├── .gitignore ├── CHANGELOG.md ├── CHANGELOG.md.meta ├── Documentation~ ├── Effects.md └── images │ ├── eight.jpg │ ├── fog.jpg │ ├── outline.jpg │ ├── palette.jpg │ └── palette_import_settings.jpg ├── Effects.meta ├── Effects ├── Resources.meta ├── Resources │ ├── Post Processing Effects Resources.asset │ └── Post Processing Effects Resources.asset.meta ├── Runtime.meta ├── Runtime │ ├── DynamicFog.cs │ ├── DynamicFog.cs.meta │ ├── EightColor.cs │ ├── EightColor.cs.meta │ ├── Palette.cs │ ├── Palette.cs.meta │ ├── PostProcessOutline.cs │ ├── PostProcessOutline.cs.meta │ ├── ShaderBundle.cs │ ├── ShaderBundle.cs.meta │ ├── Valax321.PostProcess.Runtime.asmdef │ └── Valax321.PostProcess.Runtime.asmdef.meta ├── Shaders.meta └── Shaders │ ├── DynamicFog.shader │ ├── DynamicFog.shader.meta │ ├── EffectLib.hlsl │ ├── EffectLib.hlsl.meta │ ├── EightColor.shader │ ├── EightColor.shader.meta │ ├── Outline.shader │ ├── Outline.shader.meta │ ├── Palette.shader │ └── Palette.shader.meta ├── LICENSE ├── LICENSE.meta ├── README.md ├── README.md.meta ├── Samples.meta ├── Samples ├── Eight.meta ├── Eight │ ├── .sample.json │ ├── Eight Color Sample.unity │ ├── Eight Color Sample.unity.meta │ ├── Eight Post Processing.asset │ ├── Eight Post Processing.asset.meta │ ├── Grid Dark.mat │ ├── Grid Dark.mat.meta │ ├── Grid.mat │ └── Grid.mat.meta ├── Fog.meta ├── Fog │ ├── .sample.json │ ├── BlueFogRamp.psd │ ├── BlueFogRamp.psd.meta │ ├── Fog Profile.asset │ ├── Fog Profile.asset.meta │ ├── Fog Sample.unity │ ├── Fog Sample.unity.meta │ ├── OrangeRedFogRamp.psd │ ├── OrangeRedFogRamp.psd.meta │ ├── Sphere Transparent LowTrans.mat │ ├── Sphere Transparent LowTrans.mat.meta │ ├── Sphere Transparent.mat │ └── Sphere Transparent.mat.meta ├── Outline.meta ├── Outline │ ├── .sample.json │ ├── Outline Effect.asset │ ├── Outline Effect.asset.meta │ ├── Outline Sample.unity │ └── Outline Sample.unity.meta ├── Palette.meta └── Palette │ ├── .sample.json │ ├── Palette Floor.mat │ ├── Palette Floor.mat.meta │ ├── Palette Sample.unity │ ├── Palette Sample.unity.meta │ ├── Palette Test.asset │ ├── Palette Test.asset.meta │ ├── PaletteTest256.png │ ├── PaletteTest256.png.meta │ ├── PaletteTest64.png │ ├── PaletteTest64.png.meta │ ├── PaletteTest8.png │ └── PaletteTest8.png.meta ├── package.json └── package.json.meta /.gitignore: -------------------------------------------------------------------------------- 1 | !Documentation~ -------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Changelog 2 | All notable changes to this package will be documented in this file. 3 | 4 | The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) 5 | and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). 6 | 7 | ## [1.1.0] - 2020-08-19 8 | 9 | This release adds a new palette effect and includes some fixes for the existing effects. 10 | - Added Palette postprocessing effect. It's like 8 colour but uses lookup tables to define the colours. 11 | - Fixed fog not working in forward rendering due to incorrect depth flags. 12 | 13 | ## [1.0.0] - 2020-04-29 14 | 15 | ### This is the first release of *\*. 16 | 17 | Initial release. Contains Dynamic Fog, Eight Color and Outline effects. -------------------------------------------------------------------------------- /CHANGELOG.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2cc11cb0f5af4c7280983bb3ed9e222 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Documentation~/Effects.md: -------------------------------------------------------------------------------- 1 | # Effect Documentation 2 | ## Dynamic Gradient Fog 3 | ![Fog Effect](images/fog.jpg) 4 | 5 | A dynamic, blendable fog effect defined using a colour gradient. 6 | 7 | See Samples/Fog for example fog gradients. 8 | 9 | ## Eight Color 10 | ![Eight Effect](images/eight.jpg) 11 | 12 | An 8-color palette effect with dithering and a low-res look. 13 | 14 | The effect is a port of [this effect](https://github.com/keijiro/KinoEight) to the post processing stack. The original was for HDRP. 15 | 16 | ## Palette 17 | ![Palette](images/palette.jpg) 18 | 19 | An alternative palette effect that uses LUTs to define colour palettes. Uses the same dithering and settings as Eight Color. 20 | 21 | ![Example palette LUT](../Samples/Palette/PaletteTest8.png) 22 | 23 | Palettes can be defined using standard 32x1024 lookup tables made in photoshop. 24 | 25 | 1. Get the neutral LUT texture from the Post Processing Stack. It's in PostProcessing/Textures/LUTs within the package. 26 | 27 | 2. Get your colour palette as a photoshop palette file. One can be made by opening the palette saved as an indexed png, going to Image->Mode->Color Table... and choosing save. 28 | 29 | 3. In the neutral LUT texture in photoshop, go to Image->Color->Indexed. Change the palette to custom and load the palette file you saved. 30 | 31 | 4. Save the indexed palette into your unity project. The import settings that work best are: 32 | 33 | ![Palette import settings](images/palette_import_settings.jpg) 34 | 35 | This texture should then be assigned to the Palette slot in the Palette effect of your post processing profile. 