├── Assets ├── BlurredBufferMultiObjectOutline.meta ├── BlurredBufferMultiObjectOutline │ ├── OutlineColorAndStencil.mat │ ├── OutlineColorAndStencil.mat.meta │ ├── OutlineColorAndStencil.shader │ ├── OutlineColorAndStencil.shader.meta │ ├── OutlineDilation.mat │ ├── OutlineDilation.mat.meta │ ├── OutlineDilation.shader │ ├── OutlineDilation.shader.meta │ ├── Runtime.meta │ └── Runtime │ │ ├── BlurredBufferMultiObjectOutlinePass.cs │ │ ├── BlurredBufferMultiObjectOutlinePass.cs.meta │ │ ├── BlurredBufferMultiObjectOutlineRendererFeature.cs │ │ ├── BlurredBufferMultiObjectOutlineRendererFeature.cs.meta │ │ ├── SelectionManager.cs │ │ └── SelectionManager.cs.meta ├── DefaultVolumeProfile.asset ├── DefaultVolumeProfile.asset.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Settings.meta ├── Settings │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ └── URP-HighFidelity.asset.meta ├── URP Documentation Blur Sample.meta ├── URP Documentation Blur Sample │ ├── BlurRP.meta │ └── BlurRP │ │ ├── BlurEffect.shader │ │ ├── BlurEffect.shader.meta │ │ ├── BlurRenderPass.cs │ │ ├── BlurRenderPass.cs.meta │ │ ├── BlurRendererFeature.cs │ │ ├── BlurRendererFeature.cs.meta │ │ ├── CustomVolumeComponent.cs │ │ └── CustomVolumeComponent.cs.meta ├── UniversalRenderPipelineGlobalSettings.asset └── UniversalRenderPipelineGlobalSettings.asset.meta ├── License.md ├── 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 ├── MultiplayerManager.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 /Assets/BlurredBufferMultiObjectOutline.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a10496ce6d530442bb2229eab035222 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/OutlineColorAndStencil.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &-6001270351578964239 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 11 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | version: 5 16 | --- !u!21 &2100000 17 | Material: 18 | serializedVersion: 8 19 | m_ObjectHideFlags: 0 20 | m_CorrespondingSourceObject: {fileID: 0} 21 | m_PrefabInstance: {fileID: 0} 22 | m_PrefabAsset: {fileID: 0} 23 | m_Name: OutlineColorAndStencil 24 | m_Shader: {fileID: 4800000, guid: c4f17eb9239a68045a995537d1de7423, type: 3} 25 | m_Parent: {fileID: 0} 26 | m_ModifiedSerializedProperties: 0 27 | m_ValidKeywords: [] 28 | m_InvalidKeywords: [] 29 | m_LightmapFlags: 4 30 | m_EnableInstancingVariants: 0 31 | m_DoubleSidedGI: 0 32 | m_CustomRenderQueue: -1 33 | stringTagMap: {} 34 | disabledShaderPasses: [] 35 | m_LockedProperties: 36 | m_SavedProperties: 37 | serializedVersion: 3 38 | m_TexEnvs: 39 | - 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You can use it to select a custom color. This variable 5 | // has the default value (1, 1, 1, 1). 6 | Properties 7 | { 8 | [MainColor][HDR]_BaseColor("Base Color", Color) = (0, 1, 0, 1) 9 | } 10 | 11 | SubShader 12 | { 13 | Name "Draw Solid Color" 14 | 15 | Tags 16 | { 17 | "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" 18 | } 19 | 20 | Pass 21 | { 22 | Stencil 23 | { 24 | Ref 15 25 | Comp Always 26 | Pass Replace 27 | Fail Keep 28 | ZFail Keep 29 | } 30 | 31 | ZTest LEqual 32 | 33 | HLSLPROGRAM 34 | #pragma vertex vert 35 | #pragma fragment frag 36 | 37 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 38 | 39 | struct Attributes 40 | { 41 | float4 positionOS : POSITION; 42 | }; 43 | 44 | struct Varyings 45 | { 46 | float4 positionHCS : SV_POSITION; 47 | }; 48 | 49 | // To make the Unity shader SRP Batcher compatible, declare all 50 | // properties related to a Material in a a single CBUFFER block with 51 | // the name UnityPerMaterial. 