├── .gitignore ├── Assets ├── Animation.meta ├── Animation │ ├── New Animation.anim │ ├── New Animation.anim.meta │ ├── New Animator Controller.controller │ ├── New Animator Controller.controller.meta │ ├── Sphere.controller │ └── Sphere.controller.meta ├── Custom Passes.meta ├── Custom Passes │ ├── EdgeDetection.cs │ ├── EdgeDetection.cs.meta │ ├── EdgeDetection.shader │ └── EdgeDetection.shader.meta ├── HDRP Settings.meta ├── HDRP Settings │ ├── Environment Profile.asset │ ├── Environment Profile.asset.meta │ ├── HDRenderPipelineAsset.asset │ ├── HDRenderPipelineAsset.asset.meta │ ├── Volume Profile.asset │ └── Volume Profile.asset.meta ├── Materials.meta ├── Materials │ ├── Blue.mat │ ├── Blue.mat.meta │ ├── Green.mat │ ├── Green.mat.meta │ ├── Point Light.mat │ ├── Point Light.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Shader Graphs_Basic 1.mat │ ├── Shader Graphs_Basic 1.mat.meta │ ├── Stair.mat │ ├── Stair.mat.meta │ ├── White.mat │ ├── White.mat.meta │ ├── Yellow.mat │ └── Yellow.mat.meta ├── Models.meta ├── Prefabs.meta ├── Prefabs │ ├── DefaultSceneRoot.prefab │ └── DefaultSceneRoot.prefab.meta ├── SampleScene.unity ├── SampleScene.unity.meta ├── Samples.meta ├── Samples │ ├── ProBuilder.meta │ └── ProBuilder │ │ ├── 4.2.3.meta │ │ └── 4.2.3 │ │ ├── High Definition Render Pipeline Support.meta │ │ └── High Definition Render Pipeline Support │ │ ├── .sample.json │ │ ├── Material.meta │ │ ├── Material │ │ ├── ProBuilder Default HDRP.mat │ │ └── ProBuilder Default HDRP.mat.meta │ │ ├── Shader.meta │ │ └── Shader │ │ ├── Standard Vertex Color.shadergraph │ │ └── Standard Vertex Color.shadergraph.meta ├── Shaders.meta ├── Shaders │ ├── Basic 1.shadergraph │ ├── Basic 1.shadergraph.meta │ ├── Basic.shadergraph │ └── Basic.shadergraph.meta ├── Skybox.meta ├── Skybox │ ├── Cubemaps.meta │ ├── Cubemaps │ │ ├── daytime.hdr │ │ ├── daytime.hdr.meta │ │ ├── sunset.hdr │ │ └── sunset.hdr.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Skybox_Daytime.mat │ │ ├── Skybox_Daytime.mat.meta │ │ ├── Skybox_Sunset.mat │ │ └── Skybox_Sunset.mat.meta │ ├── Scene.meta │ └── Scene │ │ ├── mainScene.unity │ │ └── mainScene.unity.meta ├── Textures.meta └── Textures │ ├── PerlinExample.png │ └── PerlinExample.png.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Packages │ └── com.unity.probuilder │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md ├── pic.PNG └── required!!!!.PNG /.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 | /URPEmpty 13 | 14 | # Asset meta data should only be ignored when the corresponding asset is also ignored 15 | !/[Aa]ssets/**/*.meta 16 | 17 | # Uncomment this line if you wish to ignore the asset store tools plugin 18 | # /[Aa]ssets/AssetStoreTools* 19 | 20 | # Autogenerated Jetbrains Rider plugin 21 | /[Aa]ssets/Plugins/Editor/JetBrains* 22 | 23 | # Visual Studio cache directory 24 | .vs/ 25 | 26 | # Gradle cache directory 27 | .gradle/ 28 | 29 | # Autogenerated VS/MD/Consulo solution and project files 30 | ExportedObj/ 31 | .consulo/ 32 | *.csproj 33 | *.unityproj 34 | *.sln 35 | *.suo 36 | *.tmp 37 | *.user 38 | *.userprefs 39 | *.pidb 40 | *.booproj 41 | *.svd 42 | *.pdb 43 | *.mdb 44 | *.opendb 45 | *.VC.db 46 | 47 | # Unity3D generated meta files 48 | *.pidb.meta 49 | *.pdb.meta 50 | *.mdb.meta 51 | 52 | # Unity3D generated file on crash reports 53 | sysinfo.txt 54 | 55 | # Builds 56 | *.apk 57 | *.unitypackage 58 | 59 | # Crashlytics generated file 60 | crashlytics-build.properties 61 | -------------------------------------------------------------------------------- /Assets/Animation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d997cf40726b264a9e3f520a061310b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Animation/New