├── Assets ├── Room │ ├── Room.fbx │ ├── Room.png │ ├── Room.mat.meta │ ├── Room.png.meta │ ├── Room.mat │ └── Room.fbx.meta ├── Scene │ ├── Main.unity.meta │ └── Main.unity ├── Room.meta ├── Scene.meta ├── Shader.meta ├── Source.meta ├── Material.meta ├── Renderer.meta ├── Source │ ├── RenderPasses.meta │ └── RenderPasses │ │ ├── Blit.cs.meta │ │ ├── BlitPass.cs.meta │ │ ├── RenderToTexture.cs.meta │ │ ├── RenderToTexturePass.cs.meta │ │ ├── RenderToTexture.cs │ │ ├── Blit.cs │ │ ├── BlitPass.cs │ │ └── RenderToTexturePass.cs ├── Material │ ├── A.mat.meta │ ├── B.mat.meta │ ├── Outline.mat.meta │ ├── Outline.mat │ ├── A.mat │ └── B.mat ├── Renderer │ ├── CustomPostProcessData.asset.meta │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset.meta │ ├── UniversalRenderPipelineAsset.asset │ ├── UniversalRenderPipelineAsset_Renderer.asset │ └── CustomPostProcessData.asset └── Shader │ ├── Lit.shader.meta │ ├── Outline.shader.meta │ ├── Unlit.shader.meta │ ├── Mask.shadergraph.meta │ ├── Outline.shader │ ├── Mask.shadergraph │ ├── Unlit.shader │ └── Lit.shader ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── README.md ├── .gitignore ├── Logs └── Packages-Update.log └── Packages └── manifest.json /Assets/Room/Room.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MusouCrow/TypeOutline/HEAD/Assets/Room/Room.fbx -------------------------------------------------------------------------------- /Assets/Room/Room.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MusouCrow/TypeOutline/HEAD/Assets/Room/Room.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.3.9f1 2 | m_EditorVersionWithRevision: 2019.3.9f1 (85ff48758c13) 3 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # TypeOutline 2 | 3 | A Post-processing outline in [URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/index.html) with layer. 4 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: 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m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 0 30 | m_AssetPipelineMode: 1 31 | m_CacheServerMode: 0 32 | m_CacheServerEndpoint: 33 | m_CacheServerNamespacePrefix: default 34 | m_CacheServerEnableDownload: 1 35 | m_CacheServerEnableUpload: 1 36 | -------------------------------------------------------------------------------- /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: 11 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 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /Assets/Source/RenderPasses/RenderToTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | public class RenderToTexture : ScriptableRendererFeature { 6 | [System.Serializable] 7 | public class Settings { 8 | public RenderPassEvent Event = RenderPassEvent.AfterRenderingPrePasses; 9 | public LayerMask layerMask = -1; 10 | public Material material; 11 | public string passName; 12 | public string cmdName; 13 | public string textureName; 14 | public Color clearColor = Color.black; 15 | } 16 | 17 | public Settings settings = new Settings(); 18 | 19 | private RenderToTexturePass pass; 20 | private RenderTargetHandle destination; 21 | 22 | public override void Create() { 23 | this.pass = new RenderToTexturePass(this.settings); 24 | this.pass.renderPassEvent = this.settings.Event; 25 | 26 | this.destination.Init(this.settings.textureName); 27 | } 28 | 29 | // Here you can inject one or multiple render passes in the renderer. 30 | // This method is called when setting up the renderer once per-camera. 