├── .gitignore ├── Assets ├── Custom Pass.meta ├── Custom Pass │ ├── Azayaka Pass.meta │ ├── Azayaka Pass │ │ ├── AzayakaPass.cs │ │ ├── AzayakaPass.cs.meta │ │ ├── AzayakaPass.shader │ │ └── AzayakaPass.shader.meta │ ├── Base.meta │ ├── Base │ │ ├── CustomPassPostEffectBase.cs │ │ ├── CustomPassPostEffectBase.cs.meta │ │ ├── HlslInclude.meta │ │ └── HlslInclude │ │ │ ├── Include.hlsl │ │ │ └── Include.hlsl.meta │ ├── CRT Pass.meta │ ├── CRT Pass │ │ ├── CRTPass.cs │ │ ├── CRTPass.cs.meta │ │ ├── CRTPass.shader │ │ └── CRTPass.shader.meta │ ├── Gaming Sobel Pass.meta │ ├── Gaming Sobel Pass │ │ ├── GamingSobelPass.cs │ │ ├── GamingSobelPass.cs.meta │ │ ├── GamingSobelPass.shader │ │ └── GamingSobelPass.shader.meta │ ├── Grayscale Pass.meta │ ├── Grayscale Pass │ │ ├── GrayscalePass.cs │ │ ├── GrayscalePass.cs.meta │ │ ├── GrayscalePass.shader │ │ └── GrayscalePass.shader.meta │ ├── Halftone Pass.meta │ ├── Halftone Pass │ │ ├── RGBHalftonePass.cs │ │ ├── RGBHalftonePass.cs.meta │ │ ├── RGBHalftonePass.shader │ │ └── RGBHalftonePass.shader.meta │ ├── Kuwahara Pass.meta │ ├── Kuwahara Pass │ │ ├── KuwaharaPass.cs │ │ ├── KuwaharaPass.cs.meta │ │ ├── KuwaharaPass.shader │ │ └── KuwaharaPass.shader.meta │ ├── Misc Pass.meta │ ├── Misc Pass │ │ ├── MiscPass.cs │ │ ├── MiscPass.cs.meta │ │ ├── MiscPass.shader │ │ └── MiscPass.shader.meta │ ├── MizutamaTransition Pass.meta │ ├── MizutamaTransition Pass │ │ ├── MizutamaTransitionPass.cs │ │ ├── MizutamaTransitionPass.cs.meta │ │ ├── MizutamaTransitionPass.shader │ │ └── MizutamaTransitionPass.shader.meta │ ├── Monocolor Pass.meta │ ├── Monocolor Pass │ │ ├── MonocolorPass.cs │ │ ├── MonocolorPass.cs.meta │ │ ├── MonocolorPass.shader │ │ └── MonocolorPass.shader.meta │ ├── Outline Pass.meta │ ├── Outline Pass │ │ ├── OutlinePass.cs │ │ ├── OutlinePass.cs.meta │ │ ├── OutlinePass.shader │ │ └── OutlinePass.shader.meta │ ├── Rain Pass.meta │ └── Rain Pass │ │ ├── RainPass.cs │ │ ├── RainPass.cs.meta │ │ ├── RainPass.shader │ │ └── RainPass.shader.meta ├── SampleScene.meta └── SampleScene │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ └── SampleScene │ ├── LightingData.asset │ ├── LightingData.asset.meta │ ├── Lightmap-0_comp_dir.png │ ├── Lightmap-0_comp_dir.png.meta │ ├── Lightmap-0_comp_light.exr │ ├── Lightmap-0_comp_light.exr.meta │ ├── ReflectionProbe-0.exr │ ├── ReflectionProbe-0.exr.meta │ ├── ReflectionProbe-1.exr │ ├── ReflectionProbe-1.exr.meta │ ├── ReflectionProbe-2.exr │ ├── ReflectionProbe-2.exr.meta │ ├── SampleScenePostProcessingSettings.asset │ ├── SampleScenePostProcessingSettings.asset.meta │ ├── SampleSceneSkyandFogSettings.asset │ └── SampleSceneSkyandFogSettings.asset.meta ├── Images ├── Azayaka.png ├── CRT.png ├── Concentrated.png ├── CustomPassGameObject.png ├── CustomPassImage.png ├── Grayscale.png ├── Halftone.png ├── HalftoneParameterSample.png ├── KuwaharaFilter.png ├── MizutamaTransition.png ├── Monocolor.png ├── Mosaic.png ├── Nega.png ├── Outline.png ├── RainDrops.png └── SobelFilter.png ├── LICENSE └── README.md /.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 | 61 | # TBD 62 | .vsconfig 63 | 64 | Project* 65 | Packages* 66 | UserSettings* 67 | 68 | Assets/Beautify* 69 | Assets/ExampleAssets* 70 | Assets/HDRPDefault* 71 | Assets/LUT* 72 | Assets/Models* 73 | Assets/MudBun* 74 | Assets/Pencil* 75 | Assets/Preset* 76 | Assets/Rooms* 77 | Assets/Samples* 78 | Assets/SharedMaterial* 79 | Assets/Scenes* 80 | Assets/Script* 81 | Assets/Settings* 82 | Assets/VFXD* 83 | -------------------------------------------------------------------------------- /Assets/Custom Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 33e0de0365a344f4bbc3d6ca753bdfaf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Azayaka Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ef9169747b062246a01aac132cc2133 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Azayaka Pass/AzayakaPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class AzayakaPass : CustomPassPostEffectBase 6 | { 7 | [Range(0.0f, 0.5f)] 8 | public float azayakaLeft = 0.5f; 9 | [Range(0.5f, 1.0f)] 10 | public float azayakaRight = 0.5f; 11 | [Range(0, 2)] 12 | public float value = 2.0f; 13 | [Range(0, 2)] 14 | public float vibranceAmount = 1.0f; 15 | [Range(0, 1)] 16 | public float mixture = 0.33f; 17 | [Range(0, 1)] 18 | public float border = 0.5f; 19 | 20 | protected override string ShaderName 21 | { 22 | get { return "FullScreen/AzayakaPass"; } 23 | } 24 | 25 | protected override void ShaderProperty(MaterialPropertyBlock property) 26 | { 27 | property.SetFloat("_AzayakaL", azayakaLeft); 28 | property.SetFloat("_AzayakaR", azayakaRight); 29 | property.SetFloat("_Value", value); 30 | property.SetFloat("_VibranceAmount", vibranceAmount); 31 | property.SetFloat("_Mixture", mixture); 32 | property.SetFloat("_Border", border); 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Azayaka Pass/AzayakaPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe33303c6d880eb409a563ac0e2b024b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Azayaka Pass/AzayakaPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/AzayakaPass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | #include "../Base/HlslInclude/Include.hlsl" 9 | 10 | TEXTURE2D_X(_BufferTex); 11 | float _AzayakaR; 12 | float _AzayakaL; 13 | float _Value; 14 | float _VibranceAmount; 15 | float _Mixture; 16 | float _Border; 17 | 18 | float3 azayaka(float3 col) { 19 | float valueMul = _Value; 20 | 21 | float lum = bt601Lum(col); 22 | float3 hsv = rgb2hsv(col); 23 | 24 | if (hsv.y >= _AzayakaR) 25 | hsv.y = remap(hsv.y, _AzayakaR, 1., .5, 1.); 26 | else if (hsv.y < _AzayakaL) 27 | hsv.y = remap(hsv.y, 0., _AzayakaL, 0., .5); 28 | else hsv.y = .5; 29 | 30 | hsv.z *= (1. + valueMul * lum); 31 | 32 | return hsv2rgb(hsv); 33 | } 34 | 35 | float3 vibrance(float3 col) { 36 | float amount = _VibranceAmount; 37 | 38 | float lum = bt601Lum(col); 39 | float3 mask = (col - lum.xxx); 40 | mask = clamp(mask, 0.0, 1.0); 41 | float lumMask = bt601Lum(mask); 42 | return lerp(lum.xxx, col, 1.0 + amount * (1.0 - lumMask)); 43 | } 44 | 45 | float4 FullScreenPass(Varyings varyings) : SV_Target 46 | { 47 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 48 | float depth = LoadCameraDepth(varyings.positionCS.xy); 49 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 50 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 51 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 52 | 53 