Animation.anim: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | 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| using UnityEngine; 2 | using UnityEngine.Rendering.HighDefinition; 3 | using UnityEngine.Rendering; 4 | using UnityEngine.Experimental.Rendering; 5 | 6 | #if UNITY_EDITOR 7 | 8 | using UnityEditor.Rendering.HighDefinition; 9 | using UnityEditor; 10 | 11 | [CustomPassDrawerAttribute(typeof(EdgeDetection))] 12 | class EdgeDetectionEditor : CustomPassDrawer 13 | { 14 | private class Styles 15 | { 16 | public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; 17 | 18 | public static GUIContent edgeColorThreshold = new GUIContent("Edge Color Threshold", "Color Edge detect effect threshold."); 19 | public static GUIContent edgeNormalThreshold = new GUIContent("Normal Edge Threshold", "Normal Edge detect effect threshold."); 20 | public static GUIContent edgeDepthThreshold = new GUIContent("Depth Edge Threshold", "Depth Edge detect effect threshold."); 21 | public static GUIContent edgeRadius = new GUIContent("Edge Radius", "Radius of the edge detect effect."); 22 | public static GUIContent edgeColor = new GUIContent("Color", "Color of the effect"); 23 | } 24 | 25 | SerializedProperty edgeDetectColorThreshold; 26 | SerializedProperty edgeDetectNormalThreshold; 27 | SerializedProperty edgeDetectDepthThreshold; 28 | SerializedProperty edgeRadius; 29 | SerializedProperty edgeColor; 30 | 31 | protected override void Initialize(SerializedProperty customPass) 32 | { 33 | edgeDetectColorThreshold = customPass.FindPropertyRelative("edgeDetectColorThreshold"); 34 | edgeDetectNormalThreshold = customPass.FindPropertyRelative("edgeDetectNormalThreshold"); 35 | edgeDetectDepthThreshold = customPass.FindPropertyRelative("edgeDetectDepthThreshold"); 36 | edgeRadius = customPass.FindPropertyRelative("edgeRadius"); 37 | edgeColor = customPass.FindPropertyRelative("edgeColor"); 38 | } 39 | 40 | // We only need the name to be displayed, the rest is controlled by the EdgeDetection effect 41 | protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name; 42 | 43 | protected override void DoPassGUI(SerializedProperty customPass, Rect rect) 44 | { 45 | edgeDetectColorThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeColorThreshold, edgeDetectColorThreshold.floatValue, 0f, 100f); 46 | rect.y += Styles.defaultLineSpace; 47 | 48 | edgeDetectNormalThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeNormalThreshold, edgeDetectNormalThreshold.floatValue, 0f, 1f); 49 | rect.y += Styles.defaultLineSpace; 50 | 51 | edgeDetectDepthThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeDepthThreshold, edgeDetectDepthThreshold.floatValue, 0f, 500f); 52 | rect.y += Styles.defaultLineSpace; 53 | 54 | edgeRadius.intValue = EditorGUI.IntSlider(rect, Styles.edgeRadius, edgeRadius.intValue, 1, 6); 55 | rect.y += Styles.defaultLineSpace; 56 | 57 | edgeColor.colorValue = EditorGUI.ColorField(rect, Styles.edgeColor, edgeColor.colorValue, true, false, true); 58 | } 59 | 60 | protected override float GetPassHeight(SerializedProperty customPass) => Styles.defaultLineSpace * 6; 61 | } 62 | 63 | #endif 64 | 65 | class EdgeDetection : CustomPass 66 | { 67 | public float edgeDetectColorThreshold = 1; 68 | public float edgeDetectNormalThreshold = 1; 69 | public float edgeDetectDepthThreshold = 1; 70 | public int edgeRadius = 1; 71 | public Color edgeColor = Color.black; 72 | 73 | public Material edgeDetectionMeshMaterial = null; 74 | 75 | Material fullscreenMaterial; 76 | RTHandle edgeDetectionBuffer; // additional render target for compositing the custom and camera color buffers 77 | 78 | int compositingPass; 79 | int copyPass; 80 | 81 | // It can be used to configure render targets and their clear state. Also to create temporary render target textures. 