31 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { 32 | this.pass.Setup(this.destination); 33 | renderer.EnqueuePass(this.pass); 34 | } 35 | } -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Jun 20 23:26:11 2020 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.collab-proxy@1.2.16 9 | com.unity.ide.rider@1.1.4 10 | com.unity.ide.vscode@1.1.4 11 | com.unity.modules.ai@1.0.0 12 | com.unity.modules.androidjni@1.0.0 13 | com.unity.modules.animation@1.0.0 14 | com.unity.modules.assetbundle@1.0.0 15 | com.unity.modules.audio@1.0.0 16 | com.unity.modules.cloth@1.0.0 17 | com.unity.modules.director@1.0.0 18 | com.unity.modules.imageconversion@1.0.0 19 | com.unity.modules.imgui@1.0.0 20 | com.unity.modules.jsonserialize@1.0.0 21 | com.unity.modules.particlesystem@1.0.0 22 | com.unity.modules.physics@1.0.0 23 | com.unity.modules.physics2d@1.0.0 24 | com.unity.modules.screencapture@1.0.0 25 | com.unity.modules.terrain@1.0.0 26 | com.unity.modules.terrainphysics@1.0.0 27 | com.unity.modules.tilemap@1.0.0 28 | com.unity.modules.ui@1.0.0 29 | com.unity.modules.uielements@1.0.0 30 | com.unity.modules.umbra@1.0.0 31 | com.unity.modules.unityanalytics@1.0.0 32 | com.unity.modules.unitywebrequest@1.0.0 33 | com.unity.modules.unitywebrequestassetbundle@1.0.0 34 | com.unity.modules.unitywebrequestaudio@1.0.0 35 | com.unity.modules.unitywebrequesttexture@1.0.0 36 | com.unity.modules.unitywebrequestwww@1.0.0 37 | com.unity.modules.vehicles@1.0.0 38 | com.unity.modules.video@1.0.0 39 | com.unity.modules.vr@1.0.0 40 | com.unity.modules.wind@1.0.0 41 | com.unity.modules.xr@1.0.0 42 | com.unity.test-framework@1.1.13 43 | com.unity.textmeshpro@2.0.1 44 | com.unity.timeline@1.2.14 45 | com.unity.ugui@1.0.0 46 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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/Source/RenderPasses/Blit.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering.Universal; 3 | 4 | public class Blit : ScriptableRendererFeature { 5 | [System.Serializable] 6 | public class Settings { 7 | public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques; 8 | 9 | public Material blitMaterial = null; 10 | public int blitMaterialPassIndex = -1; 11 | public Target destination = Target.Color; 12 | public string textureId = "_BlitPassTexture"; 13 | } 14 | 15 | public enum Target { 16 | Color, 17 | Texture 18 | } 19 | 20 | public Settings settings = new Settings(); 21 | RenderTargetHandle m_RenderTextureHandle; 22 | 23 | BlitPass blitPass; 24 | 25 | public override void Create() { 26 | var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1; 27 | settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex); 28 | blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name); 29 | m_RenderTextureHandle.Init(settings.textureId); 30 | } 31 | 32 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { 33 | var src = renderer.cameraColorTarget; 34 | var dest = (settings.destination == Target.Color) ? 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foreArmTwist: 0.5 83 | upperLegTwist: 0.5 84 | legTwist: 0.5 85 | armStretch: 0.05 86 | legStretch: 0.05 87 | feetSpacing: 0 88 | globalScale: 1 89 | rootMotionBoneName: 90 | hasTranslationDoF: 0 91 | hasExtraRoot: 0 92 | skeletonHasParents: 1 93 | lastHumanDescriptionAvatarSource: {instanceID: 0} 94 | autoGenerateAvatarMappingIfUnspecified: 1 95 | animationType: 2 96 | humanoidOversampling: 1 97 | avatarSetup: 0 98 | additionalBone: 0 99 | userData: 100 | assetBundleName: 101 | assetBundleVariant: 102 | -------------------------------------------------------------------------------- /Assets/Source/RenderPasses/BlitPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | /// 6 | /// Copy the given color buffer to the given destination color buffer. 7 | /// 8 | /// You can use this pass to copy a color buffer to the destination, 9 | /// so you can use it later in rendering. For example, you can copy 10 | /// the opaque texture to use it for distortion effects. 