52 | CBUFFER_START(UnityPerMaterial) 53 | // The following line declares the _BaseColor variable, so that you 54 | // can use it in the fragment shader. 55 | half4 _BaseColor; 56 | CBUFFER_END 57 | 58 | Varyings vert(Attributes IN) 59 | { 60 | Varyings OUT; 61 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); 62 | return OUT; 63 | } 64 | 65 | half4 frag() : SV_Target 66 | { 67 | // Returning the _BaseColor value. 68 | return _BaseColor; 69 | } 70 | ENDHLSL 71 | } 72 | } 73 | } -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/OutlineColorAndStencil.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4f17eb9239a68045a995537d1de7423 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/OutlineDilation.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 8 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: OutlineDilation 11 | m_Shader: {fileID: 4800000, guid: 0d8740dafc144694e8c44f361eaa1948, type: 3} 12 | m_Parent: {fileID: 0} 13 | m_ModifiedSerializedProperties: 0 14 | m_ValidKeywords: [] 15 | m_InvalidKeywords: [] 16 | m_LightmapFlags: 4 17 | m_EnableInstancingVariants: 0 18 | m_DoubleSidedGI: 0 19 | m_CustomRenderQueue: -1 20 | stringTagMap: {} 21 | disabledShaderPasses: [] 22 | m_LockedProperties: 23 | m_SavedProperties: 24 | serializedVersion: 3 25 | m_TexEnvs: 26 | - _BlitTexture: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _MainTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | m_Ints: 35 | - _GridSize: 1 36 | - _Spread: 44 37 | m_Floats: 38 | - _Spread: 43.8 39 | m_Colors: [] 40 | m_BuildTextureStacks: [] 41 | m_AllowLocking: 1 42 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/OutlineDilation.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c49c97c5cac49f4db0be7d0ff2a6a93 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/OutlineDilation.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Dilation" 2 | { 3 | Properties 4 | { 5 | _Spread("Spread", Integer) = 0 6 | } 7 | 8 | SubShader 9 | { 10 | Tags 11 | { 12 | "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" 13 | } 14 | LOD 100 15 | ZWrite Off Cull Off 16 | 17 | HLSLINCLUDE 18 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 19 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 20 | 21 | SAMPLER(sampler_BlitTexture); 22 | 23 | float _Spread; 24 | ENDHLSL 25 | 26 | Pass 27 | { 28 | Name "HorizontalDilation" 29 | ZTest Always 30 | 31 | HLSLPROGRAM 32 | #pragma vertex Vert 33 | #pragma fragment frag_vertical 34 | 35 | float4 frag_vertical(Varyings i) : SV_Target 36 | { 37 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 38 | 39 | // Dilate 40 | float totalWeightedValues = 0; 41 | int shortestActivePixelDistance = _Spread + 1; 42 | float3 nearestActivePixelColor = float3(0, 0, 0); 43 | for (int x = -_Spread; x <= _Spread; x++) 44 | { 45 | float2 uv = i.texcoord + float2(_BlitTexture_TexelSize.x * x, 0.0f); 46 | float4 buffer = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv); 47 | 48 | // Check if this is the nearest occupied pixel 49 | // (Occupied means non-black here) 50 | int distance = abs(x); 51 | float falloff = 1.0f - distance / _Spread; 52 | totalWeightedValues += buffer.a * falloff; 53 | 54 | if (distance < shortestActivePixelDistance && 55 | buffer.a >= 1.0) 56 | { 57 | shortestActivePixelDistance = distance; 58 | nearestActivePixelColor = buffer.xyz; 59 | } 60 | } 61 | 62 | return float4(nearestActivePixelColor, 1 - saturate(shortestActivePixelDistance / _Spread)); 63 | } 64 | ENDHLSL 65 | } 66 | 67 | Pass 68 | { 69 | Name "VerticalDilation" 70 | ZTest Always 71 | Blend SrcAlpha OneMinusSrcAlpha 72 | 73 | Stencil 74 | { 75 | Ref 15 76 | Comp NotEqual 77 | Pass Zero 78 | Fail Zero 