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /projectSettingsUpdater.xml
6 | /contentModel.xml
7 | /.idea.PixelRendering.iml
8 | /modules.xml
9 | # Editor-based HTTP Client requests
10 | /httpRequests/
11 | # Datasource local storage ignored files
12 | /dataSources/
13 | /dataSources.local.xml
14 |
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/.idea/.idea.PixelRendering/.idea/encodings.xml:
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1 |
2 |
3 |
4 |
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/.idea/.idea.PixelRendering/.idea/indexLayout.xml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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1 |
2 |
3 |
4 |
5 |
6 |
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/Assets/PixelRendering/MainCam.cs:
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1 | using UnityEngine;
2 |
3 | [RequireComponent(typeof(Camera))]
4 | public class MainCam : MonoBehaviour
5 | {
6 | [SerializeField] private Camera _rt_cam;
7 | [SerializeField] private Camera _this;
8 |
9 |
10 | private void OnValidate()
11 | {
12 | _rt_cam.orthographicSize = _this.orthographicSize;
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 | _rt_cam.orthographicSize = _this.orthographicSize;
19 |
20 | if (Input.GetKeyDown(KeyCode.Mouse0))
21 | {
22 | Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
23 | RaycastHit[] hit = Physics.RaycastAll(ray, Mathf.Infinity);
24 | if (hit.Length == 0)
25 | return;
26 |
27 | float closest = 99999;
28 | int closest_index = -1;
29 | for(int i = 0; i < hit.Length; i++)
30 | {
31 | float distance = Vector3.Distance(hit[i].collider.transform.position, transform.position);
32 | if (distance < closest)
33 | {
34 | closest = distance;
35 | closest_index = i;
36 | }
37 | }
38 | // Debug.Log(hit[closest_index].collider.gameObject.name);
39 | }
40 | }
41 | }
42 |
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1 |
2 |
3 | Shader "Hidden/PixelOutlines"
4 | {
5 | Properties
6 | {
7 | _MainTex ("Texture", 2D) = "white"
8 | _depthEdgeStrength("_depthEdgeStrength", Float) = 0.3
9 | _normalEdgeStrength("_normalEdgeStrength", Float) = 0.4
10 | }
11 |
12 | SubShader
13 | {
14 | Tags
15 | {
16 | "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
17 | }
18 |
19 | HLSLINCLUDE
20 | #pragma vertex vert
21 | #pragma fragment frag
22 |
23 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
24 |
25 | struct Attributes
26 | {
27 | float4 positionOS : POSITION;
28 | float2 uv : TEXCOORD0;
29 | };
30 |
31 | struct Varyings
32 | {
33 | float4 positionHCS : SV_POSITION;
34 | float2 uv : TEXCOORD0;
35 | };
36 |
37 | TEXTURE2D(_MainTex);
38 | float4 _MainTex_TexelSize;
39 | float4 _MainTex_ST;
40 |
41 | sampler2D _NormalsPassTexture;
42 | sampler2D _DepthTexture;
43 | float4 _NormalsPassTexture_TexelSize;
44 | float4 _DepthTexture_TexelSize;
45 |
46 | SamplerState sampler_point_clamp;
47 |
48 | uniform float _depthEdgeStrength;
49 | uniform float _normalEdgeStrength;
50 |
51 | float getDepth(int x, int y, float2 vUv) {
52 | #if UNITY_REVERSED_Z
53 | return 1 - tex2D( _DepthTexture, vUv + float2(x, y)*_MainTex_TexelSize.xy ).r;
54 | #else
55 | return tex2D( _DepthTexture, vUv + float2(x, y)*_MainTex_TexelSize.xy ).r;
56 | #endif
57 | }
58 |
59 | float3 getNormal(int x, int y, float2 vUv) {
60 | return tex2D( _NormalsPassTexture, vUv + float2(x, y)*_MainTex_TexelSize.xy ).rgb * 2. - 1.;
61 | }
62 |
63 | float depthEdgeIndicator(float depth, float2 vUv) {
64 | float diff = 0.0;
65 | diff += clamp(getDepth(1, 0, vUv) - depth, 0.0, 1.0);
66 | diff += clamp(getDepth(-1, 0, vUv) - depth, 0.0, 1.0);
67 | diff += clamp(getDepth(0, 1, vUv) - depth, 0.0, 1.0);
68 | diff += clamp(getDepth(0, -1, vUv) - depth, 0.0, 1.0);
69 | return floor(smoothstep(0.01, 0.02, diff) * 2.) / 2.;
70 | }
71 |
72 | float neighborNormalEdgeIndicator(int x, int y, float depth, float3 normal, float2 vUv)
73 | {
74 | float depthDiff = getDepth(x, y, vUv) - depth;
75 | float3 neighborNormal = getNormal(x, y, vUv);
76 |
77 | // Edge pixels should yield to faces who's normals are closer to the bias normal.