11 | /// 12 | class BlitPass : ScriptableRenderPass { 13 | public enum RenderTarget { 14 | Color, 15 | RenderTexture, 16 | } 17 | 18 | public Material blitMaterial = null; 19 | public int blitShaderPassIndex = 0; 20 | public FilterMode filterMode { get; set; } 21 | 22 | private RenderTargetIdentifier source { get; set; } 23 | private RenderTargetHandle destination { get; set; } 24 | 25 | RenderTargetHandle m_TemporaryColorTexture; 26 | string m_ProfilerTag; 27 | 28 | /// 29 | /// Create the CopyColorPass 30 | /// 31 | public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag) { 32 | this.renderPassEvent = renderPassEvent; 33 | this.blitMaterial = blitMaterial; 34 | this.blitShaderPassIndex = blitShaderPassIndex; 35 | m_ProfilerTag = tag; 36 | m_TemporaryColorTexture.Init("_TemporaryColorTexture"); 37 | } 38 | 39 | /// 40 | /// Configure the pass with the source and destination to execute on. 41 | /// 42 | /// Source Render Target 43 | /// Destination Render Target 44 | public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) { 45 | this.source = source; 46 | this.destination = destination; 47 | } 48 | 49 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { 50 | CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); 51 | 52 | RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor; 53 | opaqueDesc.depthBufferBits = 0; 54 | opaqueDesc.msaaSamples = 1; 55 | 56 | // Can't read and write to same color target, create a temp render target to blit. 57 | if (destination == RenderTargetHandle.CameraTarget) { 58 | cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode); 59 | Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex); 60 | Blit(cmd, m_TemporaryColorTexture.Identifier(), source); 61 | } 62 | else { 63 | Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex); 64 | } 65 | 66 | context.ExecuteCommandBuffer(cmd); 67 | CommandBufferPool.Release(cmd); 68 | } 69 | 70 | public override void FrameCleanup(CommandBuffer cmd) { 71 | if (destination == RenderTargetHandle.CameraTarget) { 72 | cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /Assets/Source/RenderPasses/RenderToTexturePass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | class RenderToTexturePass : ScriptableRenderPass { 6 | private RenderTargetHandle destination; 7 | private Material material; 8 | private FilteringSettings filteringSettings; 9 | private ShaderTagId shaderTagId; 10 | private string cmdName; 11 | private string textureName; 12 | private new Color clearColor; 13 | 14 | public RenderToTexturePass(RenderToTexture.Settings param) { 15 | this.filteringSettings = new FilteringSettings(RenderQueueRange.all, param.layerMask); 16 | this.material = param.material; 17 | this.shaderTagId = new ShaderTagId(param.passName); 18 | this.cmdName = param.cmdName; 19 | this.textureName = param.textureName; 20 | this.clearColor = param.clearColor; 21 | } 22 | 23 | public void Setup(RenderTargetHandle destination) { 24 | this.destination = destination; 25 | } 26 | 27 | // This method is called before executing the render pass. 28 | // It can be used to configure render targets and their clear state. Also to create temporary render target textures. 29 | // When empty this render pass will render to the active camera render target. 30 | // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. 31 | // The render pipeline will ensure target setup and clearing happens in an performance manner. 32 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { 33 | RenderTextureDescriptor descriptor = cameraTextureDescriptor; 34 | descriptor.msaaSamples = 1; 35 | 36 | cmd.GetTemporaryRT(this.destination.id, descriptor, FilterMode.Point); 37 | this.ConfigureTarget(this.destination.Identifier()); 38 | this.ConfigureClear(ClearFlag.All, this.clearColor); 39 | } 40 | 41 | // Here you can implement the rendering logic. 