├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── Graphics.meta
├── Graphics
│ ├── Animation.meta
│ ├── Animation
│ │ ├── Cam Animation Controller.controller
│ │ ├── Cam Animation Controller.controller.meta
│ │ ├── Cam Animation.anim
│ │ ├── Cam Animation.anim.meta
│ │ ├── Light Animation Controller.controller
│ │ ├── Light Animation Controller.controller.meta
│ │ ├── Light Animaton.anim
│ │ └── Light Animaton.anim.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── --Toon Clumps.mat
│ │ ├── --Toon Clumps.mat.meta
│ │ ├── --Toon Grass.mat
│ │ ├── --Toon Grass.mat.meta
│ │ ├── Birds.mat
│ │ ├── Birds.mat.meta
│ │ ├── White.mat
│ │ ├── White.mat.meta
│ │ ├── _Toon Blue.mat
│ │ ├── _Toon Blue.mat.meta
│ │ ├── _Toon Glow.mat
│ │ ├── _Toon Glow.mat.meta
│ │ ├── _Toon Green.mat
│ │ ├── _Toon Green.mat.meta
│ │ ├── _Toon Yellow Rock.mat
│ │ ├── _Toon Yellow Rock.mat.meta
│ │ ├── _Toon Yellow.mat
│ │ └── _Toon Yellow.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── Disc.fbx
│ │ ├── Disc.fbx.meta
│ │ ├── Grass Clump.fbx
│ │ └── Grass Clump.fbx.meta
│ ├── Render Features.meta
│ ├── Render Features
│ │ ├── Blit.cs
│ │ ├── Blit.cs.meta
│ │ ├── BlitPass.cs
│ │ ├── BlitPass.cs.meta
│ │ ├── DepthNormalsFeature.cs
│ │ └── DepthNormalsFeature.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── Birds.shadergraph
│ │ ├── Birds.shadergraph.meta
│ │ ├── Custom Functions.meta
│ │ ├── Custom Functions
│ │ │ ├── MainLight.hlsl
│ │ │ ├── MainLight.hlsl.meta
│ │ │ ├── Outline.hlsl
│ │ │ ├── Outline.hlsl.meta
│ │ │ ├── OutlineObject.hlsl
│ │ │ └── OutlineObject.hlsl.meta
│ │ ├── LitToon.shadergraph
│ │ ├── LitToon.shadergraph.meta
│ │ ├── Snow Particle.shadergraph
│ │ ├── Snow Particle.shadergraph.meta
│ │ ├── Sub Graphs.meta
│ │ └── Sub Graphs
│ │ │ ├── GLCoreMatrixFix.shadersubgraph
│ │ │ ├── GLCoreMatrixFix.shadersubgraph.meta
│ │ │ ├── Landscape Displacement.shadersubgraph
│ │ │ ├── Landscape Displacement.shadersubgraph.meta
│ │ │ ├── Main Light.shadersubgraph
│ │ │ ├── Main Light.shadersubgraph.meta
│ │ │ ├── ObjectOutline.shadersubgraph
│ │ │ ├── ObjectOutline.shadersubgraph.meta
│ │ │ ├── Shadows.shadersubgraph
│ │ │ ├── Shadows.shadersubgraph.meta
│ │ │ ├── WorldPositionFromDepth.shadersubgraph
│ │ │ └── WorldPositionFromDepth.shadersubgraph.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── bird.png
│ │ ├── bird.png.meta
│ │ ├── hatch.jpg
│ │ ├── hatch.jpg.meta
│ │ ├── seamless grunge.jpg
│ │ └── seamless grunge.jpg.meta
│ ├── UniversalRenderPipelineAsset.asset
│ ├── UniversalRenderPipelineAsset.asset.meta
│ ├── UniversalRenderPipelineAsset_Renderer.asset
│ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── Prefabs.meta
├── Prefabs
│ ├── Birds.prefab
│ ├── Birds.prefab.meta
│ ├── Leaves.prefab
│ └── Leaves.prefab.meta
├── 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
├── Packages
│ └── com.unity.probuilder
│ │ └── Settings.json
├── 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 | 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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/Assets/Graphics/Render Features/DepthNormalsFeature.cs:
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1 | using UnityEngine;
2 | using UnityEngine.Rendering;
3 | using UnityEngine.Rendering.Universal;
4 |
5 | public class DepthNormalsFeature : ScriptableRendererFeature
6 | {
7 | class DepthNormalsPass : ScriptableRenderPass
8 | {
9 | private RenderTargetHandle destination { get; set; }
10 |
11 | private Material depthNormalsMaterial = null;
12 | private FilteringSettings m_FilteringSettings;
13 | ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
14 |
15 | public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
16 | {
17 | m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
18 | this.depthNormalsMaterial = material;
19 | }
20 |
21 | public void Setup(RenderTargetHandle destination)
22 | {
23 | this.destination = destination;
24 | }
25 |
26 | // This method is called before executing the render pass.
