├── .gitattributes ├── .gitignore ├── Assets ├── DeferredDecals.meta ├── DeferredDecals │ ├── DecalShader.shader │ ├── DecalShader.shader.meta │ ├── Editor.meta │ ├── Editor │ │ ├── DecalEditor.cs │ │ ├── DecalEditor.cs.meta │ │ ├── DecalRendererEditor.cs │ │ ├── DecalRendererEditor.cs.meta │ │ ├── HG.DeferredDecals.Editor.asmdef │ │ └── HG.DeferredDecals.Editor.asmdef.meta │ ├── HG.DeferredDecals.Runtime.asmdef │ ├── HG.DeferredDecals.Runtime.asmdef.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Decal.cs │ │ ├── Decal.cs.meta │ │ ├── DeferredDecalRenderer.cs │ │ ├── DeferredDecalRenderer.cs.meta │ │ ├── DeferredDecalSystem.cs │ │ └── DeferredDecalSystem.cs.meta │ ├── Unity_ReadMe.txt │ ├── Unity_ReadMe.txt.meta │ ├── _DeferredDecals.unity │ └── _DeferredDecals.unity.meta ├── Materials.meta ├── Materials │ ├── DecalBothSign.mat │ ├── DecalBothSign.mat.meta │ ├── DecalNormalsSign.mat │ ├── DecalNormalsSign.mat.meta │ ├── DecalNormalsVent.mat │ ├── DecalNormalsVent.mat.meta │ ├── DecalSign.mat │ ├── DecalSign.mat.meta │ ├── DecalWarning.mat │ ├── DecalWarning.mat.meta │ ├── GlassWithoutGrab.mat │ ├── GlassWithoutGrab.mat.meta │ ├── MatBlue.mat │ ├── MatBlue.mat.meta │ ├── MatChecker.mat │ ├── MatChecker.mat.meta │ ├── MatGray.mat │ ├── MatGray.mat.meta │ ├── MatGreen.mat │ ├── MatGreen.mat.meta │ ├── MatRed.mat │ └── MatRed.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Textures.meta └── Textures │ ├── .DS_Store │ ├── CheckerRoughNoise.png │ ├── CheckerRoughNoise.png.meta │ ├── DecalSign.png │ ├── DecalSign.png.meta │ ├── DecalSignN.png │ ├── DecalSignN.png.meta │ ├── DecalVentMask.png │ ├── DecalVentMask.png.meta │ ├── DecalVentNormals.png │ ├── DecalVentNormals.png.meta │ ├── DecalWarning.png │ ├── DecalWarning.png.meta │ ├── Glass.png │ ├── Glass.png.meta │ ├── GlassNormal.png │ └── GlassNormal.png.meta ├── ForGit ├── DecalInspector.png ├── Layers.png ├── NormalsBlending.png └── Screenshot.png ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.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/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Never ignore Asset meta data 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | -------------------------------------------------------------------------------- /Assets/DeferredDecals.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7ae2ce975914b448a69aee1f624612e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/DecalShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/GDecalShader" 2 | { 3 | Properties 4 | { 5 | _NormalTolerance("Normal Tolerance", Range(-1,1)) = 0.3 6 | _AlphaClip("Alpha Clip", Range(0,1)) = 0.001 7 | 8 | _Color("Color", Color) = (1,1,1,1) 9 | [NoScaleOffset] 10 | _MainTex("Albedo (RGB)", 2D) = "white" {} 11 | [NoScaleOffset] 12 | _BumpMap("Normal map", 2D) = "bump"{} 13 | _NormalScale("Normal Scale", float) = 1 14 | _NormalPow("Normal Influence", Range(0,1)) = 1 15 | 16 | _Glossiness("Smoothness", Range(0,1)) = 0.5 17 | _Metallic("Metallic", Range(0,1)) = 0 18 | _GlossinessPow("Specular Influence", Range(0,1)) = 1 19 | 20 | // _EmissionTex("Emission Texture", 2D) = "black"{} 21 | 22 | // [HDR] 23 | // _EmissionCol("Emission Color", color) = (0,0,0,0) 24 | } 25 | SubShader 26 | { 27 | Tags { "RenderType" = "Opaque" "LightMode" = "Deferred" "Queue"="Geometry+100"} 28 | Cull off 29 | ZWrite off 30 | ZTest Always 31 | LOD 200 32 | 33 | Pass 34 | { 35 | Fog { Mode Off } // no fog in g-buffers pass 36 | ZWrite Off 37 | Cull off 38 | ZTest Always 39 | 40 | CGPROGRAM 41 | #pragma target 3.0 42 | #pragma vertex vert 43 | #pragma fragment frag 44 | #pragma exclude_renderers nomrt 45 | 46 | #include "UnityCG.cginc" 47 | #include "UnityStandardUtils.cginc" 48 | 49 | struct v2f 50 | { 51 | float4 pos : SV_POSITION; 52 | half2 uv : TEXCOORD0; 53 | float4 screenUV : TEXCOORD1; 54 | float3 ray : TEXCOORD2; 55 | half3 orientation : TEXCOORD3; 56 | half3 orientationX : TEXCOORD4; 57 | half3 orientationZ : TEXCOORD5; 58 | }; 59 | 60 | v2f vert(float3 v : POSITION) 61 | { 62 | v2f o; 63 | o.pos = UnityObjectToClipPos(float4(v,1)); 64 | o.uv = v.xz + 0.5; 65 | o.screenUV = ComputeScreenPos(o.pos); 66 | o.ray = mul(UNITY_MATRIX_MV, float4(v,1)).xyz * float3(-1,-1,1); 67 | o.orientation = normalize(mul((float3x3)unity_ObjectToWorld, float3(0,1,0))); 68 | o.orientationX = normalize(mul((float3x3)unity_ObjectToWorld, float3(1,0,0))); 69 | o.orientationZ = normalize(mul((float3x3)unity_ObjectToWorld, float3(0,0,1))); 70 | return o; 71 | } 72 | 73 | half _NormalTolerance; 74 | float4 _Color; 75 | half _Glossiness; 76 | half _Metallic; 77 | float _GlossinessPow, _NormalPow; 78 | 79 | sampler2D _MainTex; 80 | sampler2D _BumpMap; 81 | 82 | sampler2D_float _CameraDepthTexture; 83 | sampler2D _NormalsCopy; 84 | sampler2D _DiffuseCopy; 85 | sampler2D _SpecCopy; 86 | float4 _TileProperties; 87 | float _NormalScale; 88 | float _AlphaClip; 89 | 90 | void frag(v2f i, out half4 outDiffuse : COLOR0, out half4 outNormal : COLOR2, 91 | out half4 outSpec : COLOR1/*, out half4 outEmission : COLOR3*/) 92 | { 93 | i.ray = i.ray * (_ProjectionParams.z / i.ray.z); 94 | float2 uv = i.screenUV.xy / i.screenUV.w; 95 | 96 | // read depth and reconstruct world position 97 | float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); 98 | depth = Linear01Depth(depth); 99 | float4 vpos = float4(i.ray * depth,1); 100 | float3 wpos = mul(unity_CameraToWorld, vpos).xyz; 101 | float3 opos = mul(unity_WorldToObject, float4(wpos,1)).xyz; 102 | 103 | clip(float3(0.5,0.5,0.5) - abs(opos.xyz)); // First clip when out of box bounds 104 | 105 | i.uv = opos.xz + 0.5; 106 | 107 | half4 originalNormal = tex2D(_NormalsCopy, uv); 108 | fixed3 wnormal = originalNormal.rgb * 2.0 - 1.0; 109 | wnormal = normalize(wnormal); 110 | 111 | clip(dot(wnormal, i.orientation) - _NormalTolerance); 112 | 113 | float4 albedo = tex2D(_MainTex, i.uv); 114 | float alpha = albedo.a; 115 | 116 | clip(alpha - _AlphaClip); // Just alpha clip 117 | albedo *= _Color; 118 | alpha *= _Color.a; 119 | 120 | float3 specularTint; 121 | float oneMinusReflectivity; 122 | 123 | albedo.rgb = DiffuseAndSpecularFromMetallic(albedo.rgb, _Metallic, /*out*/ specularTint, /*out*/ oneMinusReflectivity); 124 | albedo.rgb *= oneMinusReflectivity; 125 | 126 | float4 specular = tex2D(_SpecCopy, uv); 127 | specular.rgb = lerp(specular, specularTint, alpha * _GlossinessPow); 128 | specular.a = lerp(specular.a, _Glossiness, alpha * _GlossinessPow); 129 | 130 | float4 originalDiffuse = tex2D(_DiffuseCopy, uv); 131 | outDiffuse.rgb = lerp(originalDiffuse.rgb, albedo.rgb, saturate(alpha)); 132 | outDiffuse.a = originalDiffuse.a; 133 | 134 | half scale = _NormalScale * alpha; 135 | fixed3 nor = UnpackScaleNormal(tex2D(_BumpMap, i.uv), scale); 136 | half3x3 norMat = half3x3(i.orientationX, i.orientationZ, i.orientation); 137 | nor.rgb = mul(nor, norMat); 138 | nor.rgb = BlendNormals(nor.rgb, 0); // This doesn't allow to completely overwrite originalNormal 139 | nor = fixed4(nor.rgb * 0.5 + 0.5, 1); 140 | 141 | nor.rgb = lerp(originalNormal.rgb, nor.rgb, alpha * _NormalPow); 142 | 143 | outNormal = fixed4(nor, originalNormal.a); 144 | outSpec = specular; 145 | 146 | /* float4 originalEmission = tex2D(_EmissionCopy, uv); 147 | float4 emission = tex2D(_EmissionTex, i.uv) + _EmissionCol; 148 | #if