78 | float3 normalEdgeBias = float3(1., 1., 1.); // This should probably be a parameter.
79 | float normalDiff = dot(normal - neighborNormal, normalEdgeBias);
80 | float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
81 |
82 | // Only the shallower pixel should detect the normal edge.
83 | float depthIndicator = clamp(sign(depthDiff * .25 + .0025), 0.0, 1.0);
84 |
85 | // return (1.0 - dot(normal, neighborNormal)) * depthIndicator * normalIndicator;
86 | return distance(normal, neighborNormal) * depthIndicator * normalIndicator;
87 | }
88 |
89 | float normalEdgeIndicator(float depth, float3 normal, float2 vUv)
90 | {
91 | float indicator = 0.0;
92 |
93 | indicator += neighborNormalEdgeIndicator(0, -1, depth, normal, vUv);
94 | indicator += neighborNormalEdgeIndicator(0, 1, depth, normal, vUv);
95 | indicator += neighborNormalEdgeIndicator(-1, 0, depth, normal, vUv);
96 | indicator += neighborNormalEdgeIndicator(1, 0, depth, normal, vUv);
97 |
98 | return step(0.1, indicator);
99 |
100 | }
101 |
102 | Varyings vert(Attributes IN)
103 | {
104 | Varyings OUT;
105 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
106 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
107 | // OUT.uv = IN.uv;
108 | return OUT;
109 | }
110 | ENDHLSL
111 |
112 | Pass
113 | {
114 | Name "Pixelation"
115 |
116 | HLSLPROGRAM
117 | float4 frag(Varyings IN) : SV_TARGET
118 | {
119 | float4 texel = SAMPLE_TEXTURE2D(_MainTex, sampler_point_clamp, IN.uv);
120 |
121 | float depth = 0.0;
122 | float3 normal = float3(0., 0., 0.);
123 |
124 | if (_depthEdgeStrength > 0.0 || _normalEdgeStrength > 0.0) {
125 | depth = getDepth(0, 0, IN.uv);
126 | normal = getNormal(0, 0,IN.uv);
127 | }
128 |
129 | float dei = 0.0;
130 | if (_depthEdgeStrength > 0.0)
131 | dei = depthEdgeIndicator(depth, IN.uv);
132 |
133 | float nei = 0.0;
134 | if (_normalEdgeStrength > 0.0)
135 | nei = normalEdgeIndicator(depth, normal, IN.uv);
136 |
137 | float strength = dei > 0.0 ? (1.0 - _depthEdgeStrength * dei) : (1.0 + _normalEdgeStrength * nei);
138 |
139 | // Camera's FAR and NEAR properties directlly correlates to depth outlines since they define the range
140 | // of the camera values. Smaller Camera FAR value results in more depth outlines
141 | // float d = getDepth(0, 0, IN.uv);
142 | // float4 depthRender = float4(d, d, d, 1);
143 | // float4 normalRender = float4(getNormal(0, 0, IN.uv), 1.);
144 |
145 | // return depthRender;
146 | return texel * strength;
147 |
148 | //return float4(normal, 1);
149 | //return float4(dei, dei, dei, 1);
150 | return float4(nei, nei, nei, 1);
151 | }
152 | ENDHLSL
153 | }
154 |
155 |
156 | }
157 | }
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/Assets/PixelRendering/PixelRenderingFeature/NormalsPass.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using PixelRendering.PixelRenderingFeature;
3 | using UnityEngine;
4 | using UnityEngine.Experimental.Rendering;
5 | using UnityEngine.Rendering;
6 | using UnityEngine.Rendering.Universal;
7 |
8 | namespace PixelRendering.RenderPass
9 | {
10 | public class NormalsPass : ScriptableRenderPass
11 | {
12 | private PixelSettings _settings;
13 | private RenderTextureDescriptor _descriptor;
14 |
15 | private int _normalsColorBuffer = Shader.PropertyToID("Normal Color RT");
16 | private int _normalsDepthBuffer = Shader.PropertyToID("Normal Depth RT");
17 | private int _intermediateColorBuffer = Shader.PropertyToID("Intermediate Color RT");
18 |
19 | private RTHandle _cameraColorBuffer;
20 |
21 | private List _shaderTagIdList;
22 | private FilteringSettings _filterSettings;
23 | private ProfilingSampler _profilingSampler;
24 |
25 | public NormalsPass(PixelSettings settings)
26 | {
27 | renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
28 | _settings = settings;
29 |
30 | _shaderTagIdList = new List
31 | {
32 | new ShaderTagId("UniversalForward"),
33 | new ShaderTagId("LightweightForward"),
