├── .gitignore ├── Assets ├── ExampleAssets.meta ├── ExampleAssets │ ├── Materials.meta │ ├── Materials │ │ ├── ConstructionLight_Mat.mat │ │ ├── ConstructionLight_Mat.mat.meta │ │ ├── DryWallPainted_Mat.mat │ │ ├── DryWallPainted_Mat.mat.meta │ │ ├── DryWall_Mat.mat │ │ ├── DryWall_Mat.mat.meta │ │ ├── Ground_Mat.mat │ │ ├── Ground_Mat.mat.meta │ │ ├── Hammer_Mat.mat │ │ ├── Hammer_Mat.mat.meta │ │ ├── HardHat_Mat.mat │ │ ├── HardHat_Mat.mat.meta │ │ ├── Jigsaw_Mat.mat │ │ ├── Jigsaw_Mat.mat.meta │ │ ├── LightBulb_Mat.mat │ │ ├── LightBulb_Mat.mat.meta │ │ ├── Liquid_Mat.mat │ │ ├── Liquid_Mat.mat.meta │ │ ├── Metal_Blue_Simple_Mat.mat │ │ ├── Metal_Blue_Simple_Mat.mat.meta │ │ ├── Metal_Simple_Mat.mat │ │ ├── Metal_Simple_Mat.mat.meta │ │ ├── OBS_Mat.mat │ │ ├── OBS_Mat.mat.meta │ │ ├── Paint1G_WAnim_Material.mat │ │ ├── Paint1G_WAnim_Material.mat.meta │ │ ├── PaintBrush_Mat.mat │ │ ├── PaintBrush_Mat.mat.meta │ │ ├── PaintLabel_Mat.mat │ │ ├── PaintLabel_Mat.mat.meta │ │ ├── Plastic_Black_Mat.mat │ │ ├── Plastic_Black_Mat.mat.meta │ │ ├── Plastic_Gray_Mat.mat │ │ ├── Plastic_Gray_Mat.mat.meta │ │ ├── Plastic_Ridges_Mat.mat │ │ ├── Plastic_Ridges_Mat.mat.meta │ │ ├── Plastic_Rough_Mat.mat │ │ ├── Plastic_Rough_Mat.mat.meta │ │ ├── Plastic_Transparent.mat │ │ ├── Plastic_Transparent.mat.meta │ │ ├── Plastic_White_Mat.mat │ │ ├── Plastic_White_Mat.mat.meta │ │ ├── Plastic_Yellow_Mat.mat │ │ ├── Plastic_Yellow_Mat.mat.meta │ │ ├── Strap_Mat.mat │ │ ├── Strap_Mat.mat.meta │ │ ├── Stud_Mat.mat │ │ └── Stud_Mat.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── ConstructionLight_Low.fbx │ │ ├── ConstructionLight_Low.fbx.meta │ │ ├── Stud.fbx │ │ ├── Stud.fbx.meta │ │ ├── Workbench.fbx │ │ ├── Workbench.fbx.meta │ │ ├── Workbench_Low.fbx │ │ ├── Workbench_Low.fbx.meta │ │ ├── Workshop_Set.fbx │ │ ├── Workshop_Set.fbx.meta │ │ ├── brush_low.fbx │ │ ├── brush_low.fbx.meta │ │ ├── hammer_low.fbx │ │ ├── hammer_low.fbx.meta │ │ ├── jigsaw_low.fbx │ │ ├── jigsaw_low.fbx.meta │ │ ├── magneticlevel_low.fbx │ │ ├── magneticlevel_low.fbx.meta │ │ ├── paintbucket_low.fbx │ │ ├── paintbucket_low.fbx.meta │ │ ├── safetygoggles_low.fbx │ │ ├── safetygoggles_low.fbx.meta │ │ ├── safetyhat_low.fbx │ │ ├── safetyhat_low.fbx.meta │ │ ├── small_plane.fbx │ │ └── small_plane.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Props.prefab │ │ ├── Props.prefab.meta │ │ ├── Workshop Set.prefab │ │ └── Workshop Set.prefab.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Paint1G_WAnim_Shader.ShaderGraph │ │ └── Paint1G_WAnim_Shader.ShaderGraph.meta │ ├── Textures.meta │ └── Textures │ │ ├── Concrete.meta │ │ ├── Concrete │ │ ├── Ground_Albedo.tif │ │ ├── Ground_Albedo.tif.meta │ │ ├── Ground_MetallicOcculusionSmoothness.tif │ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta │ │ ├── Ground_Normal.tif │ │ └── Ground_Normal.tif.meta │ │ ├── Drywall.meta │ │ ├── Drywall │ │ ├── DrywallPainted_Normal.tif │ │ ├── DrywallPainted_Normal.tif.meta │ │ ├── Drywall_Albedo.tif │ │ ├── Drywall_Albedo.tif.meta │ │ ├── Drywall_AlbedoSmoothness.tif │ │ ├── Drywall_AlbedoSmoothness.tif.meta │ │ ├── Drywall_Normal.tif │ │ └── Drywall_Normal.tif.meta │ │ ├── Metal.meta │ │ ├── Metal │ │ ├── Metal_Albedo.tif │ │ ├── Metal_Albedo.tif.meta │ │ ├── Metal_MetallicSmoothness.tif │ │ ├── Metal_MetallicSmoothness.tif.meta │ │ ├── Metal_Normal.tif │ │ └── Metal_Normal.tif.meta │ │ ├── Plastic.meta │ │ ├── Plastic │ │ ├── Elastic_MetallicOcculusionSmoothness.tif │ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta │ │ ├── Elastic_Normal.tif │ │ ├── Elastic_Normal.tif.meta │ │ ├── PlasticRidges_Albedo.tif │ │ ├── PlasticRidges_Albedo.tif.meta │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta │ │ ├── PlasticRidges_Normal.tif │ │ ├── PlasticRidges_Normal.tif.meta │ │ ├── PlasticRough_Albedo.tif │ │ ├── PlasticRough_Albedo.tif.meta │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plastic_AlbedoSmoothness.tif │ │ ├── Plastic_AlbedoSmoothness.tif.meta │ │ ├── Plastic_Normal.tif │ │ └── Plastic_Normal.tif.meta │ │ ├── Props.meta │ │ ├── Props │ │ ├── Construction_Light.meta │ │ ├── Construction_Light │ │ │ ├── ConstructionLight_Albedo.tif │ │ │ ├── ConstructionLight_Albedo.tif.meta │ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif │ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta │ │ ├── Hammer.meta │ │ ├── Hammer │ │ │ ├── Hammer_Albedo.tif │ │ │ ├── Hammer_Albedo.tif.meta │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Hammer_Normal.tif │ │ │ └── Hammer_Normal.tif.meta │ │ ├── HardHat.meta │ │ ├── HardHat │ │ │ ├── SafetyHat_Albedo.tif │ │ │ ├── SafetyHat_Albedo.tif.meta │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── SafetyHat_Normal.tif │ │ │ └── SafetyHat_Normal.tif.meta │ │ ├── Jigsaw.meta │ │ ├── Jigsaw │ │ │ ├── Jigsaw_Albedo.tif │ │ │ ├── Jigsaw_Albedo.tif.meta │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Jigsaw_Normal.tif │ │ │ └── Jigsaw_Normal.tif.meta │ │ ├── Paint.meta │ │ └── Paint │ │ │ ├── Paint1G_Albedo.tif │ │ │ ├── Paint1G_Albedo.tif.meta │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif.meta │ │ │ ├── Paint1G_Normal.tif │ │ │ ├── Paint1G_Normal.tif.meta │ │ │ ├── Paint5G_AlbedoSmoothness.tif │ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta │ │ │ ├── PaintAnimMask.tif │ │ │ ├── PaintAnimMask.tif.meta │ │ │ ├── PaintLabel.tif │ │ │ ├── PaintLabel.tif.meta │ │ │ ├── Paintbrush_Albedo.tif │ │ │ ├── Paintbrush_Albedo.tif.meta │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Paintbrush_Normal.tif │ │ │ └── Paintbrush_Normal.tif.meta │ │ ├── Wood.meta │ │ └── Wood │ │ ├── OBS_Albedo.tif │ │ ├── OBS_Albedo.tif.meta │ │ ├── OBS_MetallicOcculusionSmoothness.tif │ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta │ │ ├── OBS_Normal.tif │ │ ├── OBS_Normal.tif.meta │ │ ├── Plywood_Albedo.tif │ │ ├── Plywood_Albedo.tif.meta │ │ ├── Plywood_MetallicOcculusionSmoothness.tif │ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plywood_Normal.tif │ │ └── Plywood_Normal.tif.meta ├── Materials.meta ├── Materials │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── PostProcessingTextureOverlay.meta ├── PostProcessingTextureOverlay │ ├── Documentation.rtf │ ├── Documentation.rtf.meta │ ├── README.md │ ├── README.md.meta │ ├── SampleScene.meta │ ├── SampleScene │ │ ├── SampleAssets.meta │ │ ├── SampleAssets │ │ │ ├── LayerRender.renderTexture │ │ │ ├── LayerRender.renderTexture.meta │ │ │ ├── ProfileRender.asset │ │ │ ├── ProfileRender.asset.meta │ │ │ ├── ProfileSimple.asset │ │ │ ├── ProfileSimple.asset.meta │ │ │ ├── SCController.cs │ │ │ ├── SCController.cs.meta │ │ │ ├── ditzelgames.png │ │ │ └── ditzelgames.png.meta │ │ ├── SampleRender.unity │ │ ├── SampleRender.unity.meta │ │ ├── SampleSimple.unity │ │ └── SampleSimple.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── ColorEffect.cs │ │ ├── ColorEffect.cs.meta │ │ ├── HardLight.cs │ │ ├── HardLight.cs.