36 | 37 | ## Outline 38 | ![Outline Effect](images/outline.jpg) 39 | 40 | A post-process outline effect with customisable colour. -------------------------------------------------------------------------------- /Documentation~/images/eight.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Valax321/PostProcessEffects/92c153ec0fb370517d1059bc567b264a9a8eb252/Documentation~/images/eight.jpg -------------------------------------------------------------------------------- /Documentation~/images/fog.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Valax321/PostProcessEffects/92c153ec0fb370517d1059bc567b264a9a8eb252/Documentation~/images/fog.jpg -------------------------------------------------------------------------------- /Documentation~/images/outline.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Valax321/PostProcessEffects/92c153ec0fb370517d1059bc567b264a9a8eb252/Documentation~/images/outline.jpg -------------------------------------------------------------------------------- /Documentation~/images/palette.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Valax321/PostProcessEffects/92c153ec0fb370517d1059bc567b264a9a8eb252/Documentation~/images/palette.jpg -------------------------------------------------------------------------------- /Documentation~/images/palette_import_settings.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Valax321/PostProcessEffects/92c153ec0fb370517d1059bc567b264a9a8eb252/Documentation~/images/palette_import_settings.jpg -------------------------------------------------------------------------------- /Effects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34fa46b32491a462d8a098397dde7905 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Effects/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f1ea4e03f94a42058c9b61f9557b56d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Effects/Resources/Post Processing Effects Resources.asset: -------------------------------------------------------------------------------- 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: 3144d52b1f3604f768f7b3723f6722ca, type: 3} 13 | m_Name: Post Processing Effects Resources 14 | m_EditorClassIdentifier: 15 | m_shaders: 16 | - {fileID: 4800000, guid: ad31368b0af914fb3bb6311929dd9282, type: 3} 17 | - {fileID: 4800000, guid: ebf627fd47e0542fcb963defd919589f, type: 3} 18 | - {fileID: 4800000, guid: 06225c5000d5249e5b59fbd418880422, type: 3} 19 | - {fileID: 4800000, guid: 7de6b025d47da4f45aa656708dfb1325, type: 3} 20 | -------------------------------------------------------------------------------- /Effects/Resources/Post Processing Effects Resources.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 280b74d487ccb492d85172ed26d7abff 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Effects/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96f5d0e155d32464da8030633773bb75 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Effects/Runtime/DynamicFog.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.Rendering.PostProcessing; 6 | using UnityEngine.Scripting; 7 | 8 | namespace Valax321.PostProcess.Runtime 9 | { 10 | [Preserve] 11 | [Serializable] 12 | [PostProcess(typeof(DynamicFogRenderer), PostProcessEvent.BeforeStack, "Valax321/Dynamic Fog")] 13 | public class DynamicFog : PostProcessEffectSettings 14 | { 15 | [Tooltip("Fog ramp texture, mapping distance on the x axis to distance from the camera. RGB is fog color, A is fog opacity.")] 16 | public TextureParameter fogRamp = new TextureParameter {defaultState = TextureParameterDefault.Transparent}; 17 | 18 | [Tooltip("Color multiplied with Fog Ramp.")] 19 | public ColorParameter fogColor = new ColorParameter {value = Color.white}; 20 | 21 | [Tooltip("Fog end distance, in units from the camera.")] 22 | public FloatParameter fogEndDistance = new FloatParameter {value = 1000}; 23 | 24 | [Tooltip("Ignore the skybox when rendering fog. Currently broken.")] 25 | public BoolParameter ignoreSkybox = new BoolParameter { value = true }; 26 | 27 | public override bool IsEnabledAndSupported(PostProcessRenderContext context) 28 | { 29 | return enabled.value && fogRamp.value && fogColor.value.a > 0; 30 | } 31 | } 32 | 33 | internal sealed class DynamicFogRenderer : PostProcessEffectRenderer 34 | { 35 | private static readonly int FogColor = Shader.PropertyToID("_FogColor"); 36 | private static readonly int FogDistance = Shader.PropertyToID("_FogDistance"); 37 | private static readonly int ClipToWorld = Shader.PropertyToID("_ClipToWorld"); 38 | private static readonly int FogRamp = Shader.PropertyToID("_FogRamp"); 39 | 40 | public override DepthTextureMode GetCameraFlags() 41 | { 42 | return DepthTextureMode.Depth; 43 | } 44 | 45 | public override void Render(PostProcessRenderContext context) 46 | { 47 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Valax321/DynamicFog")); 48 | sheet.properties.SetColor(FogColor, settings.fogColor); 49 | sheet.properties.SetFloat(FogDistance, settings.fogEndDistance); 50 | sheet.properties.SetTexture(FogRamp, settings.fogRamp); 51 | 52 | var p = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, false);// Unity flips its 'Y' vector depending on if its in VR, Editor view or game view etc... (facepalm) 53 | p[2, 3] = p[3, 2] = 0.0f; 54 | p[3, 3] = 1.0f; 55 | var clipToWorld = Matrix4x4.Inverse(p * context.camera.worldToCameraMatrix) * Matrix4x4.TRS(new Vector3(0, 0, -p[2,2]), Quaternion.identity, Vector3.one); 56 | 57 | sheet.properties.SetMatrix(ClipToWorld, clipToWorld); 58 | 59 | if (settings.ignoreSkybox) 60 | { 61 | sheet.EnableKeyword("IGNORE_SKYBOX"); 62 | } 63 | else 64 | { 65 | sheet.DisableKeyword("IGNORE_SKYBOX"); 66 | } 67 | 68 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 69 | } 70 | } 71 | } -------------------------------------------------------------------------------- /Effects/Runtime/DynamicFog.