34 | new ShaderTagId("SRPDefaultUnlit")
35 | };
36 |
37 | _filterSettings = new FilteringSettings(RenderQueueRange.opaque);
38 | _profilingSampler = new ProfilingSampler("Pixel Rendering Normals Pass");
39 | }
40 |
41 | public void Setup(RTHandle color, RTHandle depth)
42 | {
43 | _cameraColorBuffer = color;
44 | }
45 |
46 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
47 | {
48 | if (renderingData.cameraData.camera.tag == "MainCamera")
49 | return;
50 |
51 | CommandBuffer cmd = CommandBufferPool.Get();
52 | int width = _settings.width;
53 | int height = _settings.height;
54 |
55 | using (new ProfilingScope(cmd, _profilingSampler))
56 | {
57 | cmd.GetTemporaryRT(_normalsColorBuffer, width , height, 0, FilterMode.Point, GraphicsFormat.R8G8B8A8_UNorm);
58 | cmd.GetTemporaryRT(_normalsDepthBuffer, width, height , 32, FilterMode.Point, RenderTextureFormat.Depth);
59 |
60 | cmd.SetRenderTarget(
61 | _normalsColorBuffer,
62 | RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
63 | _normalsDepthBuffer,
64 | RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
65 |
66 | cmd.ClearRenderTarget(true, true, Color.clear);
67 | context.ExecuteCommandBuffer(cmd);
68 | cmd.Clear();
69 |
70 | SortingCriteria sortingCriteria = SortingCriteria.CommonTransparent;
71 | DrawingSettings drawingSettings = CreateDrawingSettings(_shaderTagIdList, ref renderingData, sortingCriteria);
72 | drawingSettings.overrideMaterial = _settings.NormalPassMat;
73 | context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filterSettings);
74 | context.ExecuteCommandBuffer(cmd);
75 | cmd.Clear();
76 |
77 | cmd.SetGlobalTexture("_NormalsPassTexture", _normalsColorBuffer);
78 | cmd.SetGlobalTexture("_DepthTexture", _normalsDepthBuffer);
79 | context.ExecuteCommandBuffer(cmd);
80 | cmd.Clear();
81 |
82 | cmd.GetTemporaryRT(_intermediateColorBuffer, width , height, 0, FilterMode.Point, GraphicsFormat.R8G8B8A8_UNorm);
83 | cmd.SetRenderTarget(_intermediateColorBuffer, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
84 | cmd.ClearRenderTarget(false, true, Color.clear);
85 | context.ExecuteCommandBuffer(cmd);
86 | cmd.Clear();
87 |
88 | _settings.OutlineBlitMaterial.SetFloat("_depthEdgeStrength", _settings.depthEdgeStrength);
89 | _settings.OutlineBlitMaterial.SetFloat("_normalEdgeStrength", _settings.normalEdgeStrength);
90 | cmd.Blit(_cameraColorBuffer, _intermediateColorBuffer, _settings.OutlineBlitMaterial);
91 | cmd.Blit(_intermediateColorBuffer, _cameraColorBuffer);
92 | context.ExecuteCommandBuffer(cmd);
93 | cmd.Clear();
94 |
95 | cmd.ReleaseTemporaryRT(_normalsColorBuffer);
96 | cmd.ReleaseTemporaryRT(_normalsDepthBuffer);
97 | cmd.ReleaseTemporaryRT(_intermediateColorBuffer);
98 | }
99 |
100 | context.ExecuteCommandBuffer(cmd);
101 | CommandBufferPool.Release(cmd);
102 | }
103 | }
104 | }
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/Assets/PixelRendering/PixelRenderingFeature/PixelRenderingFeature.cs:
--------------------------------------------------------------------------------
1 | using PixelRendering.PixelRenderingFeature;
2 | using PixelRendering.RenderPass;
3 | using UnityEngine;
4 | using PixelRendering.TestPass;
5 | using UnityEngine.Rendering.Universal;
6 |
7 | public class PixelRenderingFeature : ScriptableRendererFeature
8 | {
9 | #region Fields
10 | private RenderAsPixelsPass _renderAsPixelsPass;
11 | private NormalsPass _normalsPass;
12 |
13 | [SerializeField] private PixelSettings _settings;
14 | #endregion
15 |
16 | #region Methods
17 | public override void Create()
18 | {
19 | if (!ValidateSettings())
20 | return;
21 |
22 | _renderAsPixelsPass = new RenderAsPixelsPass(_settings);
23 | _normalsPass = new NormalsPass(_settings);
24 | }
25 |
26 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
27 | {
28 | if (!ValidateSettings())
29 | return;
30 |
31 | #if UNITY_EDITOR
