├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── Birds.prefab
├── Birds.prefab.meta
├── Graphics.meta
├── Graphics
│ ├── Animation.meta
│ ├── Animation
│ │ ├── Cam Animation.anim
│ │ ├── Cam Animation.anim.meta
│ │ ├── Cam Animator Controller.controller
│ │ ├── Cam Animator Controller.controller.meta
│ │ ├── Scene Animator Controller.controller
│ │ └── Scene Animator Controller.controller.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Birds.mat
│ │ ├── Birds.mat.meta
│ │ ├── Painterly.mat
│ │ ├── Painterly.mat.meta
│ │ ├── Skybox.mat
│ │ ├── Skybox.mat.meta
│ │ ├── Veg.mat
│ │ ├── Veg.mat.meta
│ │ ├── tex_VegAndSwing.mat
│ │ ├── tex_VegAndSwing.mat.meta
│ │ ├── tex_rocks.mat
│ │ ├── tex_rocks.mat.meta
│ │ ├── tex_trunk.mat
│ │ └── tex_trunk.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── Disc.fbx
│ │ ├── Disc.fbx.meta
│ │ ├── scen.fbx
│ │ └── scen.fbx.meta
│ ├── Render Features.meta
│ ├── Render Features
│ │ ├── Blit.cs
│ │ ├── Blit.cs.meta
│ │ ├── BlitPass.cs
│ │ └── BlitPass.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── Birds.shadergraph
│ │ ├── Birds.shadergraph.meta
│ │ ├── Custom Functions.meta
│ │ ├── Custom Functions
│ │ │ ├── Painterly.hlsl
│ │ │ └── Painterly.hlsl.meta
│ │ ├── Gradient Skybox.shadergraph
│ │ ├── Gradient Skybox.shadergraph.meta
│ │ ├── Painterly.shadergraph
│ │ ├── Painterly.shadergraph.meta
│ │ ├── Veg.shadergraph
│ │ └── Veg.shadergraph.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── b.png
│ │ ├── b.png.meta
│ │ ├── tex_VegAndSwing.jpeg
│ │ ├── tex_VegAndSwing.jpeg.meta
│ │ ├── tex_VegAndSwing_Op.jpeg
│ │ ├── tex_VegAndSwing_Op.jpeg.meta
│ │ ├── tex_rocks.jpeg
│ │ ├── tex_rocks.jpeg.meta
│ │ ├── tex_trunk.jpeg
│ │ └── tex_trunk.jpeg.meta
│ ├── UniversalRenderPipelineAsset.asset
│ ├── UniversalRenderPipelineAsset.asset.meta
│ ├── UniversalRenderPipelineAsset_Renderer.asset
│ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── Scenes.meta
└── Scenes
│ ├── SampleScene.meta
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ └── SampleScene
│ ├── Global Volume Profile.asset
│ └── Global Volume Profile.asset.meta
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
├── UserSettings
└── EditorUserSettings.asset
└── pic.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 |
--------------------------------------------------------------------------------
/.vscode/settings.json:
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1 | {
2 | "files.exclude":
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5 | "**/.git":true,
6 | "**/.gitignore":true,
7 | "**/.gitmodules":true,
8 | "**/*.booproj":true,
9 | "**/*.pidb":true,
10 | "**/*.suo":true,
11 | "**/*.user":true,
12 | "**/*.userprefs":true,
13 | "**/*.unityproj":true,
14 | "**/*.dll":true,
15 | "**/*.exe":true,
16 | "**/*.pdf":true,
17 | "**/*.mid":true,
18 | "**/*.midi":true,
19 | "**/*.wav":true,
20 | "**/*.gif":true,
21 | "**/*.ico":true,
22 | "**/*.jpg":true,
23 | "**/*.jpeg":true,
24 | "**/*.png":true,
25 | "**/*.psd":true,
26 | "**/*.tga":true,
27 | "**/*.tif":true,
28 | "**/*.tiff":true,
29 | "**/*.3ds":true,
30 | "**/*.3DS":true,
31 | "**/*.fbx":true,
32 | "**/*.FBX":true,
33 | "**/*.lxo":true,
34 | "**/*.LXO":true,
35 | "**/*.ma":true,
36 | "**/*.MA":true,
37 | "**/*.obj":true,
38 | "**/*.OBJ":true,
39 | "**/*.asset":true,
40 | "**/*.cubemap":true,
41 | "**/*.flare":true,
42 | "**/*.mat":true,
43 | "**/*.meta":true,
44 | "**/*.prefab":true,
45 | "**/*.unity":true,
46 | "build/":true,
47 | "Build/":true,
48 | "Library/":true,
49 | "library/":true,
50 | "obj/":true,
51 | "Obj/":true,
52 | "ProjectSettings/":true,
53 | "temp/":true,
54 | "Temp/":true
55 | }
56 | }
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1 | using UnityEngine.Rendering.Universal;
2 |
3 | namespace UnityEngine.Experiemntal.Rendering.Universal
4 | {
5 | public class Blit : ScriptableRendererFeature
6 | {
7 | [System.Serializable]
8 | public class BlitSettings
9 | {
10 | public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
11 |
12 | public Material blitMaterial = null;
13 | public int blitMaterialPassIndex = -1;
14 | public Target destination = Target.Color;
15 | public string textureId = "_BlitPassTexture";
16 | }
17 |
18 | public enum Target
19 | {
20 | Color,
21 | Texture
22 | }
23 |
24 | public BlitSettings settings = new BlitSettings();
25 | RenderTargetHandle m_RenderTextureHandle;
26 |
27 | BlitPass blitPass;
28 |
29 | public override void Create()
30 | {
31 | var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
32 | settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
33 | blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name);
34 | m_RenderTextureHandle.Init(settings.textureId);
35 | }
36 |
37 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
38 | {
39 | var src = renderer.cameraColorTarget;
40 | var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle;
41 |
42 | if (settings.blitMaterial == null)
43 | {
44 | Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name);
45 | return;
46 | }
47 |
48 | blitPass.Setup(src, dest);
49 | renderer.EnqueuePass(blitPass);
50 | }
51 | }
52 | }
53 |
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/Assets/Graphics/Render Features/BlitPass.cs:
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1 | using UnityEngine.Rendering;
2 | using UnityEngine.Rendering.Universal;
3 |
4 | namespace UnityEngine.Experiemntal.Rendering.Universal
5 | {
6 | ///
7 | /// Copy the given color buffer to the given destination color buffer.