79 | ZFail Zero 80 | } 81 | 82 | HLSLPROGRAM 83 | #pragma vertex Vert 84 | #pragma fragment frag_horizontal 85 | 86 | float4 frag_horizontal(Varyings i) : SV_Target 87 | { 88 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 89 | 90 | // Dilate 91 | float totalWeightedValues = 0; 92 | float3 brightestActivePixelColor = float3(0, 0, 0); 93 | float brightestWeightedAlpha = 0; 94 | for (int y = -_Spread; y <= _Spread; y++) 95 | { 96 | float2 uv = i.texcoord + float2(0.0f, _BlitTexture_TexelSize.y * y); 97 | float4 buffer = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv); 98 | 99 | // Check if this is the nearest occupied pixel 100 | // (Occupied means non-black here) 101 | int distance = abs(y); 102 | float falloff = 1.0f - distance / _Spread; 103 | float weightedValue = buffer.a * falloff; 104 | totalWeightedValues += weightedValue; 105 | 106 | // favor the brightest, nearest alpha 107 | if (weightedValue > brightestWeightedAlpha) 108 | { 109 | brightestWeightedAlpha = weightedValue; 110 | brightestActivePixelColor = buffer.xyz; 111 | } 112 | } 113 | 114 | return float4(brightestActivePixelColor, Smoothstep01(brightestWeightedAlpha)); 115 | } 116 | ENDHLSL 117 | } 118 | } 119 | } -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/OutlineDilation.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d8740dafc144694e8c44f361eaa1948 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 391d7b06e328ea34fa60515be29257e7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime/BlurredBufferMultiObjectOutlinePass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.RenderGraphModule; 4 | using UnityEngine.Rendering.Universal; 5 | 6 | public class BlurredBufferMultiObjectOutlinePass : ScriptableRenderPass 7 | { 8 | private const string DilationTex0Name = "_DilationTexture0"; 9 | private const string DilationTex1Name = "_DilationTexture1"; 10 | private const string DrawOutlineObjectsPassName = "DrawOutlineObjectsPass"; 11 | private const string HorizontalPassName = "HorizontalDilationPass"; 12 | private const string VerticalPassName = "VerticalDilationPass"; 13 | 14 | public RenderPassEvent RenderEvent { private get; set; } 15 | public Material DilationMaterial { private get; set; } 16 | public Material OutlineMaterial { private get; set; } 17 | public Renderer[] Renderers { get; set; } 18 | 19 | private RenderTextureDescriptor _dilationDescriptor; 20 | 21 | public BlurredBufferMultiObjectOutlinePass() 22 | { 23 | _dilationDescriptor = new RenderTextureDescriptor( 24 | Screen.width, 25 | Screen.height, 26 | RenderTextureFormat.Default, 27 | depthBufferBits: 0); 28 | } 29 | 30 | public override void RecordRenderGraph(RenderGraph renderGraph, 31 | ContextContainer frameData) 32 | { 33 | var resourceData = frameData.Get(); 34 | 35 | // The following line ensures that the render pass doesn't blit 36 | // from the back buffer. 37 | if (resourceData.isActiveTargetBackBuffer) 38 | return; 39 | 40 | UniversalCameraData cameraData = frameData.Get(); 41 | 42 | // Update Settings 43 | renderPassEvent = RenderEvent; 44 | 45 | // Set the dilation texture size to be the same as the camera target size. 46 | // depthBufferBits must be zero for color textures, and non-zero for depth textures 47 | // (it determines the texture format) 48 | _dilationDescriptor.width = cameraData.cameraTargetDescriptor.width; 49 | _dilationDescriptor.height = cameraData.cameraTargetDescriptor.height; 50 | _dilationDescriptor.msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples; 51 | 52 | var dilation0Handle = UniversalRenderer.CreateRenderGraphTexture( 53 | renderGraph, 54 | _dilationDescriptor, 55 | DilationTex0Name, 