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 54 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 55 | color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); 56 | 57 | float2 uv = posInput.positionNDC.xy; 58 | float3 col = azayaka(color.rgb); 59 | float3 col2 = vibrance(color.rgb); 60 | col = lerp(col, col2, _Mixture); 61 | 62 | col = lerp(color.rgb, col, step(0., uv.x - _Border)); 63 | if (abs(uv.x - _Border) < .005 && _Border > 0 && _Border < 1) col = float3(1., 1., 0.); 64 | 65 | color.rgb = col; 66 | return color; 67 | } 68 | 69 | ENDHLSL 70 | 71 | SubShader 72 | { 73 | Pass 74 | { 75 | Name "Azayaka Pass" 76 | 77 | ZWrite Off 78 | ZTest Always 79 | Blend SrcAlpha OneMinusSrcAlpha 80 | Cull Off 81 | 82 | HLSLPROGRAM 83 | #pragma fragment FullScreenPass 84 | ENDHLSL 85 | } 86 | } 87 | Fallback Off 88 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Azayaka Pass/AzayakaPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15e1707a33759ca44ae17700c327069a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Base.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 303632d6fff3e2d4a8db48ccc76b9507 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Base/CustomPassPostEffectBase.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.HighDefinition; 4 | 5 | namespace CustomPassPostEffect 6 | { 7 | public class CustomPassPostEffectBase : CustomPass 8 | { 9 | const string BUFFER_TEXTURE = "_BufferTex"; 10 | public LayerMask targetLayer = 0; 11 | public bool showInSceneView = false; 12 | 13 | [SerializeField, HideInInspector] 14 | Shader shader; 15 | Material material; 16 | RTHandle rtBuffer; 17 | 18 | protected virtual string ShaderName 19 | { 20 | get { return ""; } 21 | } 22 | 23 | protected virtual void ShaderProperty(MaterialPropertyBlock property) 24 | { 25 | } 26 | 27 | protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) 28 | { 29 | shader = Shader.Find(ShaderName); 30 | material = CoreUtils.CreateEngineMaterial(shader); 31 | 32 | rtBuffer = RTHandles.Alloc( 33 | Vector2.one, 34 | TextureXR.slices, 35 | dimension: TextureXR.dimension, 36 | useDynamicScale: true, 37 | name: "RTBuffer" 38 | ); 39 | } 40 | 41 | protected override void Execute(CustomPassContext customPassContext) 42 | { 43 | if (targetLayer.value > 0) 44 | { 45 | CoreUtils.SetRenderTarget(customPassContext.cmd, rtBuffer); 46 | CustomPassUtils.DrawRenderers(customPassContext, targetLayer); 47 | } 48 | 49 | customPassContext.propertyBlock.SetTexture(BUFFER_TEXTURE, rtBuffer); 50 | ShaderProperty(customPassContext.propertyBlock); 51 | 52 | CoreUtils.SetRenderTarget(customPassContext.cmd, customPassContext.cameraColorBuffer); 53 | CoreUtils.DrawFullScreen(customPassContext.cmd, material, customPassContext.propertyBlock, shaderPassId: 0); 54 | } 55 | 56 | protected override void Cleanup() 57 | { 58 | CoreUtils.Destroy(material); 59 | rtBuffer.Release(); 60 | } 61 | 62 | protected override bool executeInSceneView 63 | { 64 | get { return showInSceneView; } 65 | } 66 | } 67 | } 68 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Base/CustomPassPostEffectBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5ea3fc86ea847e4680b4e04a8594833 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Base/HlslInclude.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d706d726257ae146aa5e3dd65107988 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Base/HlslInclude/Include.hlsl: -------------------------------------------------------------------------------- 1 | static float3 BT601 = float3(0.298912, 0.586611, 0.114478); 2 | 3 | float bt601Lum(float3 c) { 4 | return dot(c, BT601); 5 | } 6 | 7 | float mod(float x, float y) { return x - floor(x / y) * y; } 8 | float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } 9 | float2 mod289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } 10 | float3 permute(float3 x) { return mod289(((x * 34.0) + 1.0) * x); } 11 | 12 | float snoise(float2 v) { 13 | const float4 C = float4(0.211324865405187, 14 | 0.366025403784439, 15 | -0.577350269189626, 16 | 0.024390243902439); 17 | 18 | float2 i = floor(v + dot(v, C.yy)); 19 | float2 x0 = v - i + dot(i, C.xx); 20 | 21 | // Other two corners (x1, x2) 22 | float2 i1 = float2(0.0, 0.0); 23 | i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); 24 | float2 x1 = x0.xy + C.xx - i1; 25 | float2 x2 = x0.xy + C.zz; 26 | 27 | i = mod289(i); 28 | float3 p = permute( 29 | permute(i.y + float3(0.0, i1.y, 1.0)) 30 | + i.x + float3(0.0, i1.x, 1.0)); 31 | 32 | float3 m = max(0.5 - float3( 33 | dot(x0, x0), 34 | dot(x1, x1), 35 | dot(x2, x2) 36 | ), 0.0); 37 | 38 | m = m * m; 39 | m = m * m; 40 | 41 | float3 x = 2.0 * frac(p * C.www) - 1.0; 42 | float3 h = abs(x) - 0.5; 43 | float3 ox = floor(x + 0.5); 44 | float3 a0 = x - ox; 45 | 46 | m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); 47 | 48 | float3 g = (.0).xxx; 49 | g.x = a0.x * x0.x + h.x * x0.y; 50 | g.yz = a0.yz * float2(x1.x, x2.x) + h.yz * float2(x1.y, x2.y); 51 | return 130.0 * dot(m, g); 52 | } 53 | 54 | float remap(float val, float inMin, float inMax, float outMin, float outMax) 55 | { 56 | return clamp(outMin + (val - inMin) * (outMax - outMin) / (inMax - inMin), outMin, outMax); 57 | } 58 | 59 | float3 rgb2hsv(float3 c) 60 | { 61 | float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 62 | float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); 63 | float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); 64 | 65 | float d = q.x - min(q.w, q.y); 66 | float e = 1.0e-10; 67 | return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); 68 | } 69 | 70 | float3 hsv2rgb(float3 c) 71 | { 72 | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 73 | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); 74 | return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); 75 | } 76 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Base/HlslInclude/Include.