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74dea165744a34a2eb86d3968778b12c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Effects/Runtime/EightColor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEditor; 5 | using UnityEngine; 6 | using UnityEngine.Rendering.PostProcessing; 7 | using UnityEngine.Scripting; 8 | 9 | namespace Valax321.PostProcess.Runtime 10 | { 11 | [Preserve] 12 | [Serializable] 13 | [UnityEngine.Rendering.PostProcessing.PostProcess(typeof(EightColorRenderer), PostProcessEvent.AfterStack, "Valax321/Eight Color")] 14 | public class EightColor : PostProcessEffectSettings 15 | { 16 | public ColorParameter color1 = new ColorParameter { value = new Color(0, 0, 0) }; 17 | public ColorParameter color2 = new ColorParameter { value = new Color(1, 0, 0) }; 18 | public ColorParameter color3 = new ColorParameter { value = new Color(1, 1, 0) }; 19 | public ColorParameter color4 = new ColorParameter { value = new Color(1, 1, 0) }; 20 | public ColorParameter color5 = new ColorParameter { value = new Color(0, 0, 1) }; 21 | public ColorParameter color6 = new ColorParameter { value = new Color(1, 0, 1) }; 22 | public ColorParameter color7 = new ColorParameter { value = new Color(0, 1, 1) }; 23 | public ColorParameter color8 = new ColorParameter { value = new Color(1, 1, 1) }; 24 | 25 | [Range(0, 0.5f)] 26 | public FloatParameter dithering = new FloatParameter { value = 0.05f }; 27 | 28 | [Range(1, 32)] 29 | public IntParameter downsampling = new IntParameter { value = 1 }; 30 | 31 | public IntParameter resolution = new IntParameter { value = 576 }; 32 | 33 | [Range(0, 1)] 34 | public FloatParameter opacity = new FloatParameter { value = 0 }; 35 | 36 | public override bool IsEnabledAndSupported(PostProcessRenderContext context) 37 | { 38 | return enabled.value && opacity.value > 0; 39 | } 40 | } 41 | 42 | internal sealed class EightColorRenderer : PostProcessEffectRenderer 43 | { 44 | static class IDs 45 | { 46 | internal static readonly int Dithering = Shader.PropertyToID("_Dithering"); 47 | internal static readonly int Downsampling = Shader.PropertyToID("_Downsampling"); 48 | internal static readonly int InputTexture = Shader.PropertyToID("_InputTexture"); 49 | internal static readonly int Opacity = Shader.PropertyToID("_Opacity"); 50 | internal static readonly int Palette = Shader.PropertyToID("_Palette"); 51 | } 52 | 53 | private Vector4[] palette = new Vector4[8]; 54 | 55 | public override void Render(PostProcessRenderContext context) 56 | { 57 | 58 | var resScale = Mathf.Max(1, Mathf.RoundToInt(context.height / (float)settings.resolution)); 59 | 60 | palette[0] = settings.color1; 61 | palette[1] = settings.color2; 62 | palette[2] = settings.color3; 63 | palette[3] = settings.color4; 64 | palette[4] = settings.color5; 65 | palette[5] = settings.color6; 66 | palette[6] = settings.color7; 67 | palette[7] = settings.color8; 68 | 69 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Valax321/EightColor")); 70 | sheet.properties.SetVectorArray(IDs.Palette, palette); 71 | sheet.properties.SetFloat(IDs.Dithering, settings.dithering); 72 | #if UNITY_EDITOR 73 | sheet.properties.SetInt(IDs.Downsampling, settings.downsampling * (context.isSceneView ? 1 : resScale)); 74 | #else 75 | sheet.properties.SetInt(IDs.Downsampling, settings.downsampling * resScale); 76 | #endif 77 | sheet.properties.SetFloat(IDs.Opacity, settings.opacity); 78 | 79 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 80 | } 81 | } 82 | } -------------------------------------------------------------------------------- /Effects/Runtime/EightColor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6fdda709c51354d86af4841d6dc4e78c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Effects/Runtime/Palette.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.Rendering.PostProcessing; 6 | using UnityEngine.Scripting; 7 | 8 | namespace Valax321.PostProcess.Runtime 9 | { 10 | [Preserve, Serializable] 11 | [PostProcess(typeof(PaletteRenderer), PostProcessEvent.AfterStack, "Valax321/Palette")] 12 | public sealed class Palette : PostProcessEffectSettings 13 | { 14 | public TextureParameter palette = new TextureParameter { defaultState = TextureParameterDefault.Lut2D }; 15 | 16 | [Range(0, 0.5f)] 17 | public FloatParameter dithering = new FloatParameter { value = 0.05f }; 18 | 19 | [Range(1, 32)] 20 | public IntParameter downsampling = new IntParameter { value = 1 }; 21 | 22 | public IntParameter resolution = new IntParameter { value = 576 }; 23 | 24 | [Range(0, 1)] 25 | public