42 | // Use ScriptableRenderContext to issue drawing commands or execute command buffers 43 | // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html 44 | // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. 45 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { 46 | CommandBuffer cmd = CommandBufferPool.Get(this.cmdName); 47 | 48 | context.ExecuteCommandBuffer(cmd); 49 | cmd.Clear(); 50 | 51 | var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags; 52 | var drawSettings = this.CreateDrawingSettings(this.shaderTagId, ref renderingData, sortFlags); 53 | 54 | ref CameraData cameraData = ref renderingData.cameraData; 55 | Camera camera = cameraData.camera; 56 | 57 | if (cameraData.isStereoEnabled) { 58 | context.StartMultiEye(camera); 59 | } 60 | 61 | drawSettings.overrideMaterial = this.material; 62 | context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref this.filteringSettings); 63 | 64 | cmd.SetGlobalTexture(this.textureName, this.destination.id); 65 | context.ExecuteCommandBuffer(cmd); 66 | 67 | CommandBufferPool.Release(cmd); 68 | } 69 | 70 | /// Cleanup any allocated resources that were created during the execution of this render pass. 71 | public override void FrameCleanup(CommandBuffer cmd) { 72 | if (this.destination != RenderTargetHandle.CameraTarget) { 73 | cmd.ReleaseTemporaryRT(this.destination.id); 74 | this.destination = RenderTargetHandle.CameraTarget; 75 | } 76 | } 77 | } -------------------------------------------------------------------------------- /Assets/Shader/Outline.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Outline" 2 | { 3 | Properties 4 | { 5 | [HideInInspector]_MainTex("Base (RGB)", 2D) = "white" {} 6 | _Rate("Rate", Float) = 0.5 7 | _Strength("Strength", Float) = 0.7 8 | } 9 | SubShader 10 | { 11 | Pass 12 | { 13 | HLSLPROGRAM 14 | 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 19 | 20 | TEXTURE2D(_MainTex); 21 | SAMPLER(sampler_MainTex); 22 | 23 | TEXTURE2D(_CameraDepthTexture); 24 | SAMPLER(sampler_CameraDepthTexture); 25 | float4 _CameraDepthTexture_TexelSize; 26 | 27 | TEXTURE2D(_MaskTexture); 28 | SAMPLER(sampler_MaskTexture); 29 | 30 | float _Rate; 31 | float _Strength; 32 | 33 | struct Attributes 34 | { 35 | float4 positionOS : POSITION; 36 | float2 uv : TEXCOORD0; 37 | }; 38 | 39 | struct Varyings 40 | { 41 | float4 vertex : SV_POSITION; 42 | float2 uv[9] : TEXCOORD0; 43 | }; 44 | 45 | Varyings vert(Attributes input) 46 | { 47 | Varyings output; 48 | 49 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 50 | output.vertex = vertexInput.positionCS; 51 | 52 | output.uv[0] = input.uv + _CameraDepthTexture_TexelSize.xy * half2(-1, -1) * _Rate; 53 | output.uv[1] = input.uv + _CameraDepthTexture_TexelSize.xy * half2(0, -1) * _Rate; 54 | output.uv[2] = input.uv + _CameraDepthTexture_TexelSize.xy * half2(1, -1) * _Rate; 55 | output.uv[3] = input.uv + _CameraDepthTexture_TexelSize.xy * half2(-1, 0) * _Rate; 56 | output.uv[4] = input.uv + _CameraDepthTexture_TexelSize.xy * half2(0, 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\"4316daae-b245-45b7-bab1-c0180cfadcce\",\n \"m_GroupGuidSerialized\": \"00000000-0000-0000-0000-000000000000\",\n \"m_Name\": \"Unlit Master\",\n \"m_NodeVersion\": 0,\n \"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n \"x\": 0.0,\n \"y\": 0.0,\n \"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.PositionMaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 9,\\n \\\"m_DisplayName\\\": \\\"Vertex Position\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Vertex Position\\\",\\n \\\"m_StageCapability\\\": 1,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ],\\n \\\"m_Space\\\": 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\"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 7,\\n \\\"m_DisplayName\\\": \\\"Alpha\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Alpha\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 1.0,\\n \\\"m_DefaultValue\\\": 1.