├── .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
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18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | /[Aa]ssets/Plugins/Editor/JetBrains*
21 |
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24 |
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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
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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 |
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1 | # Blender MTL File: 'multi.blend'
2 | # Material Count: 24
3 |
4 | newmtl Mat
5 | Ns 225.000000
6 | Ka 1.000000 1.000000 1.000000
7 | Kd 0.800000 0.800000 0.800000
8 | Ks 0.500000 0.500000 0.500000
9 | Ke 0.0 0.0 0.0
10 | Ni 1.450000
11 | d 1.000000
12 | illum 2
13 |
14 | newmtl Mat.000
15 | Ns 225.000000
16 | Ka 1.000000 1.000000 1.000000
17 | Kd 0.800000 0.800000 0.800000
18 | Ks 0.500000 0.500000 0.500000
19 | Ke 0.0 0.0 0.0
20 | Ni 1.450000
21 | d 1.000000
22 | illum 2
23 |
24 | newmtl Mat.001
25 | Ns 225.000000
26 | Ka 1.000000 1.000000 1.000000
27 | Kd 0.800000 0.800000 0.800000
28 | Ks 0.500000 0.500000 0.500000
29 | Ke 0.0 0.0 0.0
30 | Ni 1.450000
31 | d 1.000000
32 | illum 2
33 |
34 | newmtl Mat.004
35 | Ns 225.000000
36 | Ka 1.000000 1.000000 1.000000
37 | Kd 0.800000 0.800000 0.800000
38 | Ks 0.500000 0.500000 0.500000
39 | Ke 0.0 0.0 0.0
40 | Ni 1.450000
41 | d 1.000000
42 | illum 2
43 |
44 | newmtl Mat.005
45 | Ns 225.000000
46 | Ka 1.000000 1.000000 1.000000
47 | Kd 0.800000 0.800000 0.800000
48 | Ks 0.500000 0.500000 0.500000
49 | Ke 0.0 0.0 0.0
50 | Ni 1.450000
51 | d 1.000000
52 | illum 2
53 |
54 | newmtl Mat.006
55 | Ns 225.000000
56 | Ka 1.000000 1.000000 1.000000
57 | Kd 0.800000 0.800000 0.800000
58 | Ks 0.500000 0.500000 0.500000
59 | Ke 0.0 0.0 0.0
60 | Ni 1.450000
61 | d 1.000000
62 | illum 2
63 |
64 | newmtl Mat.007
65 | Ns 225.000000
66 | Ka 1.000000 1.000000 1.000000
67 | Kd 0.800000 0.800000 0.800000
68 | Ks 0.500000 0.500000 0.500000
69 | Ke 0.0 0.0 0.0
70 | Ni 1.450000
71 | d 1.000000
72 | illum 2
73 |
74 | newmtl Mat.008
75 | Ns 225.000000
76 | Ka 1.000000 1.000000 1.000000
77 | Kd 0.800000 0.800000 0.800000
78 | Ks 0.500000 0.500000 0.500000
79 | Ke 0.0 0.0 0.0
80 | Ni 1.450000
81 | d 1.000000
82 | illum 2
83 |
84 | newmtl Mat.009
85 | Ns 225.000000
86 | Ka 1.000000 1.000000 1.000000
87 | Kd 0.800000 0.800000 0.800000
88 | Ks 0.500000 0.500000 0.500000
89 | Ke 0.0 0.0 0.0
90 | Ni 1.450000
91 | d 1.000000
92 | illum 2
93 |
94 | newmtl Mat.010
95 | Ns 225.000000
96 | Ka 1.000000 1.000000 1.000000
97 | Kd 0.800000 0.800000 0.800000
98 | Ks 0.500000 0.500000 0.500000
99 | Ke 0.0 0.0 0.0
100 | Ni 1.450000
101 | d 1.000000
102 | illum 2
103 |
104 | newmtl Mat.011
105 | Ns 225.000000
106 | Ka 1.000000 1.000000 1.000000
107 | Kd 0.800000 0.800000 0.800000
108 | Ks 0.500000 0.500000 0.500000
109 | Ke 0.0 0.0 0.0
110 | Ni 1.450000
111 | d 1.000000
112 | illum 2
113 |
114 | newmtl Mat.012
115 | Ns 225.000000
116 | Ka 1.000000 1.000000 1.000000
117 | Kd 0.800000 0.800000 0.800000
118 | Ks 0.500000 0.500000 0.500000
119 | Ke 0.0 0.0 0.0
120 | Ni 1.450000
121 | d 1.000000
122 | illum 2
123 |
124 | newmtl Mat.013
125 | Ns 225.000000
126 | Ka 1.000000 1.000000 1.000000
127 | Kd 0.800000 0.800000 0.800000
128 | Ks 0.500000 0.500000 0.500000
129 | Ke 0.0 0.0 0.0
130 | Ni 1.450000
