├── .gitignore ├── .vscode └── settings.json ├── Assets ├── Graphics.meta ├── Graphics │ ├── Materials.meta │ ├── Materials │ │ ├── Black 1.mat │ │ ├── Black 1.mat.meta │ │ ├── Black.mat │ │ ├── Black.mat.meta │ │ ├── Lights.mat │ │ ├── Lights.mat.meta │ │ ├── Noise 1.mat │ │ ├── Noise 1.mat.meta │ │ ├── Noise 2.mat │ │ ├── Noise 2.mat.meta │ │ ├── Noise 3.mat │ │ ├── Noise 3.mat.meta │ │ ├── Noise.mat │ │ ├── Noise.mat.meta │ │ ├── Outline.mat │ │ ├── Outline.mat.meta │ │ ├── Screen.mat │ │ ├── Screen.mat.meta │ │ ├── Ship.meta │ │ ├── Ship │ │ │ ├── Ship Noise 1.mat │ │ │ ├── Ship Noise 1.mat.meta │ │ │ ├── Ship Noise 2.mat │ │ │ ├── Ship Noise 2.mat.meta │ │ │ ├── Ship Noise.mat │ │ │ └── Ship Noise.mat.meta │ │ ├── Smoke Outline.mat │ │ ├── Smoke Outline.mat.meta │ │ ├── Smoke.mat │ │ ├── Smoke.mat.meta │ │ ├── Snow.mat │ │ ├── Snow.mat.meta │ │ ├── White.mat │ │ └── White.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── Disc.fbx │ │ ├── Disc.fbx.meta │ │ ├── Ship.meta │ │ ├── Ship │ │ │ ├── source.meta │ │ │ ├── source │ │ │ │ ├── TugStarShip.fbx │ │ │ │ └── TugStarShip.fbx.meta │ │ │ ├── textures.meta │ │ │ └── textures │ │ │ │ ├── 50649687-yellow-metal-texture.jpeg │ │ │ │ ├── 50649687-yellow-metal-texture.jpeg.meta │ │ │ │ ├── nathaniel-tintinger-ship-panel-4069-plain.jpeg │ │ │ │ └── nathaniel-tintinger-ship-panel-4069-plain.jpeg.meta │ │ ├── Smoke.fbx │ │ ├── Smoke.fbx.meta │ │ ├── multi.mtl │ │ ├── multi.mtl.meta │ │ ├── multi.obj │ │ └── multi.obj.meta │ ├── Render Features.meta │ ├── Render Features │ │ ├── DepthNormalsFeature.cs │ │ ├── DepthNormalsFeature.cs.meta │ │ ├── OutlineFeature.cs │ │ └── OutlineFeature.cs.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Custom Functions.meta │ │ ├── Custom Functions │ │ │ ├── ObjectOutline.shadersubgraph │ │ │ ├── ObjectOutline.shadersubgraph.meta │ │ │ ├── Outline.hlsl │ │ │ ├── Outline.hlsl.meta │ │ │ ├── OutlineObject.hlsl │ │ │ └── OutlineObject.hlsl.meta │ │ ├── Noise Triplanar.shadergraph │ │ ├── Noise Triplanar.shadergraph.meta │ │ ├── Noise.shadergraph │ │ ├── Noise.shadergraph.meta │ │ ├── Outline.shadergraph │ │ ├── Outline.shadergraph.meta │ │ ├── Smoke.shadergraph │ │ ├── Smoke.shadergraph.meta │ │ ├── White.shadergraph │ │ └── White.shadergraph.meta │ ├── Textures.meta │ ├── Textures │ │ ├── circuit2.png │ │ └── circuit2.png.meta │ ├── UniversalRenderPipelineAsset.asset │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset │ └── UniversalRenderPipelineAsset_Renderer.asset.meta ├── Prefabs.meta ├── Prefabs │ ├── Particle System.prefab │ ├── Particle System.prefab.meta │ ├── Smoke.prefab │ └── Smoke.prefab.meta ├── Samples.meta ├── Samples │ ├── ProBuilder.meta │ └── ProBuilder │ │ ├── 4.2.3.meta │ │ └── 4.2.3 │ │ ├── Universal Render Pipeline Support.meta │ │ └── Universal Render Pipeline Support │ │ ├── .sample.json │ │ ├── Material.meta │ │ ├── Material │ │ ├── ProBuilder Default URP.mat │ │ └── ProBuilder Default URP.mat.meta │ │ ├── Shader.meta │ │ └── Shader │ │ ├── Standard Vertex Color.shadergraph │ │ └── Standard Vertex Color.shadergraph.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ └── SampleScene │ │ ├── Main Camera Profile 1.asset │ │ ├── Main Camera Profile 1.asset.meta │ │ ├── Main Camera Profile.asset │ │ └── Main Camera Profile.asset.meta ├── Simple Toon Shader.meta └── Simple Toon Shader │ ├── Main Light.shadersubgraph │ ├── Main Light.shadersubgraph.meta │ ├── MainLight.hlsl │ ├── MainLight.hlsl.meta │ ├── Toon.shadergraph │ └── Toon.shadergraph.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.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 ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── 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 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | /[Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | -------------------------------------------------------------------------------- /.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 | "**/*.