32 | if (renderingData.cameraData.isSceneViewCamera) return;
33 | #endif
34 |
35 | renderer.EnqueuePass(_normalsPass);
36 | renderer.EnqueuePass(_renderAsPixelsPass);
37 | }
38 |
39 | public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
40 | {
41 | _normalsPass.Setup(renderingData.cameraData.renderer.cameraColorTargetHandle, renderingData.cameraData.renderer.cameraDepthTargetHandle);
42 | }
43 |
44 | private bool ValidateSettings()
45 | {
46 | if (_settings == null)
47 | {
48 | Debug.LogWarning("Pixel Rendering Render settings cannot be null");
49 | return false;
50 | }
51 | if (_settings.rt == null)
52 | {
53 | Debug.LogWarning("Pixel Rendering Render Texture cannot be null");
54 | return false;
55 | }
56 |
57 | return true;
58 | }
59 | #endregion
60 | }
61 |
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/Assets/PixelRendering/PixelRenderingFeature/PixelSettings.cs:
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1 | using UnityEngine;
2 |
3 | namespace PixelRendering.PixelRenderingFeature
4 | {
5 | [CreateAssetMenu(fileName="Pixel Renderer Settings", menuName="Pixel Rendering", order=0)]
6 | public class PixelSettings : ScriptableObject
7 | {
8 | [SerializeField] private int _width;
9 | [SerializeField] private int _height;
10 | [SerializeField] private RenderTexture _rt;
11 | [SerializeField] private Material _renderNormalsMat;
12 | [SerializeField] private Material _outlineBlitMaterial;
13 |
14 | [SerializeField] [Range(0, 1)] private float _depthEdgeStrength = .3f;
15 | [SerializeField] [Range(0, 1)] private float _normalEdgeStrength = .4f;
16 |
17 | public int width => _width;
18 | public int height => _height;
19 | public RenderTexture rt => _rt;
20 | public Material NormalPassMat => _renderNormalsMat;
21 | public Material OutlineBlitMaterial => _outlineBlitMaterial;
22 |
23 | public float depthEdgeStrength => _depthEdgeStrength;
24 | public float normalEdgeStrength => _normalEdgeStrength;
25 | }
26 | }
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/Assets/PixelRendering/PixelRenderingFeature/RenderAsPixelsPass.cs:
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1 | using UnityEngine.Rendering;
2 | using UnityEngine.Rendering.Universal;
3 | using PixelRendering.PixelRenderingFeature;
4 | using UnityEngine;
5 |
6 | namespace PixelRendering.TestPass
7 | {
8 | public class RenderAsPixelsPass : ScriptableRenderPass
9 | {
10 | private PixelSettings _settings;
11 | private Material _mat;
12 |
13 | public RenderAsPixelsPass(PixelSettings settings)
14 | {
15 | _settings = settings;
16 | renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
17 |
18 | _mat = CoreUtils.CreateEngineMaterial("Hidden/UpscalePixelRT");
19 | }
20 |
21 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
22 | {
23 | if (renderingData.cameraData.camera.tag != "MainCamera")
24 | return;
25 |
26 | var cmd = CommandBufferPool.Get();
27 | var cameraRT = renderingData.cameraData.renderer.cameraColorTargetHandle;
28 | cmd.Blit(_settings.rt, cameraRT, _mat);
29 | context.ExecuteCommandBuffer(cmd);
30 | cmd.Clear();
31 | }
32 | }
33 | }
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1 | #ifndef CUSTOM_TOON_LIGHTING
2 | #define CUSTOM_TOON_LIGHTING
3 |
4 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
5 |
6 | struct ToonLightingData
7 | {
8 | float3 normal;
9 | float3 albedo;
10 | };
11 |
12 | struct CustomLight
13 | {
14 | float3 direction;
15 | float distanceAttenuation;
16 | float shadowAttenuation;
17 | float3 color;
18 | float3 layerMask;
19 | };
20 |
21 | float GetPointLightAttenuation(float4 distanceAndSpotAttenuation, float3 positionWS, float3 lightPositionWS)
22 | {
23 | int n = 5;
24 | float min_att = 0.1;
25 |
26 | // rcp function is a efficient approximation of 1/x.
27 | // Unity, for point lights, stores the light range value squared, so we do this
28 | // operation here to restore this data and compute our own attenuation.