UNITY_HDR_ON 149 | emission.rgb = exp2(-emission.rgb); 150 | #endif 151 | 152 | outEmission = originalEmission + (emission * alpha); 153 | outEmission.a = originalEmission.a; 154 | */ 155 | } 156 | ENDCG 157 | } 158 | } 159 | FallBack "Diffuse" 160 | } 161 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/DecalShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 994aa38eada45e544a89635c5358567b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee4405e738383d745b4845fe1f78c72e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor/DecalEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | using static UnityEditor.EditorGUILayout; 6 | using HG.DeferredDecals; 7 | 8 | [CustomEditor(typeof(Decal))] 9 | public class DecalEditor : Editor 10 | { 11 | SerializedProperty matProperty; 12 | SerializedProperty layerProperty; 13 | SerializedProperty featuresProperty; 14 | MaterialEditor editor; 15 | 16 | private void OnEnable() 17 | { 18 | matProperty = serializedObject.FindProperty("m_Material"); 19 | layerProperty = serializedObject.FindProperty("m_Layer"); 20 | featuresProperty = serializedObject.FindProperty("m_FeatureSet"); 21 | } 22 | 23 | public override void OnInspectorGUI() 24 | { 25 | EditorGUI.BeginChangeCheck(); 26 | 27 | PropertyField(layerProperty); 28 | PropertyField(matProperty); 29 | 30 | // featuresProperty.intValue = MaskField(new GUIContent(featuresProperty.displayName), featuresProperty.intValue, featuresProperty.enumDisplayNames); 31 | 32 | if (EditorGUI.EndChangeCheck() || (matProperty.objectReferenceValue != null && editor == null)) 33 | { 34 | if (matProperty.objectReferenceValue != null) 35 | editor = (MaterialEditor)CreateEditor(matProperty.objectReferenceValue); 36 | else 37 | { 38 | editor?.OnDisable(); 39 | editor = null; 40 | } 41 | } 42 | 43 | if (editor) 44 | { 45 | editor.DrawHeader(); 46 | editor.OnInspectorGUI(); 47 | 48 | editor.serializedObject.ApplyModifiedProperties(); 49 | } 50 | 51 | serializedObject.ApplyModifiedProperties(); 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor/DecalEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 471a22bfed433aa4d8f1f09e22ae85dc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor/DecalRendererEditor.cs: -------------------------------------------------------------------------------- 1 | using HG.DeferredDecals; 2 | using System; 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | using System.Text; 6 | using System.Threading.Tasks; 7 | using UnityEditor; 8 | 9 | namespace HostGame.Editors 10 | { 11 | [CustomEditor(typeof(DeferredDecalRenderer))] 12 | public class DecalRendererEditor : UnityEditor.Editor 13 | { 14 | DeferredDecalRenderer myTarget; 15 | 16 | private void OnEnable() 17 | { 18 | myTarget = (DeferredDecalRenderer)target; 19 | } 20 | 21 | public override void OnInspectorGUI() 22 | { 23 | EditorGUI.BeginDisabledGroup(true); 24 | EditorGUILayout.FloatField("Rendered Decals Count", myTarget.renderedDecals); 25 | EditorGUI.EndDisabledGroup(); 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor/DecalRendererEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8eaea68f1d91e974ca87a4f70ae4b62c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor/HG.DeferredDecals.Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "HG.DeferredDecals.Editor", 3 | "references": [ 4 | "HG.DeferredDecals.Runtime" 5 | ], 6 | "includePlatforms": [ 7 | "Editor" 8 | ], 9 | "excludePlatforms": [], 10 | "allowUnsafeCode": false, 11 | "overrideReferences": false, 12 | "precompiledReferences": [], 13 | "autoReferenced": true, 14 | "defineConstraints": [], 15 | "versionDefines": [], 16 | "noEngineReferences": false 17 | } -------------------------------------------------------------------------------- /Assets/DeferredDecals/Editor/HG.DeferredDecals.Editor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee655e87011ff4349b1b866d223cd4ac 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/HG.DeferredDecals.