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 | 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90 | autoGenerateAvatarMappingIfUnspecified: 1 91 | animationType: 2 92 | humanoidOversampling: 1 93 | avatarSetup: 0 94 | additionalBone: 0 95 | userData: 96 | assetBundleName: 97 | assetBundleVariant: 98 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6fd6dd11e55414c79bb1c0169237c76f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /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/Render Features/OutlineFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | public class OutlineFeature : ScriptableRendererFeature 6 | { 7 | class OutlinePass : ScriptableRenderPass 8 | { 9 | private RenderTargetIdentifier source { get; set; } 10 | private RenderTargetHandle destination { get; set; } 11 | public Material outlineMaterial = null; 12 | RenderTargetHandle temporaryColorTexture; 13 | 14 | public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) 15 | { 16 | this.source = source; 17 | this.destination = destination; 18 | } 19 | 20 | public OutlinePass(Material outlineMaterial) 21 | { 22 | this.outlineMaterial = outlineMaterial; 23 | } 24 | 25 | 26 | 27 | // This method is called before executing the render pass. 28 | // It can be used to configure render targets and their clear state. Also to create temporary render target textures. 29 | // When empty this render pass will render to the active camera render target. 30 | // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. 31 | // The render pipeline will ensure target setup and clearing happens in an performance manner. 32 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) 33 | { 34 | 35 | } 36 | 37 | // Here you can implement the rendering logic. 38 | // Use ScriptableRenderContext to issue drawing commands or execute command buffers 39 | // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html 40 | // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. 41 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 42 | { 43 | CommandBuffer cmd = CommandBufferPool.Get("Outline Pass"); 44 | 45 | RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor; 46 | opaqueDescriptor.depthBufferBits = 0; 47 | 48 | if (destination == RenderTargetHandle.CameraTarget) 49 | { 50 | cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor, FilterMode.Point); 51 | Blit(cmd, source, temporaryColorTexture.Identifier(), outlineMaterial, 0); 52 | Blit(cmd, temporaryColorTexture.Identifier(), source); 53 | 54 | } 55 | else Blit(cmd, source, destination.Identifier(), outlineMaterial, 0); 56 | 57 | context.ExecuteCommandBuffer(cmd); 58 | CommandBufferPool.Release(cmd); 59 | } 60 | 61 | /// Cleanup any allocated resources that were created during the execution of this render pass. 62 | public override void FrameCleanup(CommandBuffer cmd) 63 | { 64 | 65 | if (destination == RenderTargetHandle.CameraTarget) 66 | cmd.ReleaseTemporaryRT(temporaryColorTexture.id); 67 | } 68 | } 69 | 70 | [System.Serializable] 71 | public class OutlineSettings 72 | { 73 | public Material outlineMaterial = null; 74 | } 75 | 76 | public OutlineSettings settings = new OutlineSettings(); 77 | OutlinePass outlinePass; 78 | RenderTargetHandle outlineTexture; 79 | 80 | public override void Create() 81 | { 82 | outlinePass = new OutlinePass(settings.outlineMaterial); 83 | outlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; 84 | outlineTexture.Init("_OutlineTexture"); 85 | } 86 | 87 | // Here you can inject one or multiple render passes in the renderer. 88 | // This method is called when setting up the renderer once per-camera. 89 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 90 | { 91 | if (settings.outlineMaterial == null) 92 | { 93 | Debug.LogWarningFormat("Missing Outline Material"); 94 | return; 95 | } 96 | outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget); 97 | renderer.EnqueuePass(outlinePass); 98 | } 99 | } 100 | 101 | 102 | -------------------------------------------------------------------------------- /Assets/Graphics/Render Features/OutlineFeature.cs.meta: 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"m_ActiveOutputNodeGuidSerialized": "" 119 | } -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions/ObjectOutline.