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 8,\\n \\\"m_DisplayName\\\": \\\"AlphaClipThreshold\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"AlphaClipThreshold\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 0.0,\\n \\\"m_DefaultValue\\\": 0.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n \"m_DOTSInstancing\": false,\n \"m_SerializableSubShaders\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.Rendering.Universal.UniversalUnlitSubShader\"\n },\n \"JSONnodeData\": \"{}\"\n }\n ],\n \"m_SurfaceType\": 0,\n \"m_AlphaMode\": 0,\n \"m_TwoSided\": false,\n \"m_AddPrecomputedVelocity\": false\n}" 10 | } 11 | ], 12 | "m_Groups": [], 13 | "m_StickyNotes": [], 14 | "m_SerializableEdges": [], 15 | "m_PreviewData": { 16 | "serializedMesh": { 17 | "m_SerializedMesh": "{\"mesh\":{\"instanceID\":0}}", 18 | "m_Guid": "" 19 | } 20 | }, 21 | "m_Path": "Shader Graphs", 22 | "m_ConcretePrecision": 0, 23 | "m_ActiveOutputNodeGuidSerialized": "4316daae-b245-45b7-bab1-c0180cfadcce" 24 | } -------------------------------------------------------------------------------- /Assets/Shader/Unlit.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Unlit" 2 | { 3 | Properties 4 | { 5 | _BaseMap("Texture", 2D) = "white" {} 6 | _BaseColor("Color", Color) = (1, 1, 1, 1) 7 | _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5 8 | 9 | _MaskColor("Mask Color", Color) = (1, 1, 1, 1) 10 | 11 | // BlendMode 12 | [HideInInspector] _Surface("__surface", Float) = 0.0 13 | [HideInInspector] _Blend("__blend", Float) = 0.0 14 | [HideInInspector] _AlphaClip("__clip", Float) = 0.0 15 | [HideInInspector] _SrcBlend("Src", Float) = 1.0 16 | [HideInInspector] _DstBlend("Dst", Float) = 0.0 17 | [HideInInspector] _ZWrite("ZWrite", Float) = 1.0 18 | [HideInInspector] _Cull("__cull", Float) = 2.0 19 | 20 | // Editmode props 21 | [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 22 | 23 | // ObsoleteProperties 24 | [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} 25 | [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1) 26 | [HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit 27 | } 28 | SubShader 29 | { 30 | Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } 31 | LOD 100 32 | 33 | Blend [_SrcBlend][_DstBlend] 34 | ZWrite [_ZWrite] 35 | Cull [_Cull] 36 | 37 | Pass 38 | { 39 | Name "Unlit" 40 | HLSLPROGRAM 41 | // Required to compile gles 2.0 with standard srp library 42 | #pragma prefer_hlslcc gles 43 | #pragma exclude_renderers d3d11_9x 44 | 45 | #pragma vertex vert 46 | #pragma fragment frag 47 | #pragma shader_feature _ALPHATEST_ON 48 | #pragma shader_feature _ALPHAPREMULTIPLY_ON 49 | 50 | // ------------------------------------- 51 | // Unity defined keywords 52 | #pragma multi_compile_fog 53 | #pragma multi_compile_instancing 54 | 55 | #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" 56 | 57 | struct Attributes 58 | { 59 | float4 positionOS : POSITION; 60 | float2 uv : TEXCOORD0; 61 | UNITY_VERTEX_INPUT_INSTANCE_ID 62 | }; 63 | 64 | struct Varyings 65 | { 66 | float2 uv : TEXCOORD0; 67 | float fogCoord : TEXCOORD1; 68 | float4 vertex : SV_POSITION; 69 | 70 | UNITY_VERTEX_INPUT_INSTANCE_ID 71 | UNITY_VERTEX_OUTPUT_STEREO 72 | }; 73 | 74 | Varyings vert(Attributes input) 75 | { 76 | Varyings output = (Varyings)0; 77 | 78 | UNITY_SETUP_INSTANCE_ID(input); 79 | UNITY_TRANSFER_INSTANCE_ID(input, output); 80 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 81 | 82 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 83 | output.vertex = vertexInput.positionCS; 84 | output.uv = TRANSFORM_TEX(input.uv, _BaseMap); 85 | output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z); 86 | 87 | return output; 88 | } 89 | 90 | half4 frag(Varyings input) : SV_Target 