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 30253481e5de5f946bd4d0aca388ba45 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/CRT Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f98c97ff7e21ac747bc7669e7b09fd07 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/CRT Pass/CRTPass.cs: -------------------------------------------------------------------------------- 1 | namespace CustomPassPostEffect 2 | { 3 | public class CRTPass : CustomPassPostEffectBase 4 | { 5 | protected override string ShaderName 6 | { 7 | get { return "FullScreen/CRTPass"; } 8 | } 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Custom Pass/CRT Pass/CRTPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: caf5f3185815cb94c9493704946d6d39 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/CRT Pass/CRTPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/CRTPass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | TEXTURE2D_X(_BufferTex); 9 | float2 barrel(float2 uv) { 10 | float s1 = 0.99, s2 = 0.125; 11 | float2 centre = 2.0 * uv - 1.0; 12 | float barrel = min(1.0 - length(centre) * s1, 1.0) * s2; 13 | return uv - centre * barrel; 14 | } 15 | 16 | float2 CRT(float2 uv) 17 | { 18 | float2 nuv = 2.0 * uv - 1.0; 19 | float2 offset = abs(nuv.yx) / float2(_ScreenSize.x, _ScreenSize.y); 20 | nuv += nuv * offset * offset; 21 | return nuv; 22 | } 23 | 24 | float scanline(float2 uv) 25 | { 26 | float scanline = clamp(0.95 + 0.05 * cos(PI * (uv.y + 0.008 * floor(_Time.y * 15.0) / 15.0) * 240.0), 0.0, 1.0); 27 | float grille = 0.85 + 0.15 * clamp(1.5 * cos(PI * uv.x * 640.0 * 1.0), 0.0, 1.0); 28 | return clamp(scanline * grille * 0.85, 0.0, 1.0); 29 | } 30 | 31 | float4 FullScreenPass(Varyings varyings) : SV_Target 32 | { 33 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 34 | float depth = LoadCameraDepth(varyings.positionCS.xy); 35 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 36 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 37 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 38 | 39 | float2 uv = posInput.positionNDC.xy; 40 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 41 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 42 | color = float4(CustomPassSampleCameraColor(uv, 0), 1); 43 | 44 | // barrel distortion 45 | float2 p = barrel(uv); 46 | float3 col = CustomPassSampleCameraColor(p, 0); 47 | col = clamp(col, .0, 1.); 48 | 49 | // color grading 50 | col *= float3(1.25, 0.95, 0.7); 51 | 52 | // scanline 53 | col.rgb *= scanline(uv); 54 | 55 | // crt monitor 56 | float2 crt = CRT(uv); 57 | crt = abs(crt); 58 | crt = pow(crt, 15.0); 59 | col.rgb = lerp(col.rgb, (0.0).xxx, crt.x + crt.y); 60 | 61 | color.rgb = col; 62 | return color; 63 | } 64 | 65 | ENDHLSL 66 | 67 | SubShader 68 | { 69 | Pass 70 | { 71 | Name "CRT Pass" 72 | 73 | ZWrite Off 74 | ZTest Always 75 | Blend SrcAlpha OneMinusSrcAlpha 76 | Cull Off 77 | 78 | HLSLPROGRAM 79 | #pragma fragment FullScreenPass 80 | ENDHLSL 81 | } 82 | } 83 | Fallback Off 84 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/CRT Pass/CRTPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a37ac1a3bd78f245a80706f2a105fb5 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Gaming Sobel Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b5e3117f29a93b459735a2b1b22d6c3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Gaming Sobel Pass/GamingSobelPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class GamingSobelPass : CustomPassPostEffectBase 6 | { 7 | public float thickness = 1; 8 | public bool luminous = false; 9 | [Range(1, 1024)] 10 | public float luminousPower = 1; 11 | public float threshold = 1; 12 | [ColorUsage(false, true)] 13 | public Color baseColor = Color.white; 14 | 15 | protected override string ShaderName 16 | { 17 | get { return "FullScreen/GamingSobelPass"; } 18 | } 19 | 20 | protected override void ShaderProperty(MaterialPropertyBlock property) 21 | { 22 | property.SetColor("_BaseColor", baseColor); 23 | property.SetFloat("_Thickness", thickness); 24 | property.SetFloat("_Threshold", threshold); 25 | property.SetFloat("_SobelPower", luminousPower); 26 | if (luminous) 27 | { 28 | property.SetFloat("_Luminous", 1); 29 | } 30 | } 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Gaming Sobel Pass/GamingSobelPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dbc88dd52fd9c95439271101e6dd8fb1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Gaming Sobel Pass/GamingSobelPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/GamingSobelPass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 playstation xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | TEXTURE2D_X(_BufferTex); 9 | #define SAMPLES 8 10 | float4 _OutlineColor; 11 | float _SobelPower; 12 | float _Threshold; 13 | float _Thickness; 14 | float _UseBaseColor; 15 | float4 _BaseColor; 16 | float _Luminous; 17 | 18 | static float2 samples[SAMPLES] = 19 | { 20 | float2(1, 1), 21 | float2(0, 1), 22 | float2(-1, 1), 23 | float2(-1, 0), 24 | float2(-1, -1), 25 | float2(0, -1), 26 | float2(1, -1), 27 | float2(1, 0), 28 | }; 29 | static float2 samplec[SAMPLES] = 30 | { 31 | float2(-1, 1), 32 | float2(0, 2), 33 | float2(1, 1), 34 | float2(2, 0), 35 | float2(1, -1), 36 | float2(0, -2), 37 | float2(-1, -1), 38 | float2(-2, 0), 39 | }; 40 | 41 | float4 SamplePix(float2 uv) { 42 | return float4(CustomPassSampleCameraColor(uv, 0), 1); 43 | } 44 | 45 | float4 FullScreenPass(Varyings varyings) : SV_Target 46 | { 47 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 48 | 49 | float depth = LoadCameraDepth(varyings.positionCS.xy); 50 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 51 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 52 | 53 | float2 uv = posInput.positionNDC.xy; 54 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 55 | color = float4(CustomPassSampleCameraColor(uv, 0), 1); 56 | color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); 57 | 58 | float sobel = 0; 59 | float4 sh = 0, sv = 0; 60 | for (int i = 0; i < SAMPLES; i++) 61 | { 62 | float2 uvN = uv + _ScreenSize.zw * samples[i] * _Thickness; 63 | float4 neighbour = SamplePix(uvN); 64 | sh += neighbour * samplec[i].x; 65 | sv += neighbour * samplec[i].y; 66 | } 67 | 68 | if (_Luminous < 1) { 69 | return float4(sqrt(pow(sh * sh, 2) + pow(sv * sv, 2)).rgb, 1); 70 | } 71 | 72 | sobel = sqrt(pow(sh.r * sh.r, 2) + pow(sv.r * sv.r, 2)) * _SobelPower; 73 | sobel *= step(_Threshold, sobel); 74 | color.rgb = lerp(_BaseColor.rgb, color.rgb, sobel); 75 | //color pencil 76 | //color.rgb = 1-color.rgb; 77 | return color; 78 | } 79 | 80 | ENDHLSL 81 | 82 | SubShader 83 | { 84 | Pass 85 | { 86 | Name "Sobel Pass" 87 | 88 | ZWrite Off 89 | ZTest Always 90 | Blend SrcAlpha OneMinusSrcAlpha 91 | Cull Off 92 | 93 | HLSLPROGRAM 94 | #pragma fragment FullScreenPass 95 | ENDHLSL 96 | } 97 | } 98 | Fallback Off 99 | } 100 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Gaming Sobel Pass/GamingSobelPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a102bfdde421b4428f6b3ad970c6c04 