131 | d 1.000000
132 | illum 2
133 |
134 | newmtl Mat.014
135 | Ns 225.000000
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137 | Kd 0.800000 0.800000 0.800000
138 | Ks 0.500000 0.500000 0.500000
139 | Ke 0.0 0.0 0.0
140 | Ni 1.450000
141 | d 1.000000
142 | illum 2
143 |
144 | newmtl Mat.1
145 | Ns 225.000000
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147 | Kd 0.800000 0.800000 0.800000
148 | Ks 0.500000 0.500000 0.500000
149 | Ke 0.0 0.0 0.0
150 | Ni 1.450000
151 | d 1.000000
152 | illum 2
153 |
154 | newmtl Mat.1_1
155 | Ns 225.000000
156 | Ka 1.000000 1.000000 1.000000
157 | Kd 0.800000 0.800000 0.800000
158 | Ks 0.500000 0.500000 0.500000
159 | Ke 0.0 0.0 0.0
160 | Ni 1.450000
161 | d 1.000000
162 | illum 2
163 |
164 | newmtl Mat.2
165 | Ns 225.000000
166 | Ka 1.000000 1.000000 1.000000
167 | Kd 0.800000 0.800000 0.800000
168 | Ks 0.500000 0.500000 0.500000
169 | Ke 0.0 0.0 0.0
170 | Ni 1.450000
171 | d 1.000000
172 | illum 2
173 |
174 | newmtl Mat.3
175 | Ns 225.000000
176 | Ka 1.000000 1.000000 1.000000
177 | Kd 0.800000 0.800000 0.800000
178 | Ks 0.500000 0.500000 0.500000
179 | Ke 0.0 0.0 0.0
180 | Ni 1.450000
181 | d 1.000000
182 | illum 2
183 |
184 | newmtl Mat.3_1
185 | Ns 225.000000
186 | Ka 1.000000 1.000000 1.000000
187 | Kd 0.800000 0.800000 0.800000
188 | Ks 0.500000 0.500000 0.500000
189 | Ke 0.0 0.0 0.0
190 | Ni 1.450000
191 | d 1.000000
192 | illum 2
193 |
194 | newmtl default
195 | Ns 225.000000
196 | Ka 1.000000 1.000000 1.000000
197 | Kd 0.800000 0.800000 0.800000
198 | Ks 0.500000 0.500000 0.500000
199 | Ke 0.0 0.0 0.0
200 | Ni 1.450000
201 | d 1.000000
202 | illum 2
203 |
204 | newmtl default.001
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206 | Ka 1.000000 1.000000 1.000000
207 | Kd 0.800000 0.800000 0.800000
208 | Ks 0.500000 0.500000 0.500000
209 | Ke 0.0 0.0 0.0
210 | Ni 1.450000
211 | d 1.000000
212 | illum 2
213 |
214 | newmtl default.002
215 | Ns 225.000000
216 | Ka 1.000000 1.000000 1.000000
217 | Kd 0.800000 0.800000 0.800000
218 | Ks 0.500000 0.500000 0.500000
219 | Ke 0.0 0.0 0.0
220 | Ni 1.450000
221 | d 1.000000
222 | illum 2
223 |
224 | newmtl default.003
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228 | Ks 0.500000 0.500000 0.500000
229 | Ke 0.0 0.0 0.0
230 | Ni 1.450000
231 | d 1.000000
232 | illum 2
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234 | newmtl default.004
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236 | Ka 1.000000 1.000000 1.000000
237 | Kd 0.800000 0.800000 0.800000
238 | Ks 0.500000 0.500000 0.500000
239 | Ke 0.0 0.0 0.0
240 | Ni 1.450000
241 | d 1.000000
242 | illum 2
243 |
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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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/Assets/Graphics/Render Features/OutlineFeature.cs:
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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 |
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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, 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 |
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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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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 | }
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