91 | { 92 | UNITY_SETUP_INSTANCE_ID(input); 93 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 94 | 95 | half2 uv = input.uv; 96 | half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); 97 | half3 color = texColor.rgb * _BaseColor.rgb; 98 | half alpha = texColor.a * _BaseColor.a; 99 | AlphaDiscard(alpha, _Cutoff); 100 | 101 | #ifdef _ALPHAPREMULTIPLY_ON 102 | color *= alpha; 103 | #endif 104 | 105 | color = MixFog(color, input.fogCoord); 106 | 107 | return half4(color, alpha); 108 | } 109 | ENDHLSL 110 | } 111 | Pass 112 | { 113 | Tags{"LightMode" = "DepthOnly"} 114 | 115 | ZWrite On 116 | ColorMask 0 117 | 118 | HLSLPROGRAM 119 | // Required to compile gles 2.0 with standard srp library 120 | #pragma prefer_hlslcc gles 121 | #pragma exclude_renderers d3d11_9x 122 | #pragma target 2.0 123 | 124 | #pragma vertex DepthOnlyVertex 125 | #pragma fragment DepthOnlyFragment 126 | 127 | // ------------------------------------- 128 | // Material Keywords 129 | #pragma shader_feature _ALPHATEST_ON 130 | 131 | //-------------------------------------- 132 | // GPU Instancing 133 | #pragma multi_compile_instancing 134 | 135 | #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" 136 | #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" 137 | ENDHLSL 138 | } 139 | 140 | // This pass it not used during regular rendering, only for lightmap baking. 141 | Pass 142 | { 143 | Name "Meta" 144 | Tags{"LightMode" = "Meta"} 145 | 146 | Cull Off 147 | 148 | HLSLPROGRAM 149 | // Required to compile gles 2.0 with standard srp library 150 | #pragma prefer_hlslcc gles 151 | #pragma exclude_renderers d3d11_9x 152 | #pragma vertex UniversalVertexMeta 153 | #pragma fragment UniversalFragmentMetaUnlit 154 | 155 | #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" 156 | #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl" 157 | 158 | ENDHLSL 159 | } 160 | Pass 161 | { 162 | Name "Mask" 163 | Tags{"LightMode" = "Mask"} 164 | 165 | ZWrite On 166 | Cull[_Cull] 167 | 168 | HLSLPROGRAM 169 | // Required to compile gles 2.0 with standard srp library 170 | #pragma prefer_hlslcc gles 171 | #pragma exclude_renderers d3d11_9x 172 | #pragma target 2.0 173 | 174 | #pragma vertex vert 175 | #pragma fragment frag 176 | 177 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 178 | 179 | float4 _MaskColor; 180 | 181 | struct Attributes 182 | { 183 | float4 positionOS : POSITION; 184 | }; 185 | 186 | struct Varyings 187 | { 188 | float4 vertex : SV_POSITION; 189 | }; 190 | 191 | Varyings vert(Attributes input) 192 | { 193 | Varyings output = (Varyings)0; 194 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 195 | output.vertex = vertexInput.positionCS; 196 | 197 | return output; 198 | } 199 | 200 | float4 frag(Varyings input) : SV_Target 201 | { 202 | return _MaskColor; 203 | } 204 | 205 | ENDHLSL 206 | } 207 | } 208 | FallBack "Hidden/Universal Render Pipeline/FallbackError" 209 | } -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- 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Store Apps: 5 236 | XboxOne: 5 237 | iPhone: 2 238 | tvOS: 2 239 | -------------------------------------------------------------------------------- /Assets/Shader/Lit.shader: -------------------------------------------------------------------------------- 1 | // Shader targeted for low end devices. Single Pass Forward Rendering. 2 | Shader "Custom/Simple Lit" 3 | { 4 | // Keep properties of StandardSpecular shader for upgrade reasons. 