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Grayscale Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7739b30bfd5b62439398563a6a33e9a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Grayscale Pass/GrayscalePass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class GrayscalePass : CustomPassPostEffectBase 6 | { 7 | [Tooltip("-1.0 to +1.0")] 8 | public Vector2 centre = new Vector2(0.5f, 0.5f); 9 | [Tooltip("0.0 to +3.0"), Range(0, 3)] 10 | public float rad = 2; 11 | public bool overrideColor = false; 12 | [ColorUsage(false, true)] 13 | public Color color = Color.gray; 14 | 15 | protected override string ShaderName 16 | { 17 | get { return "FullScreen/GrayscalePass"; } 18 | } 19 | 20 | protected override void ShaderProperty(MaterialPropertyBlock property) 21 | { 22 | property.SetVector("_Centre", centre); 23 | property.SetFloat("_Rad", rad); 24 | if (overrideColor) 25 | { 26 | property.SetFloat("_OverrideCol", 1); 27 | } 28 | property.SetColor("_Color", color); 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Grayscale Pass/GrayscalePass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: db4637ae6cbe61d4d977a772bd854040 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Grayscale Pass/GrayscalePass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/GrayscalePass" 2 | { 3 | HLSLINCLUDE 4 | 5 | #pragma vertex Vert 6 | 7 | #pragma target 4.5 8 | #pragma only_renderers d3d11 playstation xboxone vulkan metal switch 9 | 10 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 11 | #include "../Base/HlslInclude/Include.hlsl" 12 | TEXTURE2D_X(_BufferTex); 13 | float2 _Centre; 14 | float _Rad; 15 | float _OverrideCol; 16 | float3 _Color; 17 | float3 clipGray(float3 col, float3 gray, float2 uv, float2 center, float rad) 18 | { 19 | float d = distance(uv, center) / rad; 20 | 21 | d = pow(d, 4.0); 22 | d = clamp(d, 0.0, 1.0); 23 | return lerp(gray, col, d); 24 | } 25 | float4 FullScreenPass(Varyings varyings) : SV_Target 26 | { 27 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 28 | 29 | float depth = LoadCameraDepth(varyings.positionCS.xy); 30 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 31 | float2 nuv = posInput.positionNDC.xy; 32 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 33 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 34 | color = float4(CustomPassSampleCameraColor(nuv, 0), 1); 35 | float2 uv = varyings.positionCS.xy / min(_ScreenSize.x, _ScreenSize.y); 36 | 37 | float3 gray = dot(color.rgb, BT601).xxx; 38 | gray = gray * (1.0 - _OverrideCol) + gray * _Color * _OverrideCol; 39 | color.rgb = clipGray(color.rgb, gray, uv, _Centre, _Rad); 40 | return color; 41 | } 42 | 43 | ENDHLSL 44 | 45 | SubShader 46 | { 47 | Pass 48 | { 49 | Name "Grayscale Pass" 50 | 51 | ZWrite Off 52 | ZTest Always 53 | Blend SrcAlpha OneMinusSrcAlpha 54 | Cull Off 55 | 56 | HLSLPROGRAM 57 | #pragma fragment FullScreenPass 58 | ENDHLSL 59 | } 60 | } 61 | Fallback Off 62 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Grayscale Pass/GrayscalePass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 78182ae493558a64ba0df313419f7db8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Halftone Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e11fcc18a05a0f4185c526dd3c91c4a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Halftone Pass/RGBHalftonePass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class RGBHalftonePass : CustomPassPostEffectBase 6 | { 7 | public float freq = 80; 8 | public float radM = 2.5f; 9 | public float radA = 0.5f; 10 | [ColorUsage(false, true)] 11 | public Color toneColor = Color.red; 12 | [Range(0, 1)] 13 | public float addOriginal = 0.0f; 14 | 15 | protected override string ShaderName 16 | { 17 | get { return "FullScreen/RGBHalftonePass"; } 18 | } 19 | 20 | protected override void ShaderProperty(MaterialPropertyBlock property) 21 | { 22 | property.SetFloat("_Freq", freq); 23 | property.SetFloat("_RadM", radM); 24 | property.SetFloat("_RadA", radA); 25 | property.SetColor("_ToneColor", toneColor); 26 | property.SetFloat("_AddOrg", addOriginal); 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Halftone Pass/RGBHalftonePass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d55ffc7525d0b8f4196a73f901e0de0d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Halftone Pass/RGBHalftonePass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/RGBHalftonePass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 playstation xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | #include "../Base/HlslInclude/Include.hlsl" 9 | TEXTURE2D_X(_BufferTex); 10 | float _Freq; 11 | float _RadM; 12 | float _RadA; 13 | float4 _ToneColor; 14 | float _AddOrg; 15 | float aastep(float threshold, float value) { 16 | return step(threshold, value); 17 | } 18 | float3 halftone(float3 texcolor, float2 st, float frequency) { 19 | float n = 0.1 * snoise(st * 200.0); // fracal noise 20 | n += 0.05 * snoise(st * 400.0); 21 | n += 0.025 * snoise(st * 800.0); 22 | n *= _RadM; 23 | n += _RadA; 24 | 25 | // Perform a rough RGB-to-CMYK conversion 26 | float4 cmyk; 27 | cmyk.xyz = 1.0 - texcolor; 28 | cmyk.w = min(cmyk.x, min(cmyk.y, cmyk.z)); // Create K 29 | cmyk.xyz -= cmyk.w; // Subtract K equivalent from CMY 30 | 31 | // Distance to nearest point in a grid of 32 | // (frequency x frequency) points over the unit square 33 | float2 Kst = frequency * mul(float2x2(0.707, -0.707, 0.707, 0.707) , st); 34 | float2 Kuv = 2.0 * frac(Kst) - 1.0; 35 | float k = aastep(0.0, sqrt(cmyk.w) - length(Kuv) + n); 36 | float2 Cst = frequency * mul(float2x2(0.966, -0.259, 0.259, 0.966) , st); 37 | float2 Cuv = 2.0 * frac(Cst) - 1.0; 38 | float c = aastep(0.0, sqrt(cmyk.x) - length(Cuv) + n); 39 | float2 Mst = frequency * mul(float2x2(0.966, 0.259, -0.259, 0.966) , st); 40 | float2 Muv = 2.0 * frac(Mst) - 1.0; 41 | float m = aastep(0.0, sqrt(cmyk.y) - length(Muv) + n); 42 | float2 Yst = frequency * st; // 0 deg 43 | float2 Yuv = 2.0 * frac(Yst) - 1.0; 44 | float y = aastep(0.0, sqrt(cmyk.z) - length(Yuv) + n); 45 | 46 | float3 rgbscreen = 1.0 - 0.9 * float3(c, m, y) + n; 47 | return lerp(rgbscreen, _ToneColor.rgb, 0.85 * k + 0.3 * n); 48 | } 49 | float4 FullScreenPass(Varyings varyings) : SV_Target 50 | { 51 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 52 | 53 | float depth = LoadCameraDepth(varyings.positionCS.xy); 54 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 55 | float4 org = float4(0.0, 0.0, 0.0, 0.0); 56 