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ ├── ColorEffect.shader │ │ ├── ColorEffect.shader.meta │ │ ├── HardLight.shader │ │ ├── HardLight.shader.meta │ │ ├── TextureOverlay.shader │ │ └── TextureOverlay.shader.meta │ │ ├── TextureOverlay.cs │ │ └── TextureOverlay.cs.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── LWRP-HighQuality.asset │ ├── LWRP-HighQuality.asset.meta │ ├── LWRP-LowQuality.asset │ ├── LWRP-LowQuality.asset.meta │ ├── LWRP-MediumQuality.asset │ ├── LWRP-MediumQuality.asset.meta │ ├── PostProcessProfile.asset │ └── PostProcessProfile.asset.meta ├── TutorialInfo.meta └── TutorialInfo │ ├── Icons.meta │ ├── Icons │ ├── Help_Icon.png │ ├── Help_Icon.png.meta │ ├── LWIcon.png │ └── LWIcon.png.meta │ ├── Layout.wlt │ ├── Layout.wlt.meta │ ├── Scripts.meta │ └── Scripts │ ├── Editor.meta │ ├── Editor │ ├── ReadmeEditor.cs │ └── ReadmeEditor.cs.meta │ ├── Readme.cs │ └── Readme.cs.meta ├── Download └── PostProcessingTextureOverlay.unitypackage ├── Images ├── icon.psd ├── icon_128.jpg ├── icon_128.psd ├── icon_200.jpg ├── icon_200.psd └── icon_516.jpg ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/ExampleAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 990f5c2df70993f4987a388ca178996a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84386727bec26e64ab39b9940dde82e1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Documentation.rtf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dbbfa6da899520945a41a5d59c1a8362 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/README.md: -------------------------------------------------------------------------------- 1 | # PostProcessingTextureOverlay 2 | 3 | Unity Post Processing Layer for Textures. 4 | 5 | ## Requirements 6 | 1. You need to use a Scriptable Render Pipeline (SRP) in order to use this package (see: https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Installing-LWRP-into-an-existing-Project) 7 | 2. You need to have the post processing for the scriptable render pipeline (see: https://www.youtube.com/watch?v=Ts2F2SxeRSY) 8 | 9 | _The easiest way to meet the requirement is to select the LWRP with a sample scene during the creation of a new project_ 10 | 11 | ## Usage 12 | Minimum Import: /Scripts/* 13 | 1. Just select the gameobject with the post processing volume attached to it. 14 | 2. Click on "Add Effect" > "DitzelGames" > "Texture Overlay" 15 | 3. Activate the texture and choose it. You can either use a static image or a render texture. 16 | 17 | ## Options 18 | - Tiling: You can set the width/height of an image - default is full screen 19 | - Offset: You can set the pivot point of the image - default is full screen 20 | - Keep Offset Ratio: You can set the aspect ratio depending on your input texture 21 | - Alpha Is Transparent: Toggle Transparency 22 | 23 | ## Links: 24 | Github: https://github.com/ditzel/PostProcessingTextureOverlay 25 | Youtube: https://www.youtube.com/c/ditzelgames -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04fbf084b7ab3e34487f36a121f9e4ef 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- 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m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3bba290776795de40be65e06977bd97e, type: 3} 13 | m_Name: TextureOverlay 14 | m_EditorClassIdentifier: 15 | active: 1 16 | enabled: 17 | overrideState: 1 18 | value: 1 19 | texture: 20 | overrideState: 1 21 | value: {fileID: 2800000, guid: ad3978e5c07805842af8a4163d816f98, type: 3} 22 | defaultState: 1 23 | tiling: 24 | overrideState: 1 25 | value: {x: 0.95, y: 1.42} 26 | offset: 27 | overrideState: 1 28 | value: {x: 0.06, y: 0.14} 29 | keepAspectRatio: 30 | overrideState: 0 31 | value: 1 32 | alphaIsTransparent: 33 | overrideState: 1 34 | value: 1 35 | --- !u!114 &-4890897493932688 36 | MonoBehaviour: 37 | m_ObjectHideFlags: 3 38 | m_CorrespondingSourceObject: {fileID: 0} 39 | m_PrefabInstance: {fileID: 0} 40 | m_PrefabAsset: {fileID: 0} 41 | m_GameObject: {fileID: 0} 42 | m_Enabled: 1 43 | m_EditorHideFlags: 0 44 | m_Script: {fileID: 11500000, guid: 3bba290776795de40be65e06977bd97e, type: 3} 45 | m_Name: ImageOverlay 46 | 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-------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/SampleScene/SampleAssets/ditzelgames.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ditzel/PostProcessingTextureOverlay/0d85d76208457dfebeb5a05cd50baeb57f694176/Assets/PostProcessingTextureOverlay/SampleScene/SampleAssets/ditzelgames.png -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/SampleScene/SampleRender.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e136992ead7d4784b9b892e8217fa1af 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/SampleScene/SampleSimple.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: befff1c193448d44a926175ad6490a65 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 260032f17033fbb42bfa3518696d282c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/ColorEffect.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Rendering.PostProcessing; 4 | 5 | namespace DitzelGames.PostProcessingTextureOverlay 6 | { 7 | [Serializable] 8 | [UnityEngine.Scripting.Preserve] 9 | [PostProcess(typeof(ColorEffectRenderer), PostProcessEvent.AfterStack, "DitzelGames/ColorEffect")] 10 | public sealed class ColorEffect : PostProcessEffectSettings 11 | { 12 | [Range(0f, 1f), Tooltip("ColorEffect effect intensity.")] 13 | public FloatParameter blend = new FloatParameter { value = 0.5f }; 14 | public FloatParameter intensity = new FloatParameter { value = 0.5f }; 15 | public ColorParameter effectColor = new ColorParameter { value = Color.white }; 16 | } 17 | 18 | [UnityEngine.Scripting.Preserve] 19 | public sealed class ColorEffectRenderer : PostProcessEffectRenderer 20 | { 21 | public override void Render(PostProcessRenderContext context) 22 | { 23 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/DitzelGames/ColorEffect")); 24 | sheet.properties.SetFloat("_Blend", settings.blend); 25 | sheet.properties.SetColor("_Intensity", Color.HSVToRGB(0, 0, settings.intensity)); 26 | sheet.properties.SetColor("_EffectColor", settings.effectColor); 27 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 28 | } 29 | } 30 | } -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/ColorEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a07cb4ec2db9da47b7e96efff8a880a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/HardLight.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Rendering.PostProcessing; 4 | 5 | namespace DitzelGames.PostProcessingTextureOverlay 6 | { 7 | [Serializable] 8 | [UnityEngine.Scripting.Preserve] 9 | [PostProcess(typeof(HardLightRenderer), PostProcessEvent.AfterStack, "DitzelGames/HardLight")] 10 | public sealed class HardLight : PostProcessEffectSettings 11 | { 12 | [Range(0f, 1f), Tooltip("Blend Amount")] 13 | public FloatParameter blend = new FloatParameter { value = 0.5f }; 14 | public FloatParameter preMultiply = new FloatParameter { value = 1f }; 15 | } 16 | 17 | [UnityEngine.Scripting.Preserve] 18 | public sealed class