5 | Properties 6 | { 7 | [MainTexture] _BaseColor("Base Color", Color) = (1, 1, 1, 1) 8 | [MainColor] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {} 9 | 10 | _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5 11 | 12 | _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) 13 | _SpecGlossMap("Specular Map", 2D) = "white" {} 14 | [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 15 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 16 | 17 | [HideInInspector] _BumpScale("Scale", Float) = 1.0 18 | [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} 19 | 20 | _EmissionColor("Emission Color", Color) = (0,0,0) 21 | [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} 22 | 23 | _MaskColor("Mask Color", Color) = (1, 1, 1, 1) 24 | 25 | // Blending state 26 | [HideInInspector] _Surface("__surface", Float) = 0.0 27 | [HideInInspector] _Blend("__blend", Float) = 0.0 28 | [HideInInspector] _AlphaClip("__clip", Float) = 0.0 29 | [HideInInspector] _SrcBlend("__src", Float) = 1.0 30 | [HideInInspector] _DstBlend("__dst", Float) = 0.0 31 | [HideInInspector] _ZWrite("__zw", Float) = 1.0 32 | [HideInInspector] _Cull("__cull", Float) = 2.0 33 | 34 | [ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 35 | 36 | // Editmode props 37 | [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 38 | [HideInInspector] _Smoothness("SMoothness", Float) = 0.5 39 | 40 | // ObsoleteProperties 41 | [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} 42 | [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) 43 | [HideInInspector] _Shininess("Smoothness", Float) = 0.0 44 | [HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0 45 | [HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0 46 | } 47 | 48 | SubShader 49 | { 50 | Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} 51 | LOD 300 52 | 53 | Pass 54 | { 55 | Name "ForwardLit" 56 | Tags { "LightMode" = "UniversalForward" } 57 | 58 | // Use same blending / depth states as Standard shader 59 | Blend[_SrcBlend][_DstBlend] 60 | ZWrite[_ZWrite] 61 | Cull[_Cull] 62 | 63 | HLSLPROGRAM 64 | // Required to compile gles 2.0 with standard srp library 65 | #pragma prefer_hlslcc gles 66 | #pragma exclude_renderers d3d11_9x 67 | #pragma target 2.0 68 | 69 | // ------------------------------------- 70 | // Material Keywords 71 | #pragma shader_feature _ALPHATEST_ON 72 | #pragma shader_feature _ALPHAPREMULTIPLY_ON 73 | #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR 74 | #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA 75 | #pragma shader_feature _NORMALMAP 76 | #pragma shader_feature _EMISSION 77 | #pragma shader_feature _RECEIVE_SHADOWS_OFF 78 | 79 | // ------------------------------------- 80 | // Universal Pipeline keywords 81 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS 82 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE 83 | #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS 84 | #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS 85 | #pragma multi_compile _ _SHADOWS_SOFT 86 | #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE 87 | 88 | // ------------------------------------- 89 | // Unity defined keywords 90 | #pragma multi_compile _ DIRLIGHTMAP_COMBINED 91 | #pragma multi_compile _ LIGHTMAP_ON 92 | #pragma multi_compile_fog 93 | 94 | //-------------------------------------- 95 | // GPU Instancing 96 | #pragma multi_compile_instancing 97 | 98 | #pragma vertex LitPassVertexSimple 99 | #pragma fragment LitPassFragmentSimple 100 | #define BUMP_SCALE_NOT_SUPPORTED 1 101 | 102 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" 103 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl" 104 | ENDHLSL 105 | } 106 | 107 | Pass 108 | { 109 | Name "ShadowCaster" 110 | Tags{"LightMode" = "ShadowCaster"} 111 | 112 | ZWrite On 113 | ZTest LEqual 114 | Cull[_Cull] 115 | 116 | HLSLPROGRAM 117 | // Required to compile gles 2.0 with standard srp library 118 | #pragma prefer_hlslcc gles 119 | #pragma exclude_renderers d3d11_9x 120 | #pragma target 2.0 121 | 122 | // ------------------------------------- 123 | // Material Keywords 124 | #pragma shader_feature _ALPHATEST_ON 