29 | float light_range = rcp(sqrt(distanceAndSpotAttenuation.x));
30 |
31 | float dst = distance(positionWS, lightPositionWS);
32 | float old_min = 0, new_min = min_att;
33 | float old_max = 1, new_max = 1;
34 |
35 | float att = (light_range - dst) / light_range;
36 | att = smoothstep(0, 1, att);
37 | att = (att - old_min) * (new_max - new_min) / (old_max - old_min) + new_min;
38 |
39 | old_min = new_min, new_min = 1;
40 | old_max = new_max, new_max = n+1;
41 | att = (att - old_min) * (new_max - new_min) / (old_max - old_min) + new_min;
42 | att = floor(att);
43 |
44 | old_min = 0, new_min = min_att;
45 | old_max = 1, new_max = 1;
46 | att = (att - old_min) * (new_max - new_min) / (old_max - old_min) + new_min;
47 |
48 | return att * step(dst, light_range);
49 | }
50 |
51 | float GetSpotAttenuation(float3 spotDirection, float3 lightDirection, float2 spotAttenuation)
52 | {
53 | half SdotL = dot(spotDirection, lightDirection);
54 | half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
55 | // return atten;
56 | atten = atten * step(0.1, atten);
57 |
58 | int n = 5;
59 | float min_att = 0.1;
60 |
61 | float old_min = 0, new_min = min_att;
62 | float old_max = 1, new_max = 1;
63 |
64 | float att = atten;
65 | // att = smoothstep(0, 1, att);
66 | att = (att - old_min) * (new_max - new_min) / (old_max - old_min) + new_min;
67 |
68 | old_min = new_min, new_min = 1;
69 | old_max = new_max, new_max = n+1;
70 | att = (att - old_min) * (new_max - new_min) / (old_max - old_min) + new_min;
71 | att = floor(att);
72 |
73 | old_min = 0, new_min = min_att;
74 | old_max = 1, new_max = 1;
75 | att = (att - old_min) * (new_max - new_min) / (old_max - old_min) + new_min;
76 | return att * atten;
77 | }
78 |
79 | // Fills a light struct given a perObjectLightIndex
80 | Light GetAdditionalPerObjectLightCustom(int perObjectLightIndex, float3 positionWS)
81 | {
82 | // Abstraction over Light input constants
83 | #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
84 | float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
85 | half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
86 | half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
87 | half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
88 | uint lightLayerMask = _AdditionalLightsBuffer[perObjectLightIndex].layerMask;
89 | #else
90 | float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
91 | half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
92 | half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
93 | half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
94 | uint lightLayerMask = asuint(_AdditionalLightsLayerMasks[perObjectLightIndex]);
95 | #endif
96 |
97 | // Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
98 | // This way the following code will work for both directional and punctual lights.
99 | float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
100 | float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
101 |
102 | half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
103 | // full-float precision required on some platforms
104 | // float attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
105 | float attenuation = GetPointLightAttenuation(distanceAndSpotAttenuation, positionWS, lightPositionWS);
106 | attenuation *= GetSpotAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw) * 0.2;
107 | // attenuation = GetSpotAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
108 |
109 | Light light;
110 | light.direction = lightDirection;
111 | light.distanceAttenuation = attenuation;
112 | light.shadowAttenuation = 1.0; // This value can later be overridden in GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)
113 | light.color = color;
114 | light.layerMask = lightLayerMask;
115 |
116 | return light;
117 | }
118 |
119 | // Fills a light struct given a loop i index. This will convert the i
120 | // index to a perObjectLightIndex
121 | Light GetAdditionalLightCustom(uint i, float3 positionWS)
122 | {
123 | #if USE_FORWARD_PLUS
124 | int lightIndex = i;
125 | #else
126 | int lightIndex = GetPerObjectLightIndex(i);
127 | #endif
128 | return GetAdditionalPerObjectLightCustom(lightIndex, positionWS);
129 | }
130 |
131 | float GetSmoothnessPower(float rawSmoothness) {
132 | return exp2(10 * rawSmoothness + 1);
133 | }
134 |