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 57 | 58 | float2 uv = varyings.positionCS.xy / min(_ScreenSize.x, _ScreenSize.y); 59 | float2 nuv = posInput.positionNDC.xy; 60 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 61 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 62 | color = float4(CustomPassSampleCameraColor(nuv, 0), 1); 63 | org = color; 64 | 65 | color.rgb = halftone(color.rgb, uv, _Freq); 66 | color.rgb = lerp(color.rgb, org.rgb, _AddOrg); 67 | 68 | return color; 69 | } 70 | 71 | ENDHLSL 72 | 73 | SubShader 74 | { 75 | Pass 76 | { 77 | Name "RGBHalftone Pass" 78 | 79 | ZWrite Off 80 | ZTest Always 81 | Blend SrcAlpha OneMinusSrcAlpha 82 | Cull Off 83 | 84 | HLSLPROGRAM 85 | #pragma fragment FullScreenPass 86 | ENDHLSL 87 | } 88 | } 89 | Fallback Off 90 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Halftone Pass/RGBHalftonePass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 092b39e318e24784ebaa9ce628cd0268 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Kuwahara Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ac92ba4349130e42a840b920be5e42f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Kuwahara Pass/KuwaharaPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class KuwaharaPass : CustomPassPostEffectBase 6 | { 7 | [Range(0, 16)] 8 | public int radius = 7; 9 | public int radExpand = 1; 10 | 11 | protected override string ShaderName 12 | { 13 | get { return "FullScreen/KuwaharaPass"; } 14 | } 15 | 16 | protected override void ShaderProperty(MaterialPropertyBlock property) 17 | { 18 | property.SetInt("_Radius", radius); 19 | property.SetInt("_RadEx", radExpand); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Kuwahara Pass/KuwaharaPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dac595bd2c1a2a54495a9d317364a3a4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Kuwahara Pass/KuwaharaPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/KuwaharaPass" 2 | { 3 | HLSLINCLUDE 4 | 5 | #pragma vertex Vert 6 | 7 | #pragma target 4.5 8 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 9 | 10 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 11 | TEXTURE2D_X(_BufferTex); 12 | int _Radius = 7; 13 | int _RadEx = 1; 14 | float4 FullScreenPass(Varyings varyings) : SV_Target 15 | { 16 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 17 | float depth = LoadCameraDepth(varyings.positionCS.xy); 18 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 19 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 20 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 21 | 22 | float2 uv = posInput.positionNDC.xy; 23 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 24 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 25 | color = float4(CustomPassSampleCameraColor(uv, 0), 1); 26 | 27 | _Radius = clamp(_Radius, 0., 17.); 28 | 29 | float3 mean[4] = { 30 | {0, 0, 0}, 31 | {0, 0, 0}, 32 | {0, 0, 0}, 33 | {0, 0, 0} 34 | }; 35 | 36 | float3 sigma[4] = { 37 | {0, 0, 0}, 38 | {0, 0, 0}, 39 | {0, 0, 0}, 40 | {0, 0, 0} 41 | }; 42 | 43 | float2 start[4] = { {-_Radius, -_Radius}, {-_Radius, 0}, {0, -_Radius}, {0, 0} }; 44 | 45 | float2 pos; 46 | float3 col; 47 | for (int k = 0; k < 4; k++) { 48 | for (int i = 0; i <= _Radius; i++) { 49 | for (int j = 0; j <= _Radius; j++) { 50 | pos = float2(i, j) + start[k]; 51 | col = CustomPassSampleCameraColor(posInput.positionNDC.xy + float2(pos.x / _ScreenSize.x, pos.y / _ScreenSize.y), 0); 52 | mean[k] += col; 53 | sigma[k] += col * col; 54 | } 55 | } 56 | } 57 | 58 | float sigma2; 59 | float n = pow(_Radius + _RadEx, 2); 60 | float min = 1; 61 | 62 | for (int l = 0; l < 4; l++) { 63 | mean[l] /= n; 64 | sigma[l] = abs(sigma[l] / n - mean[l] * mean[l]); 65 | sigma2 = sigma[l].r + sigma[l].g + sigma[l].b; 66 | 67 | if (sigma2 < min) { 68 | min = sigma2; 69 | color.rgb = mean[l].rgb; 70 | } 71 | } 72 | 73 | return color; 74 | } 75 | 76 | ENDHLSL 77 | 78 | SubShader 79 | { 80 | Pass 81 | { 82 | Name "Kuwahara Pass" 83 | 84 | ZWrite Off 85 | ZTest Always 86 | Blend SrcAlpha OneMinusSrcAlpha 87 | Cull Off 88 | 89 | HLSLPROGRAM 90 | #pragma fragment FullScreenPass 91 | ENDHLSL 92 | } 93 | } 94 | Fallback Off 95 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Kuwahara Pass/KuwaharaPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48ac85b50b5f8d04f9a23bb04dbe4198 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Misc Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d080c8e7f4115b46a63ae104e0071f7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Misc Pass/MiscPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class MiscPass : CustomPassPostEffectBase 6 | { 7 | [Range(1, 2048)] 8 | public int mosaicBlock = 128; 9 | public bool nega = false; 10 | [Range(0.1f, 3)] 11 | public float negaIntensity = 1; 12 | public bool concentrated = false; 13 | 14 | protected override string ShaderName 15 | { 16 | get { return "FullScreen/MiscPass"; } 17 | } 18 | 19 | protected override void ShaderProperty(MaterialPropertyBlock property) 20 | { 21 | property.SetInt("_MosaicBlock", mosaicBlock); 22 | if (concentrated) 23 | { 24 | property.SetInt("_Concentrated", 1); 25 | } 26 | if (nega) 27 | { 28 | property.SetInt("_Nega", 1); 29 | } 30 | property.SetFloat("_NegaIntensity", negaIntensity); 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Misc Pass/MiscPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af4a9227c6e207344ab0246c71f5127f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Misc Pass/MiscPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/MiscPass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | TEXTURE2D_X(_BufferTex); 9 | int _MosaicBlock; 10 | int _Concentrated; 11 | int _Nega; 12 | float _NegaIntensity; 13 | 14 | float concentrated(float2 p) 15 | { 16 | float2 uv = 2. * p - 1.; 17 | float r = length(uv); 18 | r = 0.7 * r - 0.7; 19 | float a = atan2(uv.y, uv.x); 20 | a = abs(cos(50. * a) + sin(20. * a)); 21 | float d = a - r; 22 | float n = smoothstep(0.1, 0.4, saturate(d)); 23 | return n; 24 | } 25 | 26 | float4 FullScreenPass(Varyings varyings) : SV_Target 27 | { 28 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 29 | float depth = LoadCameraDepth(varyings.positionCS.xy); 30 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 31 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 32 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 33 | float2 nuv = posInput.positionNDC.xy; 34 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 