8 | ///
9 | /// You can use this pass to copy a color buffer to the destination,
10 | /// so you can use it later in rendering. For example, you can copy
11 | /// the opaque texture to use it for distortion effects.
12 | ///
13 | internal class BlitPass : ScriptableRenderPass
14 | {
15 | public enum RenderTarget
16 | {
17 | Color,
18 | RenderTexture,
19 | }
20 |
21 | public Material blitMaterial = null;
22 | public int blitShaderPassIndex = 0;
23 | public FilterMode filterMode { get; set; }
24 |
25 | private RenderTargetIdentifier source { get; set; }
26 | private RenderTargetHandle destination { get; set; }
27 |
28 | RenderTargetHandle m_TemporaryColorTexture;
29 | string m_ProfilerTag;
30 |
31 | ///
32 | /// Create the CopyColorPass
33 | ///
34 | public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)
35 | {
36 | this.renderPassEvent = renderPassEvent;
37 | this.blitMaterial = blitMaterial;
38 | this.blitShaderPassIndex = blitShaderPassIndex;
39 | m_ProfilerTag = tag;
40 | m_TemporaryColorTexture.Init("_TemporaryColorTexture");
41 | }
42 |
43 | ///
44 | /// Configure the pass with the source and destination to execute on.
45 | ///
46 | /// Source Render Target
47 | /// Destination Render Target
48 | public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
49 | {
50 | this.source = source;
51 | this.destination = destination;
52 | }
53 |
54 | ///
55 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
56 | {
57 | CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
58 |
59 | RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
60 | opaqueDesc.depthBufferBits = 0;
61 |
62 | // Can't read and write to same color target, create a temp render target to blit.
63 | if (destination == RenderTargetHandle.CameraTarget)
64 | {
65 | cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
66 | Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);
67 | Blit(cmd, m_TemporaryColorTexture.Identifier(), source);
68 | }
69 | else
70 | {
71 | Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);
72 | }
73 |
74 | context.ExecuteCommandBuffer(cmd);
75 | CommandBufferPool.Release(cmd);
76 | }
77 |
78 | ///
79 | public override void FrameCleanup(CommandBuffer cmd)
80 | {
81 | if (destination == RenderTargetHandle.CameraTarget)
82 | cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
83 | }
84 | }
85 | }
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1 | TEXTURE2D(_CameraColorTexture);
2 | SAMPLER(sampler_CameraColorTexture);
3 | float4 _CameraColorTexture_TexelSize;
4 |
5 | //
6 | // Painterly
7 | //
8 | void Painterly_float(float2 UV, float _Radius, out float3 Out)
9 | {
10 | Out = 0;
11 |
12 | #ifndef SHADERGRAPH_PREVIEW
13 |
14 | float3 mean[4] = {
15 | {0, 0, 0},
16 | {0, 0, 0},
17 | {0, 0, 0},
18 | {0, 0, 0}
19 | };
20 |
21 | float3 sigma[4] = {
22 | {0, 0, 0},
23 | {0, 0, 0},
24 | {0, 0, 0},
25 | {0, 0, 0}
26 | };
27 |
28 | float2 start[4] = {{-_Radius, -_Radius}, {-_Radius, 0}, {0, -_Radius}, {0, 0}};
29 |
30 | float2 pos;
31 | float3 col;
32 | for (int k = 0; k < 4; k++) {
33 | for(int i = 0; i <= _Radius; i++) {
34 | for(int j = 0; j <= _Radius; j++) {
35 | pos = float2(i, j) + start[k];
36 |
37 | col = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, float4(UV + float2(pos.x * _CameraColorTexture_TexelSize.x, pos.y * _CameraColorTexture_TexelSize.y), 0., 0.)).rgb;
38 | mean[k] += col;
39 | sigma[k] += col * col;
40 | }
41 | }
42 | }
43 |
44 | float sigma2;
45 |
46 | float n = pow(_Radius + 1, 2);
47 | float4 color = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, UV);
48 | float min = 1;
49 |
50 | for (int l = 0; l < 4; l++) {
51 | mean[l] /= n;
52 | sigma[l] = abs(sigma[l] / n - mean[l] * mean[l]);
53 | sigma2 = sigma[l].r + sigma[l].g + sigma[l].b;
54 |
55 | if (sigma2 < min) {
56 | min = sigma2;
57 | color.rgb = mean[l].rgb;
58 | }
59 | }
60 |
61 | Out = color;
62 |
63 | #endif
64 | }
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