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81bb2fba17307bf40bd95d001c692e3a 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /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, out float4 Out, out float3 Normals, out float3 Original, out float Alpha, out float Outlines, out float SceneDepth) 23 | { 24 | float halfScaleFloor = floor(OutlineThickness * 0.5); 25 | float halfScaleCeil = ceil(OutlineThickness * 0.5); 26 | float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w); 27 | 28 | float2 uvSamples[4]; 29 | float depthSamples[4]; 30 | float3 normalSamples[4]; 31 | float4 colorSamples[4]; 32 | 33 | uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor; 34 | uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil; 35 | uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor); 36 | uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil); 37 | 38 | for(int i = 0; i < 4 ; i++) 39 | { 40 | depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r; 41 | normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i])); 42 | colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]); 43 | } 44 | 45 | // Depth 46 | float depthFiniteDifference0 = depthSamples[1] - depthSamples[0]; 47 | float depthFiniteDifference1 = depthSamples[3] - depthSamples[2]; 48 | float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; 49 | float depthThreshold = (1/DepthSensitivity) * depthSamples[0]; 50 | edgeDepth = edgeDepth > depthThreshold ? 1 : 0; 51 | 52 | // Normals 53 | float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0]; 54 | float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2]; 55 | float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); 56 | edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0; 57 | 58 | // Color 59 | float4 colorFiniteDifference0 = colorSamples[1] - colorSamples[0]; 60 | float4 colorFiniteDifference1 = colorSamples[3] - colorSamples[2]; 61 | //float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1)); 62 | float edgeColor = sqrt(dot(colorFiniteDifference0.a, colorFiniteDifference0.a) + dot(colorFiniteDifference1.a, colorFiniteDifference1.a)); 63 | Alpha = edgeColor; 64 | edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0; 65 | 66 | float edge = max(edgeDepth, max(edgeNormal, edgeColor)); 67 | 68 | float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]); 69 | Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a)); 70 | 71 | Normals = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, UV)); 72 | Original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, UV); 73 | 74 | Outlines = edge; 75 | SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r; 76 | } 77 | 78 | 79 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions/Outline.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93e899cced0fe2a4d86b3ccee9e78242 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Graphics/Shaders/Custom Functions/OutlineObject.hlsl: -------------------------------------------------------------------------------- 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 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"{\"mesh\":{\"instanceID\":0}}", 61 | "m_Guid": "" 62 | } 63 | }, 64 | "m_Path": "Sub Graphs", 65 | "m_ConcretePrecision": 0, 66 | "m_ActiveOutputNodeGuidSerialized": "" 67 | } -------------------------------------------------------------------------------- /Assets/Simple Toon Shader/Main Light.shadersubgraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ab9b6feadc505a54a9d799b7581b16e2 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/Simple Toon Shader/MainLight.hlsl: -------------------------------------------------------------------------------- 1 | 2 | void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) 3 | { 4 | #if SHADERGRAPH_PREVIEW 5 | Direction = half3(0.5, 0.5, 0); 6 | Color = 1; 7 | DistanceAtten = 1; 8 | ShadowAtten = 1; 9 | #else 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 | ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); 29 | half shadowStrength = GetMainLightShadowStrength(); 30 | ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, 31 | sampler_MainLightShadowmapTexture), 32 | shadowSamplingData, shadowStrength, false); 33 | #endif 34 | #endif 35 | } -------------------------------------------------------------------------------- /Assets/Simple Toon Shader/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/Simple Toon Shader/Toon.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4aa46d33b0afb5e49bb0703218e42e0e 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 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