35 | color = float4(CustomPassSampleCameraColor(nuv, 0), 1); 36 | 37 | // Mosaic 38 | float mosaicFactor = 1.0 / float(_MosaicBlock); 39 | float2 mosaicUV = 0.5 * (ceil(nuv / mosaicFactor) + floor(nuv / mosaicFactor)) * mosaicFactor; 40 | float3 mosaicCol = CustomPassSampleCameraColor(mosaicUV, 0); 41 | color.rgb = mosaicCol; 42 | 43 | // Nega 44 | if (_Nega > 0) { 45 | color.rgb = _NegaIntensity - color.rgb; 46 | } 47 | 48 | // Concentrated 49 | if (_Concentrated > 0) { 50 | float concentratedCol = concentrated(nuv); 51 | color.rgb *= concentratedCol; 52 | } 53 | 54 | return color; 55 | } 56 | 57 | ENDHLSL 58 | 59 | SubShader 60 | { 61 | Pass 62 | { 63 | Name "Misc Pass" 64 | 65 | ZWrite Off 66 | ZTest Always 67 | Blend SrcAlpha OneMinusSrcAlpha 68 | Cull Off 69 | 70 | HLSLPROGRAM 71 | #pragma fragment FullScreenPass 72 | ENDHLSL 73 | } 74 | } 75 | Fallback Off 76 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Misc Pass/MiscPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71d9c0c7d75e196428edd8b67949650d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/MizutamaTransition Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5f651a04852430c47b3720a86e018ff8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/MizutamaTransition Pass/MizutamaTransitionPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class MizutamaTransitionPass : CustomPassPostEffectBase 6 | { 7 | public float size = 15.0f; 8 | public Color mizutamaColor = Color.white; 9 | [Range(0, 1)] 10 | public float gaming = 0.8f; 11 | [Range(0, 1)] 12 | public float outer = 0.8f; 13 | [Range(0, 1)] 14 | public float horizontal = 1.0f; 15 | 16 | protected override string ShaderName 17 | { 18 | get { return "FullScreen/MizutamaTransitionPass"; } 19 | } 20 | 21 | protected override void ShaderProperty(MaterialPropertyBlock property) 22 | { 23 | property.SetFloat("_Size", size); 24 | property.SetColor("_MizutamaCol", mizutamaColor); 25 | property.SetFloat("_Gaming", gaming); 26 | property.SetFloat("_Mizutama", outer); 27 | property.SetFloat("_Horizontal", horizontal); 28 | } 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Custom Pass/MizutamaTransition Pass/MizutamaTransitionPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f3709cf6bce16946b1d443cee2261b8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/MizutamaTransition Pass/MizutamaTransitionPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/MizutamaTransitionPass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | #include "../Base/HlslInclude/Include.hlsl" 9 | 10 | TEXTURE2D_X(_BufferTex); 11 | float _Size; 12 | float3 _MizutamaCol; 13 | float _Gaming; 14 | float _Mizutama; 15 | float _Horizontal; 16 | float3 transitionCol(float3 col, float hx) { 17 | float3 hsv = rgb2hsv(col); 18 | hsv.x += _Gaming * cos(0.5 * hx + _Time.y); 19 | return hsv2rgb(hsv); 20 | } 21 | float3 mizutama(float2 uv, float2 nuv, float3 orgCol) { 22 | float t = .5 + .5 * cos(_Time.y + PI); // 0.0 - 1.0 23 | float2 p = _Size * uv; 24 | p = frac(p)-(.5).xx; 25 | float len = length(p); // 0.0 - 0.7071 26 | float sw = step(len, 0.7071 * t); 27 | return lerp(orgCol, transitionCol(_MizutamaCol, 0.0), sw); 28 | } 29 | float3 horizontal(float2 uv, float2 nuv, float3 orgCol) { 30 | float hx = nuv.x; // 0.0 - 1.0 31 | float t = -cos(_Time.y); // -1.0 - 1.0 32 | float2 p = _Size * uv; 33 | p = 2.0 * (frac(p) - (.5).xx); // -1.0 - 1.0 34 | float len = length(p); // 0.0 - 1.4142 35 | float sw = step(len, 1.4142 * (hx + t)); 36 | return lerp(orgCol, transitionCol(_MizutamaCol, hx), sw); 37 | } 38 | float4 FullScreenPass(Varyings varyings) : SV_Target 39 | { 40 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 41 | float depth = LoadCameraDepth(varyings.positionCS.xy); 42 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 43 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 44 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 45 | 46 | float2 uv = varyings.positionCS.xy / min(_ScreenSize.x, _ScreenSize.y); 47 | float2 nuv = posInput.positionNDC.xy; 48 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 49 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 50 | color = float4(CustomPassSampleCameraColor(nuv, 0), 1); 51 | 52 | float3 col = color.rgb; 53 | 54 | float3 mizutamaCol = mizutama(uv, nuv, col); 55 | float3 horizontalCol = horizontal(uv, nuv, col); 56 | 57 | col = lerp(col, mizutamaCol, _Mizutama); 58 | col = lerp(col, horizontalCol, _Horizontal); 59 | 60 | color.rgb = col; 61 | return color; 62 | } 63 | 64 | ENDHLSL 65 | 66 | SubShader 67 | { 68 | Pass 69 | { 70 | Name "Mizutama Transition Pass" 71 | 72 | ZWrite Off 73 | ZTest Always 74 | Blend SrcAlpha OneMinusSrcAlpha 75 | Cull Off 76 | 77 | HLSLPROGRAM 78 | #pragma fragment FullScreenPass 79 | ENDHLSL 80 | } 81 | } 82 | Fallback Off 83 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/MizutamaTransition Pass/MizutamaTransitionPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60f781398923f9945a87ae85de58f91a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Monocolor Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a32d8f0f823293448897eeb06e75ec3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Monocolor Pass/MonocolorPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class MonocolorPass : CustomPassPostEffectBase 6 | { 7 | public Color color = Color.white; 8 | 9 | protected override string ShaderName 10 | { 11 | get { return "FullScreen/MonocolorPass"; } 12 | } 13 | 14 | protected override void ShaderProperty(MaterialPropertyBlock property) 15 | { 16 | property.SetColor("_Color", color); 17 | } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Monocolor Pass/MonocolorPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 304ac7cfac0b97d47b72bceac3d1eee6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Monocolor Pass/MonocolorPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/MonocolorPass" 2 | { 3 | HLSLINCLUDE 4 | #pragma vertex Vert 5 | #pragma target 4.5 6 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 7 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 8 | #include "../Base/HlslInclude/Include.hlsl" 9 | 10 | TEXTURE2D_X(_BufferTex); 11 | float4 _Color; 12 | 13 | float4 FullScreenPass(Varyings varyings) : SV_Target 14 | { 15 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 16 | float depth = LoadCameraDepth(varyings.positionCS.xy); 17 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 18 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 