56 | clear: false); 57 | var dilation1Handle = UniversalRenderer.CreateRenderGraphTexture( 58 | renderGraph, 59 | _dilationDescriptor, 60 | DilationTex1Name, 61 | clear: false); 62 | 63 | var screenColorHandle = resourceData.activeColorTexture; 64 | var screenDepthStencilHandle = resourceData.activeDepthTexture; 65 | 66 | // This check is to avoid an error from the material preview in the scene 67 | if (!screenColorHandle.IsValid() || 68 | !screenDepthStencilHandle.IsValid() || 69 | !dilation0Handle.IsValid() || 70 | !dilation1Handle.IsValid()) 71 | return; 72 | 73 | // Draw objects-to-outline pass 74 | using (var builder = renderGraph.AddRasterRenderPass(DrawOutlineObjectsPassName, 75 | out var passData)) 76 | { 77 | // Configure pass data 78 | passData.Renderers = Renderers; 79 | passData.Material = OutlineMaterial; 80 | 81 | // Draw to dilation0Handle 82 | builder.SetRenderAttachment(dilation0Handle, 0); 83 | 84 | // Blit from the source color to destination color, 85 | // using the first shader pass. 86 | builder.SetRenderFunc((RenderObjectsPassData data, RasterGraphContext context) => 87 | ExecuteDrawOutlineObjects(data, context)); 88 | } 89 | 90 | // Horizontal dilation pass 91 | using (var builder = renderGraph.AddRasterRenderPass(HorizontalPassName, 92 | out var passData)) 93 | { 94 | // Configure pass data 95 | passData.Source = dilation0Handle; 96 | passData.Material = DilationMaterial; 97 | 98 | // From dilation0Handle to dilation1Handle 99 | builder.UseTexture(passData.Source); 100 | builder.SetRenderAttachment(dilation1Handle, 0); 101 | 102 | // Blit from the source color to destination color, 103 | // using the first shader pass. 104 | builder.SetRenderFunc((BlitPassData data, RasterGraphContext context) => 105 | ExecuteBlit(data, context, 0)); 106 | } 107 | 108 | // Vertical dilation pass 109 | using (var builder = renderGraph.AddRasterRenderPass(VerticalPassName, out var passData)) 110 | { 111 | // Configure pass data 112 | passData.Source = dilation1Handle; 113 | passData.Material = DilationMaterial; 114 | 115 | // From dilation1Handle to screenColorHandle 116 | builder.UseTexture(passData.Source); 117 | builder.SetRenderAttachment(screenColorHandle, 0); 118 | 119 | // Make sure we also read from the active stencil buffer, 120 | // which was written to in the Draw objects-to-outline pass 121 | // and is used here to cut out the inside of the outline. 122 | builder.SetRenderAttachmentDepth(screenDepthStencilHandle, AccessFlags.Read); 123 | 124 | // Blit from the source color to destination (camera) color, 125 | // using the second shader pass. 126 | builder.SetRenderFunc((BlitPassData data, RasterGraphContext context) => 127 | ExecuteBlit(data, context, 1)); 128 | } 129 | } 130 | 131 | private static void ExecuteDrawOutlineObjects( 132 | RenderObjectsPassData data, 133 | RasterGraphContext context) 134 | { 135 | // Render all the outlined objects to the temp texture 136 | foreach (Renderer objectRenderer in data.Renderers) 137 | { 138 | // Skip null renderers 139 | if (objectRenderer) 140 | { 141 | int materialCount = objectRenderer.sharedMaterials.Length; 142 | for (int i = 0; i < materialCount; i++) 143 | { 144 | context.cmd.DrawRenderer(objectRenderer, data.Material, i, 0); 145 | } 146 | } 147 | } 148 | } 149 | 150 | private static void ExecuteBlit(BlitPassData data, RasterGraphContext context, int pass) 151 | { 152 | Blitter.BlitTexture(context.cmd, data.Source, new Vector4(1f, 1f, 0f, 0f), data.Material, pass); 153 | } 154 | 155 | private class RenderObjectsPassData 156 | { 157 | internal Renderer[] Renderers; 158 | internal Material Material; 159 | } 160 | 161 | private class BlitPassData 162 | { 163 | internal TextureHandle Source; 164 | internal Material Material; 165 | } 166 | } -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime/BlurredBufferMultiObjectOutlinePass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe1556cdb598c054a9b73cf2c3149dd3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - dilationMaterial: {fileID: 2100000, guid: 58bc20b19fdd8d740ba08236d78f1547, type: 2} 8 | - outlineMaterial: {fileID: 2100000, guid: 4e4d3a6f4399c744f9abcaa33d05d4d6, type: 2} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime/BlurredBufferMultiObjectOutlineRendererFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering.Universal; 3 | 4 | public class BlurredBufferMultiObjectOutlineRendererFeature : ScriptableRendererFeature 5 | { 6 | private static readonly int SpreadId = Shader.PropertyToID("_Spread"); 7 | 8 | [SerializeField] private RenderPassEvent renderEvent = RenderPassEvent.AfterRenderingTransparents; 9 | [Space, SerializeField] private Material dilationMaterial; 10 | [SerializeField] private Material outlineMaterial; 11 | [SerializeField, Range(1, 60)] private int spread = 15; 12 | 13 | private BlurredBufferMultiObjectOutlinePass _outlinePass; 14 | 15 | private Renderer[] _targetRenderers; 16 | 17 | public void SetRenderers(Renderer[] targetRenderers) 18 | { 19 | _targetRenderers = targetRenderers; 20 | 21 | if (_outlinePass != null) 22 | _outlinePass.Renderers = _targetRenderers; 23 | } 24 | 25 | public override void Create() 26 | { 27 | name = "Multi-Object Outliner"; 28 | 29 | // Pass in constructor variables which don't/shouldn't need to be updated every frame. 30 | _outlinePass = new BlurredBufferMultiObjectOutlinePass(); 31 | } 32 | 33 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 34 | { 35 | if (_outlinePass == null) 36 | return; 37 | 38 | if (!dilationMaterial || 39 | !outlineMaterial || 40 | _targetRenderers == null || 41 | _targetRenderers.Length == 0) 42 | { 43 | // Don't render the effect if there's nothing to render 44 | return; 45 | } 46 | 47 | // Any variables you may want to update every frame should be set here. 48 | _outlinePass.RenderEvent = renderEvent; 49 | _outlinePass.DilationMaterial = dilationMaterial; 50 | dilationMaterial.SetInteger("_Spread", spread); 51 | _outlinePass.OutlineMaterial = outlineMaterial; 52 | _outlinePass.Renderers = _targetRenderers; 53 | 54 | renderer.EnqueuePass(_outlinePass); 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime/BlurredBufferMultiObjectOutlineRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de99fb1f4b9cec14fb7c915265c0c6a2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - dilationMaterial: {fileID: 2100000, guid: 9c49c97c5cac49f4db0be7d0ff2a6a93, type: 2} 8 | - outlineMaterial: {fileID: 2100000, guid: 4e4d3a6f4399c744f9abcaa33d05d4d6, type: 2} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime/SelectionManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class SelectionManager : MonoBehaviour 5 | { 6 | [SerializeField] private BlurredBufferMultiObjectOutlineRendererFeature outlineRendererFeature; 7 | [SerializeField] private Renderer[] selectedRenderers; 8 | 9 | [ContextMenu("Reassign Renderers Now")] 10 | private void OnValidate() 11 | { 12 | if (outlineRendererFeature) 13 | outlineRendererFeature.SetRenderers(selectedRenderers); 14 | } 15 | } -------------------------------------------------------------------------------- /Assets/BlurredBufferMultiObjectOutline/Runtime/SelectionManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: acdc30682ab8ee440aa87f7cde1a6276 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - outlineRendererFeature: {fileID: -4634073940391498491, 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 727a75301c3d24613a3ebcec4a24c2c8, type: 3} 16 | title: URP Empty Template 17 | sections: 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: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cd272097622ed84cbca65da7078eb46 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/URP Documentation Blur Sample/BlurRP.