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "HG.DeferredDecals.Runtime" 3 | } 4 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/HG.DeferredDecals.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f492b67c284f3b64c830c1ba30bc7abd 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 672d8d795b1f97b40a274d27852c6c1d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts/Decal.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace HG.DeferredDecals 4 | { 5 | [System.Flags] 6 | public enum DecalFeature 7 | { 8 | Diffuse = 1, 9 | Normal = 2, 10 | Smoothness = 4, 11 | Emission = 8 12 | } 13 | 14 | [ExecuteAlways] 15 | [AddComponentMenu("Effects/Decal")] 16 | public class Decal : MonoBehaviour 17 | { 18 | private Bounds bounds; 19 | private Vector3[] boundPositions = new Vector3[8]; 20 | 21 | public Bounds DecalBounds { get { return bounds; } } 22 | public Material DecalMaterial { get => m_Material; } 23 | public int Layer { get => m_Layer; } 24 | 25 | [Range(0, 49)] 26 | [SerializeField] int m_Layer = 20; 27 | [SerializeField] DecalFeature m_FeatureSet = (DecalFeature)~0; //TODO: Make this matter 28 | [SerializeField] Material m_Material = null; 29 | 30 | public void OnEnable() 31 | { 32 | if (!m_Material) 33 | return; 34 | 35 | DeferredDecalSystem.Instance?.AddDecal(this); 36 | RecalculateBounds(); 37 | } 38 | 39 | private void Start() 40 | { 41 | if (!m_Material) 42 | return; 43 | 44 | DeferredDecalSystem.Instance?.AddDecal(this); 45 | } 46 | 47 | public void RecalculateBounds() 48 | { 49 | Vector3 scale = transform.lossyScale; 50 | Vector3 position = transform.position; 51 | 52 | Quaternion quat = Quaternion.identity; 53 | quat.SetLookRotation(transform.forward, Vector3.Cross(transform.forward, transform.right)); 54 | 55 | boundPositions[0] = position + quat * new Vector3( scale.x * 0.5f, scale.y * 0.5f, scale.z * 0.5f); 56 | boundPositions[1] = position + quat * new Vector3(-scale.x * 0.5f, scale.y * 0.5f, scale.z * 0.5f); 57 | boundPositions[2] = position + quat * new Vector3( scale.x * 0.5f, -scale.y * 0.5f, scale.z * 0.5f); 58 | boundPositions[3] = position + quat * new Vector3( scale.x * 0.5f, scale.y * 0.5f, -scale.z * 0.5f); 59 | boundPositions[4] = position + quat * new Vector3(-scale.x * 0.5f, -scale.y * 0.5f, scale.z * 0.5f); 60 | boundPositions[5] = position + quat * new Vector3( scale.x * 0.5f, -scale.y * 0.5f, -scale.z * 0.5f); 61 | boundPositions[6] = position + quat * new Vector3(-scale.x * 0.5f, scale.y * 0.5f, -scale.z * 0.5f); 62 | boundPositions[7] = position + quat * new Vector3(-scale.x * 0.5f, -scale.y * 0.5f, -scale.z * 0.5f); 63 | 64 | bounds = GeometryUtility.CalculateBounds(boundPositions, Matrix4x4.identity); 65 | } 66 | 67 | public void OnDisable() 68 | { 69 | DeferredDecalSystem.Instance?.RemoveDecal(this); 70 | } 71 | 72 | #if UNITY_EDITOR 73 | private void DrawGizmo(bool selected) 74 | { 75 | var col = new Color(0.0f, 0.7f, 1f, 1.0f); 76 | col.a = selected ? 0.1f : 0.05f; 77 | Gizmos.color = col; 78 | Gizmos.matrix = transform.localToWorldMatrix; 79 | Gizmos.DrawCube(Vector3.zero, Vector3.one); 80 | col.a = selected ? 