19 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 20 | 21 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 22 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 23 | color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); 24 | 25 | float2 uv = posInput.positionNDC.xy; 26 | float lum = bt601Lum(color.rgb); 27 | float3 col = lum.xxx; 28 | 29 | color.rgb = col; 30 | color.rgb *= _Color.rgb; 31 | return color; 32 | } 33 | 34 | ENDHLSL 35 | 36 | SubShader 37 | { 38 | Pass 39 | { 40 | Name "Monocolor Pass" 41 | 42 | ZWrite Off 43 | ZTest Always 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | Cull Off 46 | 47 | HLSLPROGRAM 48 | #pragma fragment FullScreenPass 49 | ENDHLSL 50 | } 51 | } 52 | Fallback Off 53 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Monocolor Pass/MonocolorPass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a28866bcec692d439e65411ccc04851 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Outline Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 792341eab1aae63428355da7e0d0c9ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Outline Pass/OutlinePass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class OutlinePass : CustomPassPostEffectBase 6 | { 7 | [ColorUsage(false, true)] 8 | public Color outlineColor = Color.black; 9 | public float threshold = 1; 10 | public float thickness = 1; 11 | 12 | protected override string ShaderName 13 | { 14 | get { return "FullScreen/OutlinePass"; } 15 | } 16 | 17 | protected override void ShaderProperty(MaterialPropertyBlock property) 18 | { 19 | property.SetColor("_OutlineColor", outlineColor); 20 | property.SetFloat("_Threshold", threshold); 21 | property.SetFloat("_Thickness", thickness); 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Outline Pass/OutlinePass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7318fef8fe2b69c4186decb0b299dba2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Outline Pass/OutlinePass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/OutlinePass" 2 | { 3 | HLSLINCLUDE 4 | 5 | #pragma vertex Vert 6 | 7 | #pragma target 4.5 8 | #pragma only_renderers d3d11 playstation xboxone vulkan metal switch 9 | 10 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 11 | TEXTURE2D_X(_BufferTex); 12 | float4 _OutlineColor; 13 | float _Threshold; 14 | float _Thickness; 15 | 16 | #define v2 1.41421 17 | #define c45 0.707107 18 | #define c225 0.9238795 19 | #define s225 0.3826834 20 | 21 | #define MAXSAMPLES 8 22 | // Neighbour pixel positions 23 | static float2 samplingPositions[MAXSAMPLES] = 24 | { 25 | float2(1, 1), 26 | float2(0, 1), 27 | float2(-1, 1), 28 | float2(-1, 0), 29 | float2(-1, -1), 30 | float2(0, -1), 31 | float2(1, -1), 32 | float2(1, 0), 33 | }; 34 | float4 FullScreenPass(Varyings varyings) : SV_Target 35 | { 36 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 37 | 38 | float depth = LoadCameraDepth(varyings.positionCS.xy); 39 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 40 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 41 | float luminanceThreshold = max(0.000001, _Threshold * 0.01); 42 | 43 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 44 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 45 | color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); 46 | 47 | // When sampling RTHandle texture, always use _RTHandleScale.xy to scale your UVs first. 48 | float2 uv = posInput.positionNDC.xy * _RTHandleScale.xy; 49 | float4 outline = SAMPLE_TEXTURE2D_X_LOD(_BufferTex, s_linear_clamp_sampler, uv, 0); 50 | outline.a = 0; 51 | 52 | if (Luminance(outline.rgb) < luminanceThreshold) 53 | { 54 | for (int i = 0; i < MAXSAMPLES; i++) 55 | { 56 | float2 uvN = uv + _ScreenSize.zw * _RTHandleScale.xy * samplingPositions[i] * _Thickness; 57 | float4 neighbour = SAMPLE_TEXTURE2D_X_LOD(_BufferTex, s_linear_clamp_sampler, uvN, 0); 58 | 59 | if (Luminance(neighbour) > luminanceThreshold) 60 | { 61 | outline.rgb = _OutlineColor.rgb; 62 | outline.a = 1; 63 | break; 64 | } 65 | } 66 | } 67 | 68 | return outline; 69 | } 70 | 71 | ENDHLSL 72 | 73 | SubShader 74 | { 75 | Pass 76 | { 77 | Name "Outline Pass" 78 | 79 | ZWrite Off 80 | ZTest Always 81 | Blend SrcAlpha OneMinusSrcAlpha 82 | Cull Off 83 | 84 | HLSLPROGRAM 85 | #pragma fragment FullScreenPass 86 | ENDHLSL 87 | } 88 | } 89 | Fallback Off 90 | } -------------------------------------------------------------------------------- /Assets/Custom Pass/Outline Pass/OutlinePass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25e28bfc81c746c4e8e2526a9135c4dd 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Rain Pass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e8628ee3d5ef6745a4f1b0a0198991f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Rain Pass/RainPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace CustomPassPostEffect 4 | { 5 | public class RainPass : CustomPassPostEffectBase 6 | { 7 | [Range(0, 1)] 8 | public float rainAmount = 0.5f; 9 | [Range(0, 1)] 10 | public float density = 0.5f; 11 | [Range(0, 3)] 12 | public float zoom = 1.0f; 13 | [Range(0, 10)] 14 | public float speed = 0.25f; 15 | 16 | protected override string ShaderName 17 | { 18 | get { return "FullScreen/RainPass"; } 19 | } 20 | 21 | protected override void ShaderProperty(MaterialPropertyBlock property) 22 | { 23 | property.SetFloat("_RainAmount", rainAmount); 24 | property.SetFloat("_Density", density); 25 | property.SetFloat("_Zoom", zoom); 26 | property.SetFloat("_Speed", speed); 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Rain Pass/RainPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9aabcfe4319e8354885aed4f40b3029c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom Pass/Rain Pass/RainPass.shader: -------------------------------------------------------------------------------- 1 | Shader "FullScreen/RainPass" 2 | { 3 | HLSLINCLUDE 4 | 5 | #pragma vertex Vert 6 | 7 | #pragma target 4.5 8 | #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch 9 | 10 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" 11 | 12 | TEXTURE2D_X(_BufferTex); 13 | float _RainAmount; 14 | float _Density; 15 | float _Zoom; 16 | float _Speed; 17 | 18 | float S(float a, float b, float t) { 19 | return smoothstep(a, b, t); 20 | } 21 | 22 | float3 S(float3 a, float3 b, float t) { 23 | return smoothstep(a, b, t); 24 | } 25 | 26 | float3 N13(float p) { 27 | // from DAVE HOSKINS 28 | float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787)); 