135 | float3 ComputeLightingColors(float3 fragNormal, float3 fragPos)
136 | {
137 | float3 lightColor = GetMainLight().color;
138 | int count = GetAdditionalLightsCount();
139 |
140 | for(int j = 0; j < count; j++)
141 | {
142 | Light light = GetAdditionalLight(j, fragPos);
143 |
144 | float3 radiance = light.color * (light.distanceAttenuation * light.shadowAttenuation);
145 |
146 | float diffuse = saturate(dot(fragNormal, light.direction));
147 | float3 color = radiance * (diffuse);
148 |
149 | lightColor += color;
150 | }
151 |
152 | return lightColor;
153 | }
154 |
155 | #endif
156 |
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1 | Shader "Lit/UnlitToonShader"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | _Color("Color", Color) = (1.0, 0.05, 0, 1)
7 | }
8 | SubShader
9 | {
10 | Tags
11 | {
12 | "RenderType"="Opaque"
13 | "LightMode" = "UniversalForward"
14 | "RenderPipeline" = "UniversalRenderPipeline"
15 | }
16 | LOD 100
17 |
18 | Pass
19 | {
20 | ZWrite On
21 | HLSLPROGRAM
22 | #pragma vertex vert
23 | #pragma fragment frag
24 |
25 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
26 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
27 | #pragma multi_compile _ _SHADOWS_HARD
28 | #pragma multi_compile_fog
29 |
30 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
31 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
32 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
33 | #include "./ToonLighting.hlsl"
34 |
35 | CBUFFER_START(UnityPerMaterial)
36 | float4 _ShadowColor;
37 | CBUFFER_END
38 |
39 | struct appdata
40 | {
41 | float4 vertexOS : POSITION;
42 | float2 uv : TEXCOORD0;
43 | float3 normalOS : NORMAL;
44 | };
45 |
46 | struct v2f
47 | {
48 | float4 vertex : SV_POSITION;
49 | float3 normal : NORMAL;
50 | float3 fragmentPos : TEXCOORD0;
51 | float3 worldSpacePos : TEXCOORD1;
52 | };
53 |
54 | float4 _Color;
55 | uniform float3 _Position;
56 |
57 | v2f vert (appdata v)
58 | {
59 | VertexPositionInputs posnInputs = GetVertexPositionInputs(v.vertexOS);
60 |
61 | v2f o;
62 | o.vertex = TransformObjectToHClip(v.vertexOS);
63 | o.normal = normalize(mul((float3x3)unity_ObjectToWorld, v.normalOS));
64 | o.fragmentPos = posnInputs.positionWS;
65 | o.worldSpacePos = mul(unity_ObjectToWorld, v.vertexOS);
66 | return o;
67 | }
68 |
69 | float4 frag (v2f i) : SV_Target
70 | {
71 | // sample the xCoord
72 | float4 shadowCoord = TransformWorldToShadowCoord(i.worldSpacePos);
73 | Light main_light = GetMainLight(shadowCoord);
74 | main_light.shadowAttenuation = clamp(main_light.shadowAttenuation, 0.3, 1);
75 |
76 | float3 lightColor = main_light.color * main_light.shadowAttenuation;
77 | float3 lightDirection = normalize(main_light.direction);
78 |
79 | float cos = saturate(dot(lightDirection, i.normal));
80 | cos = clamp(cos, 0.2, 1);
81 |
82 | float3 col = _Color;
83 | col = col * cos * lightColor;
84 |
85 | float count = GetAdditionalLightsCount();
86 | for(int j = 0; j < count; j++)
87 | {
88 | Light light = GetAdditionalLightCustom(j, i.fragmentPos);
89 |
90 | float diffuse = saturate(dot(i.normal, light.direction));
91 | float3 radiance = light.color * light.distanceAttenuation * light.shadowAttenuation;
92 | float3 color = _Color * radiance; //* diffuse;
93 |
94 | col += color;
95 | }
96 | return float4(col, 1);
97 | }
98 | ENDHLSL
99 | }
100 |
101 | Pass {
102 | Name "ShadowCaster"
103 | Tags { "LightMode"="ShadowCaster" }
104 |
105 | ZWrite On
106 | ZTest LEqual
107 |
108 | HLSLPROGRAM
109 | // Required to compile gles 2.0 with standard srp library
110 | #pragma prefer_hlslcc gles
111 | #pragma exclude_renderers d3d11_9x gles
112 | //#pragma target 4.5
113 |
114 | // Material Keywords
115 | #pragma shader_feature _ALPHATEST_ON
116 | #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
117 |
118 | // GPU Instancing
119 | #pragma multi_compile_instancing
120 | #pragma multi_compile _ DOTS_INSTANCING_ON
121 |
122 | #pragma vertex ShadowPassVertex
123 | #pragma fragment ShadowPassFragment
124 |
125 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
126 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
127 | #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
128 |
129 | ENDHLSL
130 | }
131 | }
132 | }
133 |
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1 | Shader "Hidden/UpscalePixelRT"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white"