HardLightRenderer : PostProcessEffectRenderer 19 | { 20 | public override void Render(PostProcessRenderContext context) 21 | { 22 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/DitzelGames/HardLight")); 23 | sheet.properties.SetFloat("_Blend", settings.blend); 24 | sheet.properties.SetFloat("_PreMultiply", settings.preMultiply); 25 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 26 | } 27 | } 28 | } -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/HardLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 611353c75fc99fe4f85103c11ad6551d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6162ff3a243b5c849a0c093e6475d7c5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources/ColorEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/DitzelGames/ColorEffect" 2 | { 3 | HLSLINCLUDE 4 | 5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 6 | 7 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 8 | float _Blend; 9 | float4 _Intensity; 10 | float4 _EffectColor; 11 | 12 | float4 Frag(VaryingsDefault i) : SV_Target 13 | { 14 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); 15 | 16 | float luminance = dot(color.rgb, _Intensity.rgb); 17 | 18 | color.rgb = lerp(color.rgb, luminance.xxx * _EffectColor, _Blend.xxx); 19 | 20 | return color; 21 | } 22 | 23 | ENDHLSL 24 | 25 | SubShader 26 | { 27 | Cull Off ZWrite Off ZTest Always 28 | 29 | Pass 30 | { 31 | HLSLPROGRAM 32 | 33 | #pragma vertex VertDefault 34 | #pragma fragment Frag 35 | 36 | ENDHLSL 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources/ColorEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a39cb84039a5bdb44b9e82b531c039ee 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources/HardLight.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/DitzelGames/HardLight" 2 | { 3 | HLSLINCLUDE 4 | 5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 6 | 7 | 8 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 9 | float _Blend; 10 | float _PreMultiply; 11 | 12 | float4 Frag(VaryingsDefault i) : SV_Target 13 | { 14 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); 15 | 16 | float4 colorEffect = color * _PreMultiply; 17 | 18 | float greyValue = 0.299 * color.r + 0.587 * color.g + 0.114 * color.b; 19 | if (greyValue < 0.5) 20 | colorEffect = 2 * color * colorEffect; 21 | else 22 | colorEffect = 1 - 2 * (1 - color) * (1 - colorEffect); 23 | 24 | color.rgb = lerp(color.rgb, colorEffect.rgb, _Blend.xxx); 25 | 26 | return color; 27 | } 28 | 29 | ENDHLSL 30 | 31 | SubShader 32 | { 33 | Cull Off ZWrite Off ZTest Always 34 | 35 | Pass 36 | { 37 | HLSLPROGRAM 38 | 39 | #pragma vertex VertDefault 40 | #pragma fragment Frag 41 | 42 | ENDHLSL 43 | } 44 | } 45 | } -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources/HardLight.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d14b1bdba1885b749bc1a7ab8ef5b422 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources/TextureOverlay.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/DitzelGames/TextureOverlay" 2 | { 3 | HLSLINCLUDE 4 | 5 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 6 | 7 | 8 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 9 | sampler2D _Image; 10 | uniform float4 _Image_TexelSize; 11 | float2 _Tiling; 12 | float2 _Offset; 13 | int _KeepAspectRatio; 14 | int _AlphaIsTransparent; 15 | /* 16 | int _ColorCutout; 17 | float4 _ColorCutoutColor; 18 | float _ColorCutoutThreshold;*/ 19 | 20 | float4 Frag(VaryingsDefault i) : SV_Target 21 | { 22 | float4 colorMain = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); 23 | 24 | 25 | if (_KeepAspectRatio == 1) { 26 | _Tiling.y = _Tiling.x / _Image_TexelSize.x * _Image_TexelSize.y / _ScreenParams.x * _ScreenParams.y; 27 | } 28 | 29 | //check for bounds 30 | float2 coord = i.texcoord * _Tiling + _Offset; 31 | if (coord.x <= 0 || coord.y <= 0 || coord.x >= 1 || coord.y >= 1) 32 | return colorMain; 33 | 34 | //get the color 35 | float4 colorOverlay = tex2D(_Image, coord); 36 | 37 | //lerp with settings 38 | if (_AlphaIsTransparent == 0) { 39 | //alpha 40 | colorOverlay.a = 1; 41 | } 42 | 43 | /* 44 | if(_ColorCutout == 1) 45 | { 46 | //color cut out 47 | if ((colorOverlay.r - _ColorCutoutColor.r) * (colorOverlay.r - _ColorCutoutColor.r) + 48 | (colorOverlay.g - _ColorCutoutColor.g) * (colorOverlay.g - _ColorCutoutColor.g) + 49 | (colorOverlay.b - _ColorCutoutColor.b) * (colorOverlay.b - _ColorCutoutColor.b) > _ColorCutoutThreshold * _ColorCutoutThreshold) 50 | colorOverlay.a = 0; 51 | }*/ 52 | 53 | colorMain.rgb = lerp(colorMain.rgb, colorOverlay.rgb, colorOverlay.a); 54 | return colorMain; 55 | } 56 | 57 | ENDHLSL 58 | 59 | SubShader 60 | { 61 | Cull Off ZWrite Off ZTest Always 62 | 63 | Pass 64 | { 65 | HLSLPROGRAM 66 | 67 | #pragma vertex VertDefault 68 | #pragma fragment Frag 69 | 70 | ENDHLSL 71 | } 72 | } 73 | } -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/Resources/TextureOverlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 162a0ea5bc4984c40813a1873fb77ca7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostProcessingTextureOverlay/Scripts/TextureOverlay.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Rendering.PostProcessing; 4 | 5 | 6 | namespace DitzelGames.PostProcessingTextureOverlay 7 | { 8 | [Serializable] 9 | [UnityEngine.Scripting.Preserve] 10 | [PostProcess(typeof(TextureOverlayRenderer), PostProcessEvent.AfterStack, "DitzelGames/TextureOverlay", false)] 11 | public sealed class TextureOverlay : PostProcessEffectSettings 12 | { 13 | [Header("Texture")] 14 | [Tooltip("Texture Overlay")] 15 | public TextureParameter texture = new TextureParameter { value = null }; 16 | [Tooltip("Tiling")] 17 | public Vector2Parameter tiling = new Vector2Parameter { value = new Vector2(1, 1) }; 18 | [Tooltip("Offset")] 19 | public Vector2Parameter offset = new Vector2Parameter { value = new Vector2(0, 0) }; 20 | [Tooltip("Keep Aspect Ratio")] 21 | public BoolParameter keepAspectRatio = new BoolParameter { value = false }; 22 | 23 | [Header("Alpha Cutout")] 24 | [Tooltip("Active")] 25 | public BoolParameter alphaIsTransparent = new BoolParameter { value = true }; 26 | /* 27 | [Header("Color Cutout")] 28 | [Tooltip("Active")] 29 | public BoolParameter colorCutout = new BoolParameter { value = false }; 30 | [Tooltip("Color")] 31 | public ColorParameter colorCutoutColor = new ColorParameter { value = Color.magenta }; 32 | [Range(0f, 10f), Tooltip("Threshold")] 33 | public FloatParameter colorCutoutThreshold = new FloatParameter { value = 0.01f }; 34 | */ 35 | 36 | } 37 | 38 | [UnityEngine.Scripting.Preserve] 39 | public sealed class TextureOverlayRenderer : PostProcessEffectRenderer 40 | { 41 | public override void Render(PostProcessRenderContext context) 42 | { 43 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/DitzelGames/TextureOverlay")); 44 | 45 | var imageTexture = settings.texture.value == null 46 | ? RuntimeUtilities.transparentTexture 47 | : settings.texture.value; 48 | 49 | sheet.properties.SetTexture("_Image", imageTexture); 50 | sheet.properties.SetVector("_Tiling", settings.tiling); 51 | sheet.properties.SetVector("_Offset", settings.offset); 52 | sheet.properties.SetInt("_KeepAspectRatio", BoolToInt(settings.keepAspectRatio)); 53 | sheet.properties.SetInt("_AlphaIsTransparent", BoolToInt(settings.alphaIsTransparent)); 54 | /* 55 | sheet.properties.SetInt("_ColorCutout", BoolToInt(settings.colorCutout)); 56 | sheet.properties.SetVector("_ColorCutoutTColor", settings.colorCutoutColor); 57 | sheet.properties.SetFloat("_ColorCutoutThreshold", settings.colorCutoutThreshold); 58 | */ 59 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 60 | } 61 | 62 | private int BoolToInt(bool b) 63 | { 64 | return b ? 1 : 0; 65 | } 66 | } 67 | 68 | } -------------------------------------------------------------------------------- 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16 | title: Lightweight RP 17 | sections: 18 | - heading: Lightweight Render Pipeline 19 | text: 'This template is a good starting point for developers focused on performance. 20 | The Lightweight Render Pipeline offers both real-time lighting and baked lighting 21 | in a single-pass forward renderer. This decreases the amount of necessary draw 22 | calls, making LWRP idea for projects that must scale across platforms, including 23 | mobile hardware. ' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'The Lightweight Render Pipeline is currently still in development, so it 28 | is subject to changes (API, UX, scope). As such, it is not covered by regular 29 | Unity support. Please direct any questions to the:' 30 | linkText: Preview Forum 31 | url: https://forum.unity.com/categories/betas-experimental-features.86/ 32 | - heading: 33 | text: 'To read more about the Lightweight Render Pipeline, see this LWRP documentation 34 | site: ' 35 | linkText: LWRP documentation site 36 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@5.2/manual/index.html 37 | - heading: 38 | text: 'This project also includes the new Shader Graph tool. With this tool, you 39 | can create shaders with a visual node editor instead of writing code. Read more 40 | about the Shader Graph here:' 41 | linkText: Shader Graph 42 | url: https://github.com/Unity-Technologies/ShaderGraph/wiki 43 | - heading: 44 | text: 'This project also includes the new Post-processing stack, several presets 45 | to jump-start development, and example content. To learn more about Post-processing 46 | please refer to the wiki page located here:' 47 | linkText: Post-processing 48 | url: https://github.com/Unity-Technologies/PostProcessing/wiki 49 | - heading: 50 | text: 'This project uses the new Package Manager to bring you the latest features 51 | Unity has to offer. Open the Package Manager from Windows > Package Manager 52 | and make sure you''re using the most recent version of the Lightweight Render 53 | Pipeline. To update packages, select your desired package from the list on the 54 | left, and click the Update to button in the bottom right corner. 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-------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 476cc7d7cd9874016adc216baab94a0a 3 | timeCreated: 1484146680 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Readme.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class Readme : ScriptableObject { 5 | public Texture2D icon; 6 | public string title; 7 | public Section[] sections; 8 | public bool loadedLayout; 9 | 10 | [Serializable] 11 | public class Section { 12 | public string 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https://raw.githubusercontent.com/ditzel/PostProcessingTextureOverlay/0d85d76208457dfebeb5a05cd50baeb57f694176/Images/icon_516.jpg -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 D. E. 