FloatParameter opacity = new FloatParameter { value = 0 }; 26 | 27 | public override bool IsEnabledAndSupported(PostProcessRenderContext context) 28 | { 29 | return enabled.value && palette.value && opacity > 0; 30 | } 31 | } 32 | 33 | internal sealed class PaletteRenderer : PostProcessEffectRenderer 34 | { 35 | private static int PaletteTexture = Shader.PropertyToID("_Palette"); 36 | private static int Dithering = Shader.PropertyToID("_Dithering"); 37 | private static int Downsampling = Shader.PropertyToID("_Downsampling"); 38 | private static int Opacity = Shader.PropertyToID("_Opacity"); 39 | private static int PaletteSize = Shader.PropertyToID("_PaletteSize"); 40 | 41 | public override void Render(PostProcessRenderContext context) 42 | { 43 | var resScale = Mathf.Max(1, Mathf.RoundToInt(context.height / (float)settings.resolution)); 44 | 45 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Valax321/Palette")); 46 | 47 | sheet.properties.SetVector(PaletteSize, new Vector4(settings.palette.value.width, settings.palette.value.height)); 48 | 49 | sheet.properties.SetTexture(PaletteTexture, settings.palette.value); 50 | sheet.properties.SetFloat(Dithering, settings.dithering.value); 51 | #if UNITY_EDITOR 52 | sheet.properties.SetInt(Downsampling, settings.downsampling * (context.isSceneView ? 1 : resScale)); 53 | #else 54 | sheet.properties.SetInt(Downsampling, settings.downsampling * resScale); 55 | #endif 56 | sheet.properties.SetFloat(Opacity, settings.opacity); 57 | 58 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Effects/Runtime/Palette.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b666292607c0141eebd40ca0cefd76c3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Effects/Runtime/PostProcessOutline.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Rendering.PostProcessing; 4 | using UnityEngine.Scripting; 5 | 6 | namespace Valax321.PostProcess.Runtime 7 | { 8 | [Preserve] 9 | [Serializable] 10 | [PostProcess(typeof(PostProcessOutlineRenderer), PostProcessEvent.BeforeTransparent, "Valax321/Outline")] 11 | public sealed class PostProcessOutline : PostProcessEffectSettings 12 | { 13 | [Tooltip("Number of pixels between samples that are tested for an edge. When this value is 1, tested samples are adjacent.")] 14 | public IntParameter scale = new IntParameter { value = 1 }; 15 | 16 | public ColorParameter color = new ColorParameter { value = Color.white }; 17 | 18 | [Tooltip("Difference between depth values, scaled by the current depth, required to draw an edge.")] 19 | public FloatParameter depthThreshold = new FloatParameter { value = 1.5f }; 20 | 21 | [Range(0, 1), Tooltip("The value at which the dot product between the surface normal and the view direction will affect " + 22 | "the depth threshold. This ensures that surfaces at right angles to the camera require a larger depth threshold to draw " + 23 | "an edge, avoiding edges being drawn along slopes.")] 24 | public FloatParameter depthNormalThreshold = new FloatParameter { value = 0.5f }; 25 | 26 | [Tooltip("Scale the strength of how much the depthNormalThreshold affects the depth threshold.")] 27 | public FloatParameter depthNormalThresholdScale = new FloatParameter { value = 7 }; 28 | 29 | [Range(0, 1), Tooltip("Larger values will require the difference between normals to be greater to draw an edge.")] 30 | public FloatParameter normalThreshold = new FloatParameter { value = 0.4f }; 31 | } 32 | 33 | internal sealed class PostProcessOutlineRenderer : PostProcessEffectRenderer 34 | { 35 | public override DepthTextureMode GetCameraFlags() 36 | { 37 | return DepthTextureMode.DepthNormals | DepthTextureMode.Depth; 38 | } 39 | 40 | public override void Render(PostProcessRenderContext context) 41 | { 42 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Roystan/Outline Post Process")); 43 | sheet.properties.SetFloat("_Scale", settings.scale); 44 | sheet.properties.SetColor("_Color", settings.color); 45 | sheet.properties.SetFloat("_DepthThreshold", settings.depthThreshold); 46 | sheet.properties.SetFloat("_DepthNormalThreshold", settings.depthNormalThreshold); 47 | sheet.properties.SetFloat("_DepthNormalThresholdScale", settings.depthNormalThresholdScale); 48 | sheet.properties.SetFloat("_NormalThreshold", settings.normalThreshold); 49 | sheet.properties.SetColor("_Color", settings.color); 50 | 51 | Matrix4x4 clipToView = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, true).inverse; 52 | sheet.properties.SetMatrix("_ClipToView", clipToView); 53 | 54 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 55 | } 56 | } 57 | } -------------------------------------------------------------------------------- /Effects/Runtime/PostProcessOutline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a01b7fd5b6ac4975aba0695f0be1cff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Effects/Runtime/ShaderBundle.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Valax321.PostProcess.Runtime 6 | { 7 | #if PACKAGE_DEV 8 | [CreateAssetMenu(menuName = "Valax321/Post Processing/Shader Bundle")] 9 | #endif 10 | public class ShaderBundle : ScriptableObject 11 | { 12 | [SerializeField] private Shader[] m_shaders; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Effects/Runtime/ShaderBundle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3144d52b1f3604f768f7b3723f6722ca 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Effects/Runtime/Valax321.PostProcess.