0.5f : 0.2f; 81 | Gizmos.color = col; 82 | Gizmos.DrawWireCube(Vector3.zero, Vector3.one); 83 | } 84 | 85 | 86 | public void OnDrawGizmos() 87 | { 88 | DrawGizmo(false); 89 | } 90 | public void OnDrawGizmosSelected() 91 | { 92 | DrawGizmo(true); 93 | } 94 | 95 | private void OnValidate() 96 | { 97 | DeferredDecalSystem.Instance?.RemoveDecal(this, false); 98 | OnEnable(); 99 | } 100 | 101 | [UnityEditor.MenuItem("GameObject/Effects/Deferred Decal")] 102 | static void CreateDecal() 103 | { 104 | var gameObj = new GameObject(); 105 | gameObj.name = "Deferred Decal"; 106 | 107 | gameObj.AddComponent(); 108 | Camera cam = UnityEditor.SceneView.lastActiveSceneView.camera; 109 | Transform sceneCam = cam.transform; 110 | gameObj.transform.position = sceneCam.position + sceneCam.forward * /*(cam.nearClipPlane */ 6/*)*/; 111 | 112 | UnityEditor.Selection.activeObject = gameObj; 113 | } 114 | #endif 115 | } 116 | } -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts/Decal.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d2c004481ee954006b1d17c257988c01 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts/DeferredDecalRenderer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | 7 | namespace HG.DeferredDecals 8 | { 9 | [ExecuteAlways] 10 | public class DeferredDecalRenderer : MonoBehaviour 11 | { 12 | private const string BUFFER_NAME = "Deferred decals"; 13 | 14 | private static readonly int normalsID = Shader.PropertyToID("_NormalsCopy"); 15 | private static readonly int diffuseID = Shader.PropertyToID("_DiffuseCopy"); 16 | private static readonly int smoothnessID = Shader.PropertyToID("_SpecCopy"); 17 | 18 | private readonly Dictionary cameras = new Dictionary(); 19 | private readonly Plane[] planes = new Plane[6]; 20 | private readonly RenderTargetIdentifier[] renderTargets = new RenderTargetIdentifier[3]; 21 | 22 | private DeferredDecalSystem system; 23 | 24 | /// For debug purposes 25 | public int renderedDecals { get; private set; } 26 | 27 | [SerializeField] Mesh m_CubeMesh = null; 28 | 29 | private void OnEnable() => Camera.onPreRender += RenderDecals; 30 | private void OnDisable() => Camera.onPreRender -= RenderDecals; 31 | 32 | private void Awake() 33 | { 34 | system = new DeferredDecalSystem(); 35 | } 36 | 37 | public void RenderDecals(Camera cam) 38 | { 39 | if (!cam || system.availableLayers.Count == 0) 40 | return; 41 | 42 | CommandBuffer buffer = GetBuffer(cam); 43 | renderedDecals = 0; 44 | 45 | if (!gameObject.activeInHierarchy && enabled) 46 | return; 47 | 48 | GeometryUtility.CalculateFrustumPlanes(cam, planes); 49 | 50 | // copy g-buffer normals into a temporary RT 51 | buffer.GetTemporaryRT(diffuseID, -1, -1); 52 | buffer.GetTemporaryRT(smoothnessID, -1, -1); 53 | buffer.GetTemporaryRT(normalsID, -1, -1); 54 | 55 | renderTargets[0] = BuiltinRenderTextureType.GBuffer0; 56 | renderTargets[1] = BuiltinRenderTextureType.GBuffer1; 57 | renderTargets[2] = BuiltinRenderTextureType.GBuffer2; 58 | 59 | foreach (var layer in system.availableLayers) 60 | { 61 | bool copiedTextures = false; 62 | 63 | if (!system.layerToDecals.TryGetValue(layer, out List decals)) 64 | return; 65 | 66 | foreach (var decal in decals) 67 | { 68 | if (!GeometryUtility.TestPlanesAABB(planes, decal.DecalBounds)) 69 | { 70 | continue; 71 | } 72 | 73 | if (!copiedTextures) 74 | { 75 | // In shader you can't really read and write to the texture at the same time 76 | // That's why we need to copy existing textures for each layer 77 | CopyRenderes(); 78 | copiedTextures = true; 79 | } 80 | 81 | renderedDecals++; 82 | 83 | // matricies.Add(Matrix4x4.TRS(decalTransform.position, decalTransform.rotation, decalTransform.lossyScale)); 84 | buffer.DrawMesh(m_CubeMesh, decal.transform.localToWorldMatrix, decal.DecalMaterial); // TODO: Should support instancing 85 | } 86 | } 87 | 88 | // release temporary normals RT 89 | buffer.ReleaseTemporaryRT(normalsID); 