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Wed Jun 5 19:30:23 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.timeline@1.0.0 9 | The following packages were updated: 10 | com.unity.analytics from version 3.2.2 to 3.3.2 11 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 12 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2 13 | com.unity.purchasing from version 2.0.1 to 2.0.6 14 | com.unity.textmeshpro from version 1.3.0 to 2.0.1 15 | 16 | === Sat Sep 28 15:45:52 2019 17 | 18 | Packages were changed. 19 | Update Mode: updateDependencies 20 | 21 | The following packages were added: 22 | com.unity.2d.tilemap@1.0.0 23 | com.unity.ext.nunit@1.0.0 24 | com.unity.test-framework@1.0.13 25 | com.unity.2d.sprite@1.0.0 26 | com.unity.ide.vscode@1.1.0 27 | com.unity.ide.rider@1.1.0 28 | com.unity.ugui@1.0.0 29 | com.unity.modules.androidjni@1.0.0 30 | The following packages were updated: 31 | com.unity.package-manager-ui from version 2.1.2 to 2.2.0 32 | com.unity.render-pipelines.lightweight from version 5.7.2 to 6.9.0 33 | com.unity.timeline from version 1.0.0 to 1.1.0 34 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.ads": "2.0.8", 6 | "com.unity.analytics": "3.3.2", 7 | "com.unity.collab-proxy": "1.2.16", 8 | "com.unity.ext.nunit": "1.0.0", 9 | "com.unity.ide.rider": "1.1.0", 10 | "com.unity.ide.vscode": "1.1.0", 11 | "com.unity.package-manager-ui": "2.2.0", 12 | "com.unity.postprocessing": "2.1.7", 13 | "com.unity.purchasing": "2.0.6", 14 | "com.unity.render-pipelines.core": "6.9.1", 15 | "com.unity.render-pipelines.lightweight": "6.9.1", 16 | "com.unity.test-framework": "1.0.13", 17 | "com.unity.textmeshpro": "2.0.1", 18 | "com.unity.timeline": "1.1.0", 19 | "com.unity.ugui": "1.0.0", 20 | "com.unity.modules.ai": "1.0.0", 21 | "com.unity.modules.androidjni": "1.0.0", 22 | "com.unity.modules.animation": "1.0.0", 23 | "com.unity.modules.assetbundle": "1.0.0", 24 | "com.unity.modules.audio": "1.0.0", 25 | "com.unity.modules.cloth": "1.0.0", 26 | "com.unity.modules.director": "1.0.0", 27 | "com.unity.modules.imageconversion": "1.0.0", 28 | "com.unity.modules.imgui": "1.0.0", 29 | "com.unity.modules.jsonserialize": "1.0.0", 30 | "com.unity.modules.particlesystem": "1.0.0", 31 | "com.unity.modules.physics": "1.0.0", 32 | "com.unity.modules.physics2d": "1.0.0", 33 | "com.unity.modules.screencapture": "1.0.0", 34 | "com.unity.modules.terrain": "1.0.0", 35 | "com.unity.modules.terrainphysics": "1.0.0", 36 | "com.unity.modules.tilemap": "1.0.0", 37 | "com.unity.modules.ui": "1.0.0", 38 | "com.unity.modules.uielements": "1.0.0", 39 | "com.unity.modules.umbra": "1.0.0", 40 | "com.unity.modules.unityanalytics": "1.0.0", 41 | "com.unity.modules.unitywebrequest": "1.0.0", 42 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 43 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 44 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 45 | "com.unity.modules.unitywebrequestwww": "1.0.0", 46 | "com.unity.modules.vehicles": "1.0.0", 47 | "com.unity.modules.video": "1.0.0", 48 | "com.unity.modules.vr": "1.0.0", 49 | "com.unity.modules.wind": "1.0.0", 50 | "com.unity.modules.xr": "1.0.0" 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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