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Valax321.PostProcess.Runtime", 3 | "references": [ 4 | "GUID:d60799ab2a985554ea1a39cd38695018" 5 | ], 6 | "includePlatforms": [], 7 | "excludePlatforms": [], 8 | "allowUnsafeCode": false, 9 | "overrideReferences": false, 10 | "precompiledReferences": [], 11 | "autoReferenced": true, 12 | "defineConstraints": [], 13 | "versionDefines": [], 14 | "noEngineReferences": false 15 | } -------------------------------------------------------------------------------- /Effects/Runtime/Valax321.PostProcess.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b9cd014381f9479e8f59e5308edda65 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Effects/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb8f95064a791416f9b549c69c9c6f81 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Effects/Shaders/DynamicFog.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Valax321/DynamicFog" 2 | { 3 | SubShader 4 | { 5 | Cull Off ZWrite Off ZTest Always 6 | 7 | Pass 8 | { 9 | HLSLPROGRAM 10 | #pragma vertex Vert 11 | #pragma fragment Frag 12 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 13 | 14 | #pragma shader_feature _ IGNORE_SKYBOX 15 | 16 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 17 | // _CameraNormalsTexture contains the view space normals transformed 18 | // to be in the 0...1 range. 19 | TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); 20 | 21 | // Fog ramp texture 22 | TEXTURE2D_SAMPLER2D(_FogRamp, sampler_FogRamp); 23 | 24 | float4 _FogColor; 25 | half _FogDistance; 26 | float4x4 _ClipToWorld; 27 | 28 | struct Varyings 29 | { 30 | float4 vertex : SV_POSITION; 31 | float2 texcoord : TEXCOORD0; 32 | float2 texcoordStereo : TEXCOORD1; 33 | #if STEREO_INSTANCING_ENABLED 34 | uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex; 35 | #endif 36 | float3 worldDirection : COLOR0; 37 | }; 38 | 39 | Varyings Vert(AttributesDefault v) 40 | { 41 | Varyings o; 42 | o.vertex = float4(v.vertex.xy, 0.0, 1.0); 43 | o.texcoord = TransformTriangleVertexToUV(v.vertex.xy); 44 | 45 | #if UNITY_UV_STARTS_AT_TOP 46 | o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); 47 | #endif 48 | 49 | o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0); 50 | 51 | float4 clip = float4(v.vertex.xy, 0.0, 1.0); 52 | o.worldDirection = mul(_ClipToWorld, clip) - _WorldSpaceCameraPos; 53 | 54 | return o; 55 | } 56 | 57 | float4 Frag(Varyings i) : SV_Target 58 | { 59 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); 60 | float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord)); 61 | float3 wp = i.worldDirection * depth; 62 | 63 | float fogRange = saturate(length(wp) / _FogDistance); 64 | 65 | float4 fogColor = SAMPLE_TEXTURE2D(_FogRamp, sampler_FogRamp, float2(fogRange, 0.5)) * _FogColor; 66 | #if IGNORE_SKYBOX 67 | return lerp(color, fogColor, fogColor.a * (float)(_ProjectionParams.z >= depth)); 68 | #else 69 | return lerp(color, fogColor, fogColor.a); 70 | #endif 71 | } 72 | ENDHLSL 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /Effects/Shaders/DynamicFog.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad31368b0af914fb3bb6311929dd9282 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Effects/Shaders/EffectLib.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef VALAX_EFFECTLIB_H 2 | #define VALAX_EFFECTLIB_H 3 | 4 | // These are from Colours.hlsl in the core render pipeline package 5 | 6 | // sRGB 7 | float SRGBToLinear(float c) 8 | { 9 | float linearRGBLo = c / 12.92; 10 | float linearRGBHi = PositivePow((c + 0.055) / 1.055, 2.4); 11 | float linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi; 12 | return linearRGB; 13 | } 14 | 15 | float2 SRGBToLinear(float2 c) 16 | { 17 | float2 linearRGBLo = c / 12.92; 18 | float2 linearRGBHi = PositivePow((c + 0.055) / 1.055, float2(2.4, 2.4)); 19 | float2 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi; 20 | return linearRGB; 21 | } 22 | 23 | float3 SRGBToLinear(float3 c) 24 | { 25 | float3 linearRGBLo = c / 12.92; 26 | float3 linearRGBHi = PositivePow((c + 0.055) / 1.055, float3(2.4, 2.4, 2.4)); 27 | float3 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi; 28 | return linearRGB; 29 | } 30 | 31 | float4 SRGBToLinear(float4 c) 32 | { 33 | return float4(SRGBToLinear(c.rgb), c.a); 34 | } 35 | 36 | float LinearToSRGB(float c) 37 | { 38 | float sRGBLo = c * 12.92; 39 | float sRGBHi = (PositivePow(c, 1.0/2.4) * 1.055) - 0.055; 40 | float sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi; 41 | return sRGB; 42 | } 43 | 44 | float2 LinearToSRGB(float2 c) 45 | { 46 | float2 sRGBLo = c * 12.92; 47 | float2 sRGBHi = (PositivePow(c, float2(1.0/2.4, 1.0/2.4)) * 1.055) - 0.055; 48 | float2 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi; 49 | return sRGB; 50 | } 51 | 52 | float3 LinearToSRGB(float3 c) 53 | { 54 | float3 sRGBLo = c * 12.92; 55 | float3 sRGBHi = (PositivePow(c, float3(1.0/2.4, 1.0/2.4, 1.0/2.4)) * 1.055) - 0.055; 56 | float3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi; 57 | return sRGB; 58 | } 59 | 60 | float4 LinearToSRGB(float4 c) 61 | { 62 | return float4(LinearToSRGB(c.rgb), c.a); 63 | } 64 | 65 | #endif -------------------------------------------------------------------------------- /Effects/Shaders/EffectLib.