├── .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: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 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 | 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assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/Blit.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/Blit.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c32808be17e23104a9264df44adfb167 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/BlitPass.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/BlitPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e3a0104544035241b560938bd9d7ead 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/DepthNormalsFeature.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/DepthNormalsFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2c112c19a3a69c4697b058198829075 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a6defbc6939184af59e634d7c72714cf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Birds.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 752ea3e23c436324893434306633fa59 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6002d23464fe34845828eb97368c74d4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions/MainLight.hlsl: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions/MainLight.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a9a1a927da6f9942809c1e337fe8b53 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions/Outline.hlsl: -------------------------------------------------------------------------------- 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 == 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