29 | p3 += dot(p3, p3.yzx + 19.19); 30 | return frac(float3((p3.x + p3.y) * p3.z, (p3.x + p3.z) * p3.y, (p3.y + p3.z) * p3.x)); 31 | } 32 | 33 | float N(float t) { 34 | return frac(sin(t * 12345.564) * 7658.76); 35 | } 36 | 37 | float Saw(float b, float t) { 38 | return S(0., b, t) * S(1., b, t); 39 | } 40 | 41 | float2 DropLayer2(float2 uv, float t) { 42 | float2 UV = uv; 43 | 44 | uv.y += t * 0.75; 45 | float2 a = float2(6., 1.); 46 | float2 grid = a * 2.; 47 | float2 id = floor(uv * grid); 48 | 49 | float colShift = N(id.x); 50 | uv.y += colShift; 51 | 52 | id = floor(uv * grid); 53 | float3 n = N13(id.x * 35.2 + id.y * 2376.1); 54 | float2 st = frac(uv * grid) - float2(.5, 0); 55 | 56 | float x = n.x - .5; 57 | 58 | float y = UV.y * 20.; 59 | float wiggle = sin(y + sin(y)); 60 | x += wiggle * (.5 - abs(x)) * (n.z - .5); 61 | x *= .7; 62 | float ti = frac(t + n.z); 63 | y = (Saw(.85, ti) - .5) * .9 + .5; 64 | float2 p = float2(x, y); 65 | 66 | float d = length((st - p) * a.yx); 67 | 68 | float mainDrop = S(.4, .0, d); 69 | 70 | float r = sqrt(S(1., y, st.y)); 71 | float cd = abs(st.x - x); 72 | float trail = S(.23 * r, .15 * r * r, cd); 73 | float trailFront = S(-.02, .02, st.y - y); 74 | trail *= trailFront * r * r; 75 | 76 | y = UV.y; 77 | float trail2 = S(.2 * r, .0, cd); 78 | float droplets = max(0., (sin(y * (1. - y) * 120.) - st.y)) * trail2 * trailFront * n.z; 79 | y = frac(y * 10.) + (st.y - .5); 80 | float dd = length(st - float2(x, y)); 81 | droplets = S(.3, 0., dd); 82 | float m = mainDrop + droplets * r * trailFront; 83 | 84 | return float2(m, trail); 85 | } 86 | 87 | float StaticDrops(float2 uv, float t) { 88 | uv *= 40.; 89 | 90 | float2 id = floor(uv); 91 | uv = frac(uv) - .5; 92 | float3 n = N13(id.x * 107.45 + id.y * 3543.654); 93 | float2 p = (n.xy - .5) * .7; 94 | float d = length(uv - p); 95 | 96 | float fade = Saw(.025, frac(t + n.z)); 97 | float c = S(.1, 0., d) * frac(n.z * 10.) * fade; 98 | return c; 99 | } 100 | 101 | float Drops(float2 uv, float t, float l0, float l1, float l2) { 102 | float s = StaticDrops(uv, t) * l0; 103 | float2 m1 = DropLayer2(uv, t) * l1 * 2.; 104 | float2 m2 = DropLayer2(uv * 2.5, t) * l2 * 2.; 105 | 106 | float c = s + m1.x + m2.x; 107 | c = S(.5, 2., c); 108 | 109 | return c; 110 | } 111 | 112 | float3 rain(float2 i) { 113 | float time = _Time.y; 114 | float rainAmount = _RainAmount; 115 | float dens = _Density; 116 | float zoom = _Zoom; 117 | float speed = _Speed; 118 | float rainTime = 360.; 119 | 120 | float2 uv = ((i * _ScreenSize.xy) - .5 * _ScreenSize.xy) / min(_ScreenSize.x, _ScreenSize.y); 121 | float2 UV = i; 122 | 123 | float T = time - floor(time / rainTime) * rainTime; 124 | float t = T * .2; 125 | t = min(1., T / rainTime); // remap drop time so it goes slower when it freezes 126 | t = 1. - t; 127 | t = (1. - t * t) * rainTime; 128 | 129 | // tweak uv, time 130 | uv *= zoom; 131 | t *= speed; 132 | 133 | // let the rain fall down 134 | float staticDrops = S(0., 1., rainAmount); 135 | float layer1 = S(0.375, .5, rainAmount); 136 | float layer2 = S(0.25, .3, rainAmount); 137 | staticDrops *= dens; 138 | layer1 *= dens; 139 | layer2 *= dens; 140 | 141 | float2 e = float2(.001, 0.); 142 | float c = Drops(uv, t, staticDrops, layer1, layer2); 143 | float cx = Drops(uv + e, t, staticDrops, layer1, layer2); 144 | float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2); 145 | float2 n = float2(cx - c, cy - c); 146 | 147 | // load tex 148 | float2 texCoord = float2(UV.x + n.x, UV.y + n.y); 149 | float3 col = CustomPassSampleCameraColor(texCoord, 0); 150 | 151 | return col; 152 | } 153 | 154 | float4 FullScreenPass(Varyings varyings) : SV_Target 155 | { 156 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); 157 | float depth = LoadCameraDepth(varyings.positionCS.xy); 158 | PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); 159 | float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); 160 | float4 color = float4(0.0, 0.0, 0.0, 0.0); 161 | 162 | float2 uv = posInput.positionNDC.xy; 163 | // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point 164 | if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) 165 | color = float4(CustomPassSampleCameraColor(uv, 0), 1); 166 | 167 | color.rgb = rain(uv); 168 | return color; 169 | } 170 | 171 | ENDHLSL 172 | 173 | SubShader 174 | { 175 | Pass 176 | { 177 | Name "Rain Pass" 178 | 179 | ZWrite Off 180 | ZTest Always 181 | Blend SrcAlpha OneMinusSrcAlpha 182 | Cull Off 183 | 184 | HLSLPROGRAM 185 | #pragma fragment FullScreenPass 186 | ENDHLSL 187 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 sayachang 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # HDRP-Custom-Pass-Post-Effect 2 | HDRP Custom Pass Post Effect 3 | 4 | ローマ字の説明は日本語の説明に続けて記載します。 5 | Ro-ma ji forouzu Japanizu. 6 | 7 | エフェクトを確認するために、くつした屋さんのシャオンちゃんをシーンに配置しています。シャオンちゃんがいなければ、これらのポストエフェクトを書こうとは思わなかったことでしょう。スペシャルサンクス! 8 | Efekuto wo kakunin surutameni, kutsushita ya san no Shaon chan wo shi-n ni haichi shite imasu. Shaon chan ga inakereba, korerano posuto efekuto wo kakou toha omowanakatta koto desyou. Supesharu Sankusu! 9 | [オリジナル3Dモデル『シャオン』 - くつした屋 / orijinaru 3D moderu Shaon - kutsushita ya](https://booth.pm/ja/items/2048231) 10 | 11 | バージョン情報 12 | Ba-jon jouhou 13 | 14 | Unity 2020.2.1f1 15 | HDRP 10.2.2 16 | 17 | Unity 2020.1で動かす場合は、こちらのブランチを使ってください。 18 | https://github.com/sayachang/HDRP-Custom-Pass-Post-Effect/tree/feature/unity-2020-1 19 | 20 | --- 21 | 22 | ## 何? 23 | Howatto? 24 | 25 | UnityのHDRPで利用できるカスタムパスで作られたポストエフェクト集です。 26 | Unity no HDRP de riyou dekiru kasutamu pasu de tukurareta posuto efekuto syuu desu. 27 | 28 | ## どうなるの? 29 | Dounaruno? 30 | 31 | 画像で見ていただくのが早いでしょう。選んだエフェクトを画面全体にかけることができます。 32 | Gazou de mite itadakunoga hayai desyou. Eranda efekuto wo gamenzentai ni kakeru kotoga dekimasu. 33 | 34 | ![ポストエフェクト posutoefekuto](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/CustomPassImage.png "posteffect") 35 | 36 | ## どうやって使うの? 37 | Douyatte tukauno? 38 | 39 | 1. HDRPテンプレートでプロジェクトを作成します 40 | HDRP tenpure-to de purojekuto wo sakusei simasu 41 | 1. このリポジトリの内容(Assets以下)をプロジェクトフォルダにコピーします 42 | kono ripojitori no naiyou(Assets ika)wo purojekuto foruda ni kopi- simasu 43 | 1. サンプルシーン(Assets/SampleScene/SampleScene.unity)を開きます 44 | sanpuru si-n(Assets/SampleScene/SampleScene.unity)wo hirakimasu 45 | 1. ヒエラルキーのカスタムパスを選択し、エフェクトのチェックボックスをオン/オフします 46 | hieraruki- no kasutamu pasu wo sentaku si, efekuto no tyekku bokkusu wo on/ohu simasu 