6 | }
7 |
8 | SubShader
9 | {
10 | Tags
11 | {
12 | "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
13 | }
14 |
15 | HLSLINCLUDE
16 | #pragma vertex vert
17 | #pragma fragment frag
18 |
19 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
20 |
21 | struct Attributes
22 | {
23 | float4 positionOS : POSITION;
24 | float2 uv : TEXCOORD0;
25 | };
26 |
27 | struct Varyings
28 | {
29 | float4 positionHCS : SV_POSITION;
30 | float2 uv : TEXCOORD0;
31 | };
32 |
33 | TEXTURE2D(_MainTex);
34 | float4 _MainTex_TexelSize;
35 | float4 _MainTex_ST;
36 | SamplerState sampler_point_clamp;
37 | SamplerState sampler_bilinear_clamp;
38 |
39 | Varyings vert(Attributes IN)
40 | {
41 | Varyings OUT;
42 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
43 | OUT.uv = IN.uv;
44 | return OUT;
45 | }
46 | ENDHLSL
47 |
48 | Pass
49 | {
50 | Name "Pixelation"
51 |
52 | HLSLPROGRAM
53 | float4 frag(Varyings IN) : SV_TARGET
54 | {
55 | float2 boxSize = clamp(fwidth(IN.uv) * 0.70 * _MainTex_TexelSize.zw, 1e-5, 1);
56 | float2 tx = IN.uv * _MainTex_TexelSize.zw - 0.5 * boxSize;
57 | float2 txOffset = saturate((frac(tx) - (1 - boxSize)) / boxSize);
58 | float2 uv = (floor(tx) + 0.5 + txOffset) * _MainTex_TexelSize.xy;
59 |
60 | float4 texel = SAMPLE_TEXTURE2D_GRAD( _MainTex, sampler_bilinear_clamp, uv, ddx(IN.uv), ddy(IN.uv) );
61 | return texel;
62 | }
63 | ENDHLSL
64 | }
65 |
66 |
67 | }
68 | }
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18 | - heading: Welcome to the Universal Render Pipeline
19 | text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
20 | linkText:
21 | url:
22 | - heading: URP Documentation
23 | text:
24 | linkText: Read more about URP
25 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
26 | - heading: Forums
27 | text:
28 | linkText: Get answers and support
29 | url: https://forum.unity.com/forums/universal-render-pipeline.383/
30 | - heading: Report bugs
31 | text:
32 | linkText: Submit a report
33 | url: https://unity3d.com/unity/qa/bug-reporting
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/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEditor;
5 | using System;
6 | using System.IO;
7 | using System.Reflection;
8 |
9 | [CustomEditor(typeof(Readme))]
10 | [InitializeOnLoad]
11 | public class ReadmeEditor : Editor
12 | {
13 | static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
14 |
15 | static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
16 |
17 | const float k_Space = 16f;
18 |
19 | static ReadmeEditor()
20 | {
21 | EditorApplication.delayCall += SelectReadmeAutomatically;
22 | }
23 |
24 | static void RemoveTutorial()
25 | {
26 | if (EditorUtility.DisplayDialog("Remove Readme Assets",
27 |
28 | $"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
29 | "Proceed",
30 | "Cancel"))
31 | {
32 | if (Directory.Exists(s_ReadmeSourceDirectory))
33 | {
34 | FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
35 | FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
36 | }
37 | else
38 | {
39 | Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
40 | }
41 |
42 | var readmeAsset = SelectReadme();
43 | if (readmeAsset != null)
44 | {
45 | var path = AssetDatabase.GetAssetPath(readmeAsset);
46 | FileUtil.DeleteFileOrDirectory(path + ".meta");
47 | FileUtil.DeleteFileOrDirectory(path);
48 | }
49 |
50 | AssetDatabase.Refresh();
51 | }
52 | }
53 |
54 | static void SelectReadmeAutomatically()
55 | {
56 | if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
57 | {
58 | var readme = SelectReadme();
59 | SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
60 |
61 | if (readme && !readme.loadedLayout)
62 | {
63 | LoadLayout();
64 | readme.loadedLayout = true;
65 | }
66 | }
67 | }
68 |
69 | static void LoadLayout()
70 | {
71 | var assembly = typeof(EditorApplication).Assembly;
72 | var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
73 | var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
74 | method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
75 | }
76 |
77 | static Readme SelectReadme()
78 | {
79 | var ids = AssetDatabase.FindAssets("Readme t:Readme");
80 | if (ids.Length == 1)
81 | {
82 | var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
83 |
84 | Selection.objects = new UnityEngine.Object[] { readmeObject };
85 |
86 | return (Readme)readmeObject;
87 | }
88 | else
89 | {
90 | Debug.Log("Couldn't find a readme");