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0d8a82d4e90909489b32b508589557a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/URP Documentation Blur Sample/BlurRP/BlurEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "CustomEffects/Blur" 2 | { 3 | HLSLINCLUDE 4 | 5 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 6 | // The Blit.hlsl file provides the vertex shader (Vert), 7 | // the input structure (Attributes), and the output structure (Varyings) 8 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 9 | 10 | float _VerticalBlur; 11 | float _HorizontalBlur; 12 | 13 | float4 BlurVertical (Varyings input) : SV_Target 14 | { 15 | const float BLUR_SAMPLES = 64; 16 | const float BLUR_SAMPLES_RANGE = BLUR_SAMPLES / 2; 17 | 18 | float3 color = 0; 19 | float blurPixels = _VerticalBlur * _ScreenParams.y; 20 | 21 | for(float i = -BLUR_SAMPLES_RANGE; i <= BLUR_SAMPLES_RANGE; i++) 22 | { 23 | float2 sampleOffset = float2 (0, (blurPixels / _BlitTexture_TexelSize.w) * (i / BLUR_SAMPLES_RANGE)); 24 | color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord + sampleOffset).rgb; 25 | } 26 | 27 | return float4(color.rgb / (BLUR_SAMPLES + 1), 1); 28 | } 29 | 30 | float4 BlurHorizontal (Varyings input) : SV_Target 31 | { 32 | const float BLUR_SAMPLES = 64; 33 | const float BLUR_SAMPLES_RANGE = BLUR_SAMPLES / 2; 34 | 35 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 36 | float3 color = 0; 37 | float blurPixels = _HorizontalBlur * _ScreenParams.x; 38 | for(float i = -BLUR_SAMPLES_RANGE; i <= BLUR_SAMPLES_RANGE; i++) 39 | { 40 | float2 sampleOffset = 41 | float2 ((blurPixels / _BlitTexture_TexelSize.z) * (i / BLUR_SAMPLES_RANGE), 0); 42 | color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord + sampleOffset).rgb; 43 | } 44 | return float4(color / (BLUR_SAMPLES + 1), 1); 45 | } 46 | 47 | ENDHLSL 48 | 49 | SubShader 50 | { 51 | Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} 52 | LOD 100 53 | ZWrite Off Cull Off 54 | Pass 55 | { 56 | Name "BlurPassVertical" 57 | 58 | HLSLPROGRAM 59 | 60 | #pragma vertex Vert 61 | #pragma fragment BlurVertical 62 | 63 | ENDHLSL 64 | } 65 | 66 | Pass 67 | { 68 | Name "BlurPassHorizontal" 69 | 70 | HLSLPROGRAM 71 | 72 | #pragma vertex Vert 73 | #pragma fragment BlurHorizontal 74 | 75 | ENDHLSL 76 | } 77 | } 78 | } -------------------------------------------------------------------------------- /Assets/URP Documentation Blur Sample/BlurRP/BlurEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8d89938059e9184483a1ff995a26aca 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/URP Documentation Blur Sample/BlurRP/BlurRenderPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using UnityEngine.Rendering; 4 | using UnityEngine.Rendering.RenderGraphModule; 5 | using UnityEngine.Rendering.Universal; 6 | 7 | public class BlurRenderPass : ScriptableRenderPass 8 | { 9 | private static readonly int horizontalBlurId = Shader.PropertyToID("_HorizontalBlur"); 10 | private static readonly int verticalBlurId = Shader.PropertyToID("_VerticalBlur"); 11 | private const string k_BlurTextureName = "_BlurTexture"; 12 | private const string k_VerticalPassName = "VerticalBlurRenderPass"; 13 | private const string k_HorizontalPassName = "HorizontalBlurRenderPass"; 14 | 15 | private static Vector4 m_ScaleBias = new Vector4(1f, 1f, 0f, 0f); 16 | 17 | private BlurSettings defaultSettings; 18 | private Material material; 19 | 20 | private RenderTextureDescriptor blurTextureDescriptor; 21 | 22 | public BlurRenderPass(Material material, BlurSettings defaultSettings) 23 | { 24 | this.material = material; 25 | this.defaultSettings = defaultSettings; 26 | 27 | blurTextureDescriptor = new RenderTextureDescriptor(Screen.width, Screen.height, 28 | RenderTextureFormat.Default, 0); 29 | } 30 | 31 | private void UpdateBlurSettings() 32 | { 33 | if (material == null) return; 34 | 35 | // Use the Volume settings or the default settings if no Volume is set. 36 | var volumeComponent = 37 | VolumeManager.instance.stack.GetComponent(); 38 | float horizontalBlur = volumeComponent.horizontalBlur.overrideState ? 39 | volumeComponent.horizontalBlur.value : defaultSettings.horizontalBlur; 40 | float verticalBlur = volumeComponent.verticalBlur.overrideState ? 41 | volumeComponent.verticalBlur.value : defaultSettings.verticalBlur; 42 | material.SetFloat(horizontalBlurId, horizontalBlur); 43 | material.SetFloat(verticalBlurId, verticalBlur); 44 | } 45 | 46 | private class PassData 47 | { 48 | internal TextureHandle src; 49 | internal Material material; 50 | } 51 | 52 | private static void ExecutePass(PassData data, RasterGraphContext context, int pass) 53 | { 54 | Blitter.BlitTexture(context.cmd, data.src, m_ScaleBias, data.material, pass); 55 | } 56 | 57 | public override void RecordRenderGraph(RenderGraph renderGraph, 58 | ContextContainer frameData) 59 | { 60 | UniversalResourceData resourceData = frameData.Get(); 61 | 62 | UniversalCameraData cameraData = frameData.Get(); 63 | 64 | // The following line ensures that the render pass doesn't blit 65 | // from the back buffer. 66 | if (resourceData.isActiveTargetBackBuffer) 67 | return; 68 | 69 | // Set the blur texture size to be the same as the camera target size. 70 | blurTextureDescriptor.width = cameraData.cameraTargetDescriptor.width; 71 | blurTextureDescriptor.height = cameraData.cameraTargetDescriptor.height; 72 | blurTextureDescriptor.depthBufferBits = 0; 73 | 74 | TextureHandle srcCamColor = resourceData.activeColorTexture; 75 | TextureHandle dst = UniversalRenderer.CreateRenderGraphTexture(renderGraph, 76 | blurTextureDescriptor, k_BlurTextureName, false); 77 | 78 | // Update the blur settings in the material 79 | UpdateBlurSettings(); 80 | 81 | // This check is to avoid an error from the material preview in the scene 82 | if (!srcCamColor.IsValid() || !dst.IsValid()) 83 | return; 84 | 85 | // Vertical blur pass 86 | using (var builder = renderGraph.AddRasterRenderPass(k_VerticalPassName, 87 | out var passData)) 88 | { 89 | // Configure pass data 90 | passData.src = srcCamColor; 91 | passData.material = material; 92 | 93 | // Configure render graph input and output 94 | builder.UseTexture(passData.src); 95 | builder.SetRenderAttachment(dst, 0); 96 | 97 | // Blit from the camera color to the render graph texture, 98 | // using the first shader pass. 99 | builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context, 0)); 100 | } 101 | 102 | // Horizontal blur pass 103 | using (var builder = renderGraph.AddRasterRenderPass(k_HorizontalPassName, out var passData)) 104 | { 105 | // Configure pass data 106 | passData.src = dst; 107 | passData.material = material; 108 | 109 | // Use the output of the previous pass as the input 110 | builder.UseTexture(passData.src); 111 | 112 | // Use the input texture of the previous pass as the output 113 | builder.SetRenderAttachment(srcCamColor, 0); 114 | 