27 | // It can be used to configure render targets and their clear state. Also to create temporary render target textures.
28 | // When empty this render pass will render to the active camera render target.
29 | // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
30 | // The render pipeline will ensure target setup and clearing happens in an performance manner.
31 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
32 | {
33 | RenderTextureDescriptor descriptor = cameraTextureDescriptor;
34 | descriptor.depthBufferBits = 32;
35 | descriptor.colorFormat = RenderTextureFormat.ARGB32;
36 |
37 | cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
38 | ConfigureTarget(destination.Identifier());
39 | ConfigureClear(ClearFlag.All, Color.black);
40 | }
41 |
42 | // Here you can implement the rendering logic.
43 | // Use ScriptableRenderContext to issue drawing commands or execute command buffers
44 | // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
45 | // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
46 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
47 | {
48 | CommandBuffer cmd = CommandBufferPool.Get("DepthNormals Prepass");
49 |
50 | using (new ProfilingSample(cmd, "DepthNormals Prepass"))
51 | {
52 | context.ExecuteCommandBuffer(cmd);
53 | cmd.Clear();
54 |
55 | var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
56 | var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
57 | drawSettings.perObjectData = PerObjectData.None;
58 |
59 | ref CameraData cameraData = ref renderingData.cameraData;
60 | Camera camera = cameraData.camera;
61 | if (cameraData.isStereoEnabled)
62 | context.StartMultiEye(camera);
63 |
64 |
65 | drawSettings.overrideMaterial = depthNormalsMaterial;
66 |
67 |
68 | context.DrawRenderers(renderingData.cullResults, ref drawSettings,
69 | ref m_FilteringSettings);
70 |
71 | cmd.SetGlobalTexture("_CameraDepthNormalsTexture", destination.id);
72 | }
73 |
74 | context.ExecuteCommandBuffer(cmd);
75 | CommandBufferPool.Release(cmd);
76 | }
77 |
78 | /// Cleanup any allocated resources that were created during the execution of this render pass.
79 | public override void FrameCleanup(CommandBuffer cmd)
80 | {
81 | if (destination != RenderTargetHandle.CameraTarget)
82 | {
83 | cmd.ReleaseTemporaryRT(destination.id);
84 | destination = RenderTargetHandle.CameraTarget;
85 | }
86 | }
87 | }
88 |
89 | DepthNormalsPass depthNormalsPass;
90 | RenderTargetHandle depthNormalsTexture;
91 | Material depthNormalsMaterial;
92 |
93 | public override void Create()
94 | {
95 | depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
96 | depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);
97 | depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
98 | depthNormalsTexture.Init("_CameraDepthNormalsTexture");
99 | }
100 |
101 | // Here you can inject one or multiple render passes in the renderer.
102 | // This method is called when setting up the renderer once per-camera.
103 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
104 | {
105 | depthNormalsPass.Setup(depthNormalsTexture);
106 | renderer.EnqueuePass(depthNormalsPass);
107 | }
108 | }
109 |
110 |
111 |
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1 |
2 | void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
3 | {
4 | Direction = half3(0.5, 0.5, 0);
5 | Color = 1;
6 | DistanceAtten = 1;
7 | ShadowAtten = 1;
8 |
9 | #ifndef SHADERGRAPH_PREVIEW
10 | #if SHADOWS_SCREEN
11 | half4 clipPos = TransformWorldToHClip(WorldPos);
12 | half4 shadowCoord = ComputeScreenPos(clipPos);
13 | #else
14 | half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
15 | #endif
16 | Light mainLight = GetMainLight(shadowCoord);
17 | Direction = mainLight.direction;
18 | Color = mainLight.color;
19 | DistanceAtten = mainLight.distanceAttenuation;
20 |
21 | #if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
22 | ShadowAtten = 1.0h;
23 | #endif
24 |
25 | #if SHADOWS_SCREEN
26 | ShadowAtten = SampleScreenSpaceShadowmap(shadowCoord);
27 | #else
28 |
29 | ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
30 | half shadowStrength = GetMainLightShadowStrength();
31 | ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
32 | #endif
33 | #endif
34 | }
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1 | TEXTURE2D(_CameraColorTexture);
2 | SAMPLER(sampler_CameraColorTexture);
3 | float4 _CameraColorTexture_TexelSize;
4 |
5 | TEXTURE2D(_CameraDepthTexture);
6 | SAMPLER(sampler_CameraDepthTexture);
7 |
8 | TEXTURE2D(_CameraDepthNormalsTexture);
9 | SAMPLER(sampler_CameraDepthNormalsTexture);
10 |
11 | float3 DecodeNormal(float4 enc)
12 | {
13 | float kScale = 1.7777;
14 | float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
15 | float g = 2.0 / dot(nn.xyz,nn.xyz);
16 | float3 n;
17 | n.xy = g*nn.xy;
18 | n.z = g-1;
19 | return n;
20 | }
21 |
22 | void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor,
23 | out float4 Out, out float3 Normals, out float3 Original, out float Outlines, out float DepthNormalsOutlines, out float AlphaOutlines, out float ColorOutlines, out float SceneDepth)
24 | {
25 | float halfScaleFloor = floor(OutlineThickness * 0.5);