91 | return null;
92 | }
93 | }
94 |
95 | protected override void OnHeaderGUI()
96 | {
97 | var readme = (Readme)target;
98 | Init();
99 |
100 | var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
101 |
102 | GUILayout.BeginHorizontal("In BigTitle");
103 | {
104 | if (readme.icon != null)
105 | {
106 | GUILayout.Space(k_Space);
107 | GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
108 | }
109 | GUILayout.Space(k_Space);
110 | GUILayout.BeginVertical();
111 | {
112 |
113 | GUILayout.FlexibleSpace();
114 | GUILayout.Label(readme.title, TitleStyle);
115 | GUILayout.FlexibleSpace();
116 | }
117 | GUILayout.EndVertical();
118 | GUILayout.FlexibleSpace();
119 | }
120 | GUILayout.EndHorizontal();
121 | }
122 |
123 | public override void OnInspectorGUI()
124 | {
125 | var readme = (Readme)target;
126 | Init();
127 |
128 | foreach (var section in readme.sections)
129 | {
130 | if (!string.IsNullOrEmpty(section.heading))
131 | {
132 | GUILayout.Label(section.heading, HeadingStyle);
133 | }
134 |
135 | if (!string.IsNullOrEmpty(section.text))
136 | {
137 | GUILayout.Label(section.text, BodyStyle);
138 | }
139 |
140 | if (!string.IsNullOrEmpty(section.linkText))
141 | {
142 | if (LinkLabel(new GUIContent(section.linkText)))
143 | {
144 | Application.OpenURL(section.url);
145 | }
146 | }
147 |
148 | GUILayout.Space(k_Space);
149 | }
150 |
151 | if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
152 | {
153 | RemoveTutorial();
154 | }
155 | }
156 |
157 | bool m_Initialized;
158 |
159 | GUIStyle LinkStyle
160 | {
161 | get { return m_LinkStyle; }
162 | }
163 |
164 | [SerializeField]
165 | GUIStyle m_LinkStyle;
166 |
167 | GUIStyle TitleStyle
168 | {
169 | get { return m_TitleStyle; }
170 | }
171 |
172 | [SerializeField]
173 | GUIStyle m_TitleStyle;
174 |
175 | GUIStyle HeadingStyle
176 | {
177 | get { return m_HeadingStyle; }
178 | }
179 |
180 | [SerializeField]
181 | GUIStyle m_HeadingStyle;
182 |
183 | GUIStyle BodyStyle
184 | {
185 | get { return m_BodyStyle; }
186 | }
187 |
188 | [SerializeField]
189 | GUIStyle m_BodyStyle;
190 |
191 | GUIStyle ButtonStyle
192 | {
193 | get { return m_ButtonStyle; }
194 | }
195 |
196 | [SerializeField]
197 | GUIStyle m_ButtonStyle;
198 |
199 | void Init()
200 | {
201 | if (m_Initialized)
202 | return;
203 | m_BodyStyle = new GUIStyle(EditorStyles.label);
204 | m_BodyStyle.wordWrap = true;
205 | m_BodyStyle.fontSize = 14;
206 | m_BodyStyle.richText = true;
207 |
208 | m_TitleStyle = new GUIStyle(m_BodyStyle);
209 | m_TitleStyle.fontSize = 26;
210 |
211 | m_HeadingStyle = new GUIStyle(m_BodyStyle);
212 | m_HeadingStyle.fontStyle = FontStyle.Bold;
213 | m_HeadingStyle.fontSize = 18;
214 |
215 | m_LinkStyle = new GUIStyle(m_BodyStyle);
216 | m_LinkStyle.wordWrap = false;
217 |
218 | // Match selection color which works nicely for both light and dark skins
219 | m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
220 | m_LinkStyle.stretchWidth = false;
221 |
222 | m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
223 | m_ButtonStyle.fontStyle = FontStyle.Bold;
224 |
225 | m_Initialized = true;
226 | }
227 |
228 | bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
229 | {
230 | var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
231 |
232 | Handles.BeginGUI();
233 | Handles.color = LinkStyle.normal.textColor;
234 | Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
235 | Handles.color = Color.white;
236 | Handles.EndGUI();
237 |
238 | EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
239 |
240 | return GUI.Button(position, label, LinkStyle);
241 | }
242 | }
243 |
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/Assets/TutorialInfo/Scripts/Readme.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | public class Readme : ScriptableObject
5 | {
6 | public Texture2D icon;
7 | public string title;
8 | public Section[] sections;
9 | public bool loadedLayout;
10 |
11 | [Serializable]
12 | public class Section
13 | {
14 | public string heading, text, linkText, url;
15 | }
16 | }
17 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2023 IvanNSBS
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # Unity-3DPixelRending
2 | Extending URP on Unity to achieve a procedural pixel art from 3d objects. Heavily inspired by t3ssel8r work.
3 |
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