90 | buffer.ReleaseTemporaryRT(diffuseID); 91 | buffer.ReleaseTemporaryRT(smoothnessID); 92 | 93 | void CopyRenderes() 94 | { 95 | buffer.Blit(BuiltinRenderTextureType.GBuffer0, diffuseID); 96 | buffer.Blit(BuiltinRenderTextureType.GBuffer1, smoothnessID); 97 | buffer.Blit(BuiltinRenderTextureType.GBuffer2, normalsID); 98 | buffer.SetRenderTarget(renderTargets, BuiltinRenderTextureType.CameraTarget); 99 | } 100 | } 101 | 102 | private CommandBuffer GetBuffer(Camera cam) 103 | { 104 | CommandBuffer buffer; 105 | if (cameras.ContainsKey(cam)) 106 | { 107 | buffer = cameras[cam]; 108 | buffer.Clear(); 109 | } 110 | else 111 | { 112 | buffer = cam.GetCommandBuffers(CameraEvent.BeforeLighting).FirstOrDefault(b => b.name == BUFFER_NAME); 113 | if (buffer != null) 114 | { 115 | cameras[cam] = buffer; 116 | return buffer; 117 | } 118 | 119 | buffer = new CommandBuffer(); 120 | buffer.name = BUFFER_NAME; 121 | cameras[cam] = buffer; 122 | 123 | // set this command buffer to be executed just before deferred lighting pass 124 | // in the camera 125 | cam.AddCommandBuffer(CameraEvent.BeforeReflections, buffer); 126 | } 127 | 128 | buffer.Clear(); 129 | return buffer; 130 | } 131 | } 132 | } 133 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts/DeferredDecalRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e6fa5f2e7607459ba395388ad01d8f5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - m_CubeMesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts/DeferredDecalSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace HG.DeferredDecals 4 | { 5 | [System.Serializable] // For debugging 6 | public class DeferredDecalSystem 7 | { 8 | public DeferredDecalSystem() 9 | { 10 | Instance = this; 11 | } 12 | 13 | public static DeferredDecalSystem Instance; 14 | 15 | internal List availableLayers = new List(50); 16 | internal Dictionary> layerToDecals = new Dictionary>(50); 17 | 18 | public void AddDecal(Decal d) 19 | { 20 | RemoveDecal(d, false); 21 | 22 | if(layerToDecals.TryGetValue(d.Layer, out List decals)) 23 | { 24 | decals.Add(d); 25 | } 26 | else 27 | { 28 | List newDecalList = new List(); 29 | layerToDecals[d.Layer] = newDecalList; 30 | 31 | newDecalList.Add(d); 32 | 33 | availableLayers.Add(d.Layer); 34 | availableLayers.Sort(); 35 | } 36 | } 37 | 38 | public void RemoveDecal(Decal d, bool removeLayer = true) 39 | { 40 | foreach(var decalsPair in layerToDecals) 41 | { 42 | var decals = decalsPair.Value; 43 | decals.Remove(d); 44 | 45 | if(removeLayer && decals.Count == 0) 46 | { 47 | availableLayers.Remove(d.Layer); 48 | } 49 | } 50 | } 51 | } 52 | } -------------------------------------------------------------------------------- /Assets/DeferredDecals/Scripts/DeferredDecalSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01bd9ce90b3d52645a4dda978bffb9e5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/DeferredDecals/Unity_ReadMe.txt: -------------------------------------------------------------------------------- 1 | This scene shows a basic implementation of "deferred decals" - i.e. 2 | it shows how command buffers can be used to modify the deferred 3 | shading g-buffer before lighting is done. 4 | 5 | Idea behind them is described by Emil Persson here: 6 | http://www.humus.name/index.php?page=3D&ID=83 and Pope Kim here: 7 | http://www.popekim.com/2012/10/siggraph-2012-screen-space-decals-in.html 8 | 9 | The idea is: after g-buffer is done, draw each "shape" of the decal (e.g. box) 10 | and modify the g-buffer contents. This is very similar to how lights are done 11 | in deferred shading, except instead of accumulating the lighting 12 | we modify the g-buffer textures. 