82 | // When empty this render pass will render to the active camera render target. 83 | // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. 84 | // The render pipeline will ensure target setup and clearing happens in an performance manner. 85 | protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) 86 | { 87 | fullscreenMaterial = CoreUtils.CreateEngineMaterial("FullScreen/EdgeDetection"); 88 | edgeDetectionBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, useDynamicScale: true, name: "EdgeDetection Buffer"); 89 | 90 | compositingPass = fullscreenMaterial.FindPass("Compositing"); 91 | copyPass = fullscreenMaterial.FindPass("Copy"); 92 | targetColorBuffer = TargetBuffer.Custom; 93 | targetDepthBuffer = TargetBuffer.Custom; 94 | clearFlags = ClearFlag.All; 95 | } 96 | 97 | protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera camera, CullingResults cullingResult) 98 | { 99 | if (fullscreenMaterial == null) 100 | return ; 101 | 102 | fullscreenMaterial.SetTexture("_EdgeDetectionBuffer", edgeDetectionBuffer); 103 | fullscreenMaterial.SetFloat("_EdgeDetectColorThreshold", edgeDetectColorThreshold); 104 | fullscreenMaterial.SetFloat("_EdgeDetectNormalThreshold", edgeDetectNormalThreshold); 105 | fullscreenMaterial.SetFloat("_EdgeDetectDepthThreshold", edgeDetectDepthThreshold); 106 | fullscreenMaterial.SetColor("_EdgeColor", edgeColor); 107 | fullscreenMaterial.SetFloat("_EdgeRadius", (float)edgeRadius); 108 | 109 | 110 | CoreUtils.SetRenderTarget(cmd, edgeDetectionBuffer, ClearFlag.All); 111 | CoreUtils.DrawFullScreen(cmd, fullscreenMaterial, shaderPassId: compositingPass); 112 | 113 | SetCameraRenderTarget(cmd); 114 | CoreUtils.DrawFullScreen(cmd, fullscreenMaterial, shaderPassId: copyPass); 115 | } 116 | 117 | protected override void Cleanup() 118 | { 119 | CoreUtils.Destroy(fullscreenMaterial); 120 | edgeDetectionBuffer.Release(); 121 | } 122 | } -------------------------------------------------------------------------------- /Assets/Custom Passes/EdgeDetection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5569d1fb4b6fa4045820b974903835b5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Passes/EdgeDetection.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/EdgeDetection" 2 | { 3 | HLSLINCLUDE 4 | 5 | #pragma vertex Vert 6 | 7 | #pragma target 4.5 8 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 9 | 10 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 11 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" 12 | 13 | TEXTURE2D_X(_EdgeDetectionBuffer); 14 | float _EdgeDetectColorThreshold; 15 | float _EdgeDetectNormalThreshold; 16 | float _EdgeDetectDepthThreshold; 17 | float4 _EdgeColor; 18 | float _EdgeRadius; 19 | float _BypassMeshDepth; 20 | 21 | float SampleClampedDepth(float2 uv) { return SampleCameraDepth(clamp(uv, _ScreenSize.zw, 1 - _ScreenSize.zw)).r; } 22 | 23 | float EdgeDetect(float2 uv, float depthThreshold, float normalThreshold, float colorThreshold) 24 | { 25 | float halfScaleFloor = floor(_EdgeRadius * 0.5); 26 | float halfScaleCeil = ceil(_EdgeRadius * 0.5); 27 | 28 | // Compute uv position to fetch depth informations 29 | float2 bottomLeftUV = uv - float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleFloor; 30 | float2 topRightUV = uv + float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleCeil; 31 | float2 bottomRightUV = uv + float2(_ScreenSize.zw.x * halfScaleCeil, -_ScreenSize.zw.y * halfScaleFloor); 32 | float2 topLeftUV = uv + float2(-_ScreenSize.zw.x * halfScaleFloor, _ScreenSize.zw.y * halfScaleCeil); 33 | 34 | // Depth from camera buffer 35 | float depth0 = SampleClampedDepth(bottomLeftUV); 36 | float depth1 = SampleClampedDepth(topRightUV); 37 | float depth2 = SampleClampedDepth(bottomRightUV); 38 | float depth3 = SampleClampedDepth(topLeftUV); 39 | 40 | float depthDerivative0 = depth1 - depth0; 41 | float depthDerivative1 = depth3 - depth2; 42 | 43 | float edgeDepth = sqrt(pow(depthDerivative0, 2) + pow(depthDerivative1, 2)) * 100; 44 | 45 | float newDepthThreshold = depthThreshold * depth0; 46 | edgeDepth = edgeDepth > newDepthThreshold ? 1 : 0; 47 | 48 | // Normals extracted from the camera normal buffer 49 | NormalData normalData0, normalData1, normalData2, normalData3; 50 | DecodeFromNormalBuffer(_ScreenSize.xy * bottomLeftUV, normalData0); 51 | DecodeFromNormalBuffer(_ScreenSize.xy * topRightUV, normalData1); 52 | DecodeFromNormalBuffer(_ScreenSize.xy * bottomRightUV, normalData2); 53 | DecodeFromNormalBuffer(_ScreenSize.xy * topLeftUV, normalData3); 54 | 55 | float3 normalFiniteDifference0 = normalData1.normalWS - normalData0.normalWS; 56 | float3 normalFiniteDifference1 = normalData3.normalWS - normalData2.normalWS; 57 | 58 | float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); 59 | edgeNormal = edgeNormal > normalThreshold ? 1 : 0; 60 | 61 | // Color and Alpha 62 | float4 color0 = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, bottomLeftUV, 0); 63 | float4 color1 = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, topRightUV, 0); 64 | float4 color2 = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, bottomRightUV, 0); 65 | float4 color3 = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, topLeftUV, 0); 66 | 67 | float4 colorFiniteDifference0 = color1 - color0; 68 | float4 colorFiniteDifference1 = color3 - color2; 69 | 70 | float edgeAlpha = sqrt(dot(colorFiniteDifference0.a, colorFiniteDifference0.a) + dot(colorFiniteDifference1.a, colorFiniteDifference1.a)); 71 | edgeAlpha = step(1- edgeAlpha, 0.01); 72 | float edgeColor = sqrt(dot(colorFiniteDifference0.xyz, colorFiniteDifference0.xyz) + dot(colorFiniteDifference1.xyz, colorFiniteDifference1.xyz)); 73 | edgeColor = edgeColor > colorThreshold ? 1 : 0; 74 | 75 | // Combined 76 | return clamp(edgeDepth + edgeNormal + edgeColor + edgeAlpha, 0, 1); 77 | 78 | } 79 | 80 | float4 Compositing(Varyings varyings) : SV_Target 81 | { 82 | float depth = LoadCameraDepth(varyings.positionCS.xy); 83 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 84 | 85 | // original 86 | float4 color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); 87 | 88 | // Do some normal, depth and color based edge detection on the camera buffers. 89 | float4 edge = EdgeDetect(posInput.positionNDC.xy, _EdgeDetectDepthThreshold, _EdgeDetectNormalThreshold, _EdgeDetectColorThreshold); 90 | 91 | // Remove the edge detect effect between the sky and objects when the object is inside the sphere 92 | edge *= depth != UNITY_RAW_FAR_CLIP_VALUE; 93 | 94 | // Combine edge and camera color 95 | return color * (1 - edge) + edge * _EdgeColor; 96 | //return (1 - edge) * _EdgeColor + (color * edge);// +edge * _EdgeColor; 97 | } 98 | 99 | // We need this copy because we can't sample and write to the same render target (Camera color buffer) 100 | float4 Copy(Varyings varyings) : SV_Target 101 | { 102 | float depth = LoadCameraDepth(varyings.positionCS.xy); 103 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, 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