26 | float halfScaleCeil = ceil(OutlineThickness * 0.5);
27 | float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w);
28 |
29 | float2 uvSamples[4];
30 | float depthSamples[4];
31 | float3 normalSamples[4];
32 | float4 colorSamples[4];
33 |
34 | uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor;
35 | uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil;
36 | uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor);
37 | uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil);
38 |
39 | for(int i = 0; i < 4 ; i++)
40 | {
41 | depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
42 | normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
43 | colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]);
44 | }
45 |
46 | // Depth
47 | float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
48 | float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
49 | float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
50 | float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
51 | edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
52 |
53 | // Normals
54 | float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
55 | float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
56 | float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
57 | edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
58 |
59 | // Alpha
60 | float4 colorFiniteDifference0 = colorSamples[1] - colorSamples[0];
61 | float4 colorFiniteDifference1 = colorSamples[3] - colorSamples[2];
62 |
63 |
64 | float edgeAlpha = sqrt(dot(colorFiniteDifference0.a, colorFiniteDifference0.a) + dot(colorFiniteDifference1.a, colorFiniteDifference1.a));
65 | AlphaOutlines = edgeAlpha;
66 |
67 |
68 | // Color ignore alpha delta
69 | float edgeColor = sqrt(dot(colorFiniteDifference0.xyz, colorFiniteDifference0.xyz) + dot(colorFiniteDifference1.xyz, colorFiniteDifference1.xyz));
70 | edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0;
71 |
72 | ColorOutlines = edgeColor;
73 |
74 | // zero alpha on an opaque material is a flag for no outlines (stars in the skybox for example)
75 | if (colorSamples[0].a == 0 || colorSamples[1].a == 0 || colorSamples[2].a == 0 || colorSamples[3].a == 0)
76 | {
77 | ColorOutlines = 0;
78 | }
79 |
80 | DepthNormalsOutlines = max(edgeDepth, edgeNormal);
81 |
82 |
83 | float edge = max(edgeDepth, max(edgeNormal, edgeColor));
84 |
85 |
86 | float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]);
87 | Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a));
88 |
89 | Normals = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, UV));
90 | Original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, UV);
91 |
92 | Outlines = edge;
93 | SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r;
94 | }
95 |
96 |
97 |
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1 | TEXTURE2D(_CameraDepthTexture);
2 | SAMPLER(sampler_CameraDepthTexture);
3 | float4 _CameraDepthTexture_TexelSize;
4 |
5 | TEXTURE2D(_CameraDepthNormalsTexture);
6 | SAMPLER(sampler_CameraDepthNormalsTexture);
7 |
8 | float3 DecodeNormal(float4 enc)
9 | {
10 | float kScale = 1.7777;
11 | float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
12 | float g = 2.0 / dot(nn.xyz,nn.xyz);
13 | float3 n;
14 | n.xy = g*nn.xy;
15 | n.z = g-1;
16 | return n;
17 | }
18 |
19 | void OutlineObject_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, out float Outline, out float SceneDepth)
20 | {
21 | float halfScaleFloor = floor(OutlineThickness * 0.5);
22 | float halfScaleCeil = ceil(OutlineThickness * 0.5);
23 |
24 | float2 uvSamples[4];
25 | float depthSamples[4];
26 | float3 normalSamples[4];
27 |
28 | uvSamples[0] = UV - float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleFloor;
29 | uvSamples[1] = UV + float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleCeil;
30 | uvSamples[2] = UV + float2(_CameraDepthTexture_TexelSize.x * halfScaleCeil, -_CameraDepthTexture_TexelSize.y * halfScaleFloor);
31 | uvSamples[3] = UV + float2(-_CameraDepthTexture_TexelSize.x * halfScaleFloor, _CameraDepthTexture_TexelSize.y * halfScaleCeil);
32 |
33 | for(int i = 0; i < 4 ; i++)
34 | {
35 | depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
36 | normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
37 | }
38 |
39 | // Depth
40 | float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
41 | float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
42 | float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
43 | float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
44 | edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
45 |
46 | // Normals
47 | float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
48 | float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
49 | float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
50 | edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
51 |
52 | float edge = max(edgeDepth, edgeNormal);
53 | Outline = edge;
54 |
55 | SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r;
56 | }
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