13 | 14 | Note: this is small example code, and not a production-ready decal system! 15 | 16 | In this example, each decal should have Decal.cs script attached; transform 17 | placement and scale defines decal area of influence. Decals can be of three kinds: 18 | 19 | * Diffuse only (only affects underlying surface's diffuse color) 20 | * Normals only (only affects normals of the underlying surface; does not change color) 21 | * Both diffuse & normals 22 | 23 | Each type should use appropriate shader to render its effect, see shaders in DeferredDecals 24 | folder. 25 | 26 | DeferredDecalRenderer.cs is a script that should be assigned to some "always visible" 27 | object (e.g. ground). When that object becomes visible by any camera, it will add 28 | command buffers with all the decals to that camera. This way this works for scene view 29 | cameras too, but is not an ideal setup for a proper decal system. 30 | 31 | One caveat though: in current Unity's deferred shading implementation, lightmaps, ambient 32 | and reflection probes are done as part of g-buffer rendering pass. Since decals only 33 | modify the g-buffer after it's done, they *do not affect* ambient/lightmaps! 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/SanielX/DeferredDecals/ff309ce81b44c3b822b0fd32bce7d2a50361a473/ForGit/Screenshot.png -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 SanielX 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 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.analytics": "3.3.5", 6 | "com.unity.collab-proxy": "1.2.16", 7 | "com.unity.ide.rider": "1.1.4", 8 | "com.unity.ide.vscode": "1.2.2", 9 | "com.unity.postprocessing": "2.3.0", 10 | "com.unity.purchasing": "2.1.1", 11 | "com.unity.test-framework": "1.1.18", 12 | "com.unity.timeline": "1.2.6", 13 | "com.unity.ugui": "1.0.0", 14 | "com.unity.xr.legacyinputhelpers": "2.1.4", 15 | "com.unity.modules.ai": "1.0.0", 16 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-------------------------------------------------------------------------------- 1 | # UnityDeferredDecals 2 | Improved version of [unity's deferred decals system](https://docs.unity3d.com/Manual/GraphicsCommandBuffers.html) with support of layers and some basic frustum culling. 3 | 4 | ![](./ForGit/Screenshot.png) 5 | 6 | ## How to use: 7 | 0. Essential files are stored in `Assets/DeferredDecals`. You can copy paste this folder to your project and everything should work fine 8 | 1. Add `DeferredDecalRenderer.cs` to your scene. There should be only one renderer 9 | 2. Use `GameObject/Effects/Deferred Decal` to create decal 10 | 4. Use `GDecalShader` shader for your decal material 11 | 3. You're amazing :D 12 | 13 | ## Pros: 14 | * Improved inspector with embedded material editing: 15 | ![](./ForGit/DecalInspector.png) 16 | * Layers. Though making layers is **pretty expensive** since the more layers you have on screen the more passes are needed. 17 | 18 | ![](./ForGit/Layers.png) 19 | * Cutout. Each decal can use Alpha Clip to avoid using layers 20 | * Blending with background normals 21 | ![](./ForGit/NormalsBlending.png) 22 | * Decals can influence smoothness and specular color, using Metallic workflow 23 | * They are still rendered if you're inside the render box 24 | 25 | ## Cons: 26 | * No special normals/diffuse only decals, so each decal layer does copy 3 GBuffers no matter what 27 | * Visibility in editor can be clunky 28 | * Shader is under development. No emission support yet 29 | * No instancing 30 | * Culling doesn't care about walls, it's just AABB check. For now 31 | --------------------------------------------------------------------------------