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01637187891bf42b4869d9eb06a7c047 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Effects/Shaders/EightColor.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Valax321/EightColor" 2 | { 3 | HLSLINCLUDE 4 | 5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 6 | #include "Packages/com.valax321.postprocessing/Effects/Shaders/EffectLib.hlsl" 7 | 8 | static const float bayer2x2[] = {-0.5, 0.16666666, 0.5, -0.16666666}; 9 | 10 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 11 | float4 _Palette[8]; 12 | float _Dithering; 13 | uint _Downsampling; 14 | float _Opacity; 15 | 16 | float4 Frag(VaryingsDefault input) : SV_Target 17 | { 18 | // Input sample 19 | const uint2 pss = (uint2)(input.texcoord * _ScreenParams.xy) / _Downsampling; 20 | 21 | float4 col = _MainTex.Load(int3(pss * _Downsampling, 0)); // Dafuq 22 | 23 | // Linear -> sRGB 24 | #ifndef UNITY_COLORSPACE_GAMMA 25 | col.rgb = LinearToSRGB(col.rgb); 26 | #endif 27 | 28 | // Dithering (2x2 bayer) 29 | const float dither = bayer2x2[(pss.y & 1) * 2 + (pss.x & 1)]; 30 | col.rgb += dither * _Dithering; 31 | 32 | // Alias for each color 33 | const float3 c1 = _Palette[0].rgb; 34 | const float3 c2 = _Palette[1].rgb; 35 | const float3 c3 = _Palette[2].rgb; 36 | const float3 c4 = _Palette[3].rgb; 37 | const float3 c5 = _Palette[4].rgb; 38 | const float3 c6 = _Palette[5].rgb; 39 | const float3 c7 = _Palette[6].rgb; 40 | const float3 c8 = _Palette[7].rgb; 41 | 42 | // Euclidean distance 43 | const float d1 = distance(c1, col.rgb); 44 | const float d2 = distance(c2, col.rgb); 45 | const float d3 = distance(c3, col.rgb); 46 | const float d4 = distance(c4, col.rgb); 47 | const float d5 = distance(c5, col.rgb); 48 | const float d6 = distance(c6, col.rgb); 49 | const float d7 = distance(c7, col.rgb); 50 | const float d8 = distance(c8, col.rgb); 51 | 52 | // Best fit search 53 | float4 rgb_d = float4(c1, d1); 54 | rgb_d = rgb_d.a < d2 ? rgb_d : float4(c2, d2); 55 | rgb_d = rgb_d.a < d3 ? rgb_d : float4(c3, d3); 56 | rgb_d = rgb_d.a < d4 ? rgb_d : float4(c4, d4); 57 | rgb_d = rgb_d.a < d5 ? rgb_d : float4(c5, d5); 58 | rgb_d = rgb_d.a < d6 ? rgb_d : float4(c6, d6); 59 | rgb_d = rgb_d.a < d7 ? rgb_d : float4(c7, d7); 60 | rgb_d = rgb_d.a < d8 ? rgb_d : float4(c8, d8); 61 | 62 | // Opacity 63 | col.rgb = lerp(col.rgb, rgb_d.rgb, _Opacity); 64 | 65 | // sRGB -> Linear 66 | #ifndef UNITY_COLORSPACE_GAMMA 67 | col.rgb = SRGBToLinear(col.rgb); 68 | #endif 69 | 70 | return col; 71 | } 72 | 73 | ENDHLSL 74 | 75 | SubShader 76 | { 77 | Cull Off ZWrite Off ZTest Always 78 | 79 | Pass 80 | { 81 | HLSLPROGRAM 82 | 83 | #pragma vertex VertDefault 84 | #pragma fragment Frag 85 | 86 | ENDHLSL 87 | } 88 | } 89 | } 90 | -------------------------------------------------------------------------------- /Effects/Shaders/EightColor.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ebf627fd47e0542fcb963defd919589f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Effects/Shaders/Outline.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Roystan/Outline Post Process" 2 | { 3 | SubShader 4 | { 5 | Cull Off ZWrite Off ZTest Always 6 | 7 | Pass 8 | { 9 | // Custom post processing effects are written in HLSL blocks, 10 | // with lots of macros to aid with platform differences. 11 | // https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects#shader 12 | HLSLPROGRAM 13 | #pragma vertex Vert 14 | #pragma fragment Frag 15 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 16 | 17 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 18 | // _CameraNormalsTexture contains the view space normals transformed 19 | // to be in the 0...1 range. 20 | TEXTURE2D_SAMPLER2D(_CameraNormalsTexture, sampler_CameraNormalsTexture); 21 | TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); 22 | 23 | // Data pertaining to _MainTex's dimensions. 24 | // https://docs.unity3d.com/Manual/SL-PropertiesInPrograms.html 25 | float4 _MainTex_TexelSize; 26 | 27 | float _Scale; 28 | float4 _Color; 29 | 30 | float _DepthThreshold; 31 | float _DepthNormalThreshold; 32 | float _DepthNormalThresholdScale; 33 | 34 | float _NormalThreshold; 35 | 36 | // This matrix is populated in PostProcessOutline.cs. 37 | float4x4 _ClipToView; 38 | 39 | // Combines the top and bottom colors using normal blending. 40 | // https://en.wikipedia.org/wiki/Blend_modes#Normal_blend_mode 41 | // This performs the same operation as Blend SrcAlpha OneMinusSrcAlpha. 42 | float4 alphaBlend(float4 top, float4 bottom) 43 | { 44 | float3 color = (top.rgb * top.a) + (bottom.rgb * (1 - top.a)); 45 | float alpha = top.a + bottom.a * (1 - top.a); 46 | 47 | return float4(color, alpha); 48 | } 49 | 50 | // Both the Varyings struct and the Vert shader are copied 51 | // from StdLib.hlsl included above, with some modifications. 