125 | #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA 126 | 127 | //-------------------------------------- 128 | // GPU Instancing 129 | #pragma multi_compile_instancing 130 | 131 | #pragma vertex ShadowPassVertex 132 | #pragma fragment ShadowPassFragment 133 | 134 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" 135 | #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" 136 | ENDHLSL 137 | } 138 | 139 | Pass 140 | { 141 | Name "DepthOnly" 142 | Tags{"LightMode" = "DepthOnly"} 143 | 144 | ZWrite On 145 | ColorMask 0 146 | Cull[_Cull] 147 | 148 | HLSLPROGRAM 149 | // Required to compile gles 2.0 with standard srp library 150 | #pragma prefer_hlslcc gles 151 | #pragma exclude_renderers d3d11_9x 152 | #pragma target 2.0 153 | 154 | #pragma vertex DepthOnlyVertex 155 | #pragma fragment DepthOnlyFragment 156 | 157 | // ------------------------------------- 158 | // Material Keywords 159 | #pragma shader_feature _ALPHATEST_ON 160 | #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA 161 | 162 | //-------------------------------------- 163 | // GPU Instancing 164 | #pragma multi_compile_instancing 165 | 166 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" 167 | #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" 168 | ENDHLSL 169 | } 170 | 171 | // This pass it not used during regular rendering, only for lightmap baking. 172 | Pass 173 | { 174 | Name "Meta" 175 | Tags{ "LightMode" = "Meta" } 176 | 177 | Cull Off 178 | 179 | HLSLPROGRAM 180 | // Required to compile gles 2.0 with standard srp library 181 | #pragma prefer_hlslcc gles 182 | #pragma exclude_renderers d3d11_9x 183 | 184 | #pragma vertex UniversalVertexMeta 185 | #pragma fragment UniversalFragmentMetaSimple 186 | 187 | #pragma shader_feature _EMISSION 188 | #pragma shader_feature _SPECGLOSSMAP 189 | 190 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" 191 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" 192 | 193 | ENDHLSL 194 | } 195 | Pass 196 | { 197 | Name "Universal2D" 198 | Tags{ "LightMode" = "Universal2D" } 199 | Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } 200 | 201 | HLSLPROGRAM 202 | // Required to compile gles 2.0 with standard srp library 203 | #pragma prefer_hlslcc gles 204 | #pragma exclude_renderers d3d11_9x 205 | 206 | #pragma vertex vert 207 | #pragma fragment frag 208 | #pragma shader_feature _ALPHATEST_ON 209 | #pragma shader_feature _ALPHAPREMULTIPLY_ON 210 | 211 | #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" 212 | #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" 213 | ENDHLSL 214 | } 215 | Pass 216 | { 217 | Name "Mask" 218 | Tags{"LightMode" = "Mask"} 219 | 220 | ZWrite On 221 | Cull[_Cull] 222 | 223 | HLSLPROGRAM 224 | // Required to compile gles 2.0 with standard srp library 225 | #pragma prefer_hlslcc gles 226 | #pragma exclude_renderers d3d11_9x 227 | #pragma target 2.0 228 | 229 | #pragma vertex vert 230 | #pragma fragment frag 231 | 232 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 233 | 234 | float4 _MaskColor; 235 | 236 | struct Attributes 237 | { 238 | float4 positionOS : POSITION; 239 | }; 240 | 241 | struct Varyings 242 | { 243 | float4 vertex : SV_POSITION; 244 | }; 245 | 246 | Varyings vert(Attributes input) 247 | { 248 | Varyings output = (Varyings)0; 249 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 250 | output.vertex = vertexInput.positionCS; 251 | 252 | return output; 253 | } 254 | 255 | float4 frag(Varyings input) : SV_Target 256 | { 257 | return _MaskColor; 258 | } 259 | 260 | ENDHLSL 261 | } 262 | } 263 | Fallback "Hidden/Universal Render Pipeline/FallbackError" 264 | CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader" 265 | } 266 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - 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