115 | // Blit from the render graph texture to the camera color, 116 | // using the second shader pass. 117 | builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context, 1)); 118 | } 119 | } 120 | } -------------------------------------------------------------------------------- /Assets/URP Documentation Blur Sample/BlurRP/BlurRenderPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42de771d80d26fd4986e0f9cef34dd8a -------------------------------------------------------------------------------- /Assets/URP Documentation Blur Sample/BlurRP/BlurRendererFeature.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEngine; 4 | using UnityEngine.Rendering.Universal; 5 | 6 | public class BlurRendererFeature : ScriptableRendererFeature 7 | { 8 | [SerializeField] private BlurSettings settings; 9 | [SerializeField] private Shader shader; 10 | private Material material; 11 | private BlurRenderPass blurRenderPass; 12 | 13 | public override void Create() 14 | { 15 | if (shader == null) 16 | { 17 | return; 18 | } 19 | material = new Material(shader); 20 | blurRenderPass = new BlurRenderPass(material, settings); 21 | 22 | blurRenderPass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; 23 | } 24 | 25 | public override void AddRenderPasses(ScriptableRenderer renderer, 26 | ref RenderingData renderingData) 27 | { 28 | if (renderingData.cameraData.cameraType == CameraType.Game) 29 | { 30 | renderer.EnqueuePass(blurRenderPass); 31 | } 32 | } 33 | 34 | protected override void Dispose(bool disposing) 35 | { 36 | #if UNITY_EDITOR 37 | if (EditorApplication.isPlaying) 38 | { 39 | Destroy(material); 40 | } 41 | else 42 | { 43 | DestroyImmediate(material); 44 | } 45 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18dc0cd2c080841dea60987a38ce93fa 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /License.md: -------------------------------------------------------------------------------- 1 | “Per-Object Outline RenderGraph RendererFeature Example" copyright © 2023 Unity Technologies 2 | 3 | Licensed under the Apache 2.0 License; 4 | you may not use this file except in compliance with the License. 5 | You may obtain a copy of the License at 6 | 7 | http://www.apache.org/licenses/LICENSE-2.0 8 | 9 | Unless required by applicable law or agreed to in writing, software 10 | distributed under the License is distributed on an "AS IS" BASIS, 11 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 | See the License for the specific language governing permissions and 13 | limitations under the License. 14 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "2.4.3", 4 | "com.unity.ide.rider": "3.0.28", 5 | "com.unity.render-pipelines.universal": "17.0.3", 6 | "com.unity.test-framework": "1.4.4", 7 | "com.unity.timeline": "1.8.7", 8 | "com.unity.ugui": "2.0.0", 9 | "com.unity.visualscripting": "1.9.4", 10 | "com.unity.modules.accessibility": "1.0.0", 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": 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"VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Per-Object Outlines: A RenderGraph RendererFeature Example 2 | Using some custom shaders and a modified version of [the URP example custom RenderGraph RendererFeature](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/renderer-features/create-custom-renderer-feature.html) to create a soft object-outline effect in Unity 6, which allows you to specify individual Renderers instead of filtering them from the entire scene as would be done with DrawRendererList.
3 |
4 | Demonstrated at Unity Dev Day Seattle, 2024. 5 | --------------------------------------------------------------------------------