52 | struct Varyings 53 | { 54 | float4 vertex : SV_POSITION; 55 | float2 texcoord : TEXCOORD0; 56 | float2 texcoordStereo : TEXCOORD1; 57 | float3 viewSpaceDir : TEXCOORD2; 58 | #if STEREO_INSTANCING_ENABLED 59 | uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex; 60 | #endif 61 | }; 62 | 63 | Varyings Vert(AttributesDefault v) 64 | { 65 | Varyings o; 66 | o.vertex = float4(v.vertex.xy, 0.0, 1.0); 67 | o.texcoord = TransformTriangleVertexToUV(v.vertex.xy); 68 | // Transform our point first from clip to view space, 69 | // taking the xyz to interpret it as a direction. 70 | o.viewSpaceDir = mul(_ClipToView, o.vertex).xyz; 71 | 72 | #if UNITY_UV_STARTS_AT_TOP 73 | o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); 74 | #endif 75 | 76 | o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0); 77 | 78 | return o; 79 | } 80 | 81 | float4 Frag(Varyings i) : SV_Target 82 | { 83 | float halfScaleFloor = floor(_Scale * 0.5); 84 | float halfScaleCeil = ceil(_Scale * 0.5); 85 | 86 | // Sample the pixels in an X shape, roughly centered around i.texcoord. 87 | // As the _CameraDepthTexture and _CameraNormalsTexture default samplers 88 | // use point filtering, we use the above variables to ensure we offset 89 | // exactly one pixel at a time. 90 | float2 bottomLeftUV = i.texcoord - float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleFloor; 91 | float2 topRightUV = i.texcoord + float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleCeil; 92 | float2 bottomRightUV = i.texcoord + float2(_MainTex_TexelSize.x * halfScaleCeil, -_MainTex_TexelSize.y * halfScaleFloor); 93 | float2 topLeftUV = i.texcoord + float2(-_MainTex_TexelSize.x * halfScaleFloor, _MainTex_TexelSize.y * halfScaleCeil); 94 | 95 | float3 normal0 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomLeftUV).rgb; 96 | float3 normal1 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topRightUV).rgb; 97 | float3 normal2 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomRightUV).rgb; 98 | float3 normal3 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topLeftUV).rgb; 99 | 100 | float depth0 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomLeftUV).r; 101 | float depth1 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topRightUV).r; 102 | float depth2 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomRightUV).r; 103 | float depth3 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topLeftUV).r; 104 | 105 | // Transform the view normal from the 0...1 range to the -1...1 range. 106 | float3 viewNormal = normal0 * 2 - 1; 107 | float NdotV = 1 - dot(viewNormal, -i.viewSpaceDir); 108 | 109 | // Return a value in the 0...1 range depending on where NdotV lies 110 | // between _DepthNormalThreshold and 1. 111 | float normalThreshold01 = saturate((NdotV - _DepthNormalThreshold) / (1 - _DepthNormalThreshold)); 112 | // Scale the threshold, and add 1 so that it is in the range of 1..._NormalThresholdScale + 1. 113 | float normalThreshold = normalThreshold01 * _DepthNormalThresholdScale + 1; 114 | 115 | // Modulate the threshold by the existing depth value; 116 | // pixels further from the screen will require smaller differences 117 | // to draw an edge. 118 | float depthThreshold = _DepthThreshold * depth0 * normalThreshold; 119 | 120 | float depthFiniteDifference0 = depth1 - depth0; 121 | float depthFiniteDifference1 = depth3 - depth2; 122 | // edgeDepth is calculated using the Roberts cross operator. 123 | // The same operation is applied to the normal below. 124 | // https://en.wikipedia.org/wiki/Roberts_cross 125 | float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; 126 | edgeDepth = edgeDepth > depthThreshold ? 1 : 0; 127 | 128 | float3 normalFiniteDifference0 = normal1 - normal0; 129 | float3 normalFiniteDifference1 = normal3 - normal2; 130 | // Dot the finite differences with themselves to transform the 131 | // three-dimensional values to scalars. 132 | float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); 133 | edgeNormal = edgeNormal > _NormalThreshold ? 1 : 0; 134 | 135 | float edge = max(edgeDepth, edgeNormal); 136 | 137 | float4 edgeColor = float4(_Color.rgb, _Color.a * edge); 138 | 139 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); 140 | 141 | return alphaBlend(edgeColor, color); 142 | } 143 | ENDHLSL 144 | } 145 | } 146 | } -------------------------------------------------------------------------------- /Effects/Shaders/Outline.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 06225c5000d5249e5b59fbd418880422 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Effects/Shaders/Palette.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Valax321/Palette" 2 | { 3 | HLSLINCLUDE 4 | 5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 6 | #include "Packages/com.valax321.postprocessing/Effects/Shaders/EffectLib.hlsl" 7 | 8 | #define COLORS 32 9 | 10 | static const float bayer2x2[] = {-0.5, 0.16666666, 0.5, -0.16666666}; 11 | 12 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 13 | TEXTURE2D_SAMPLER2D(_Palette, sampler_Palette); 14 | 15 | float2 _PaletteSize; 16 | 17 | float _Dithering; 18 | uint _Downsampling; 19 | float _Opacity; 20 | 21 | float4 Frag(VaryingsDefault input) : SV_Target 22 | { 23 | // Input sample 24 | const uint2 pss = (uint2)(input.texcoord * _ScreenParams.xy) / _Downsampling; 25 | 26 | float4 col = saturate(_MainTex.Load(int3(pss * _Downsampling, 0))); 27 | 28 | // Linear -> sRGB 29 | #ifndef UNITY_COLORSPACE_GAMMA 30 | col.rgb = LinearToSRGB(col.rgb); 31 | #endif 32 | 33 | // Dithering (2x2 bayer) 34 | const float dither = bayer2x2[(pss.y & 1) * 2 + (pss.x & 1)]; 35 | col.rgb += dither * _Dithering; 36 | 37 | const float maxColor = COLORS - 1.0; 38 | const float halfColX = 0.5 / _PaletteSize.x; 39 | const float halfColY = 0.5 / _PaletteSize.y; 40 | const float threshold = maxColor / COLORS; 41 | 42 | float xOffset = halfColX + col.r * threshold / COLORS; 43 | float yOffset = halfColY + col.g * threshold; 44 | float cell = floor(col.b * maxColor); 45 | float2 lutPos = float2(cell / COLORS + xOffset, yOffset); 46 | float4 rgb_d = SAMPLE_TEXTURE2D(_Palette, sampler_MainTex, lutPos); 47 | 48 | // Opacity 49 | col.rgb = lerp(col.rgb, rgb_d.rgb, _Opacity); 50 | 51 | // sRGB -> Linear 52 | #ifndef UNITY_COLORSPACE_GAMMA 53 | col.rgb = SRGBToLinear(col.rgb); 54 | #endif 55 | 56 | return col; 57 | } 58 | 59 | ENDHLSL 60 | 61 | SubShader 62 | { 63 | Cull Off ZWrite Off ZTest Always 64 | 65 | Pass 66 | { 67 | HLSLPROGRAM 68 | 69 | #pragma vertex VertDefault 70 | #pragma fragment Frag 71 | 72 | ENDHLSL 73 | } 74 | } 75 | } 76 | -------------------------------------------------------------------------------- /Effects/Shaders/Palette.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7de6b025d47da4f45aa656708dfb1325 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Copyright 2020 Valax321 2 | 3 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 4 | 5 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 6 | 7 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -------------------------------------------------------------------------------- /LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2169a81e2299c4d0893c32b8d69eb289 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Post Process Effects 2 | [![openupm](https://img.shields.io/npm/v/com.valax321.postprocessing?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.valax321.postprocessing/) 3 | 4 | This package contains a number of post processing effects compatible with Unity's post processing stack v2. 5 | 6 | ## Effects 7 | ### Dynamic Gradient Fog 8 | ![Fog Effect](Documentation~/images/fog.jpg) 9 | 10 | A dynamic, blendable fog effect defined using a colour gradient. 11 | 12 | ### Eight Color 13 | ![Eight Effect](Documentation~/images/eight.jpg) 14 | 15 | An 8-color palette effect with dithering and a low-res look. 16 | 17 | ### Palette 18 | ![Palette](Documentation~/images/palette.jpg) 19 | 20 | An alternative palette effect that uses LUTs to define colour palettes. Uses the same dithering and settings as Eight Color. 21 | 22 | ### Outline 23 | ![Outline Effect](Documentation~/images/outline.jpg) 24 | 25 | A post-process outline effect with customisable colour. 26 | 27 | ## Usage 28 | The effects can be installed through the Unity package manager, or OpenUPM. 29 | 30 | ## License 31 | Code in this repository is released under the MIT license. See LICENSE for more information. 32 | -------------------------------------------------------------------------------- /README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b36307c0fe3b34c1d94afa4b1429cddd 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Samples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 788b6c9eaa3de4348bf2af48b9676afa 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples/Eight.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07b5c147425b1443dbda456ebd6fa47c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples/Eight/.sample.json: -------------------------------------------------------------------------------- 1 | { 2 | "displayName": "Eight Color Example", 3 | "description": "An example scene for the eight color effect.", 4 | "createSeparatePackage": false 5 | } -------------------------------------------------------------------------------- /Samples/Eight/Eight Color Sample.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | OcclusionCullingSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_OcclusionBakeSettings: 8 | smallestOccluder: 5 9 | smallestHole: 0.25 10 | backfaceThreshold: 100 11 | m_SceneGUID: 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-------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.valax321.postprocessing", 3 | "displayName": "Post Process Effects", 4 | "version": "1.1.0", 5 | "unity": "2018.1", 6 | "description": "Additional post processing effects for the Post Processing Stack V2.", 7 | "dependencies": { 8 | "com.unity.postprocessing": "2.3.0" 9 | }, 10 | "type": "library" 11 | } -------------------------------------------------------------------------------- /package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 395c4f41ad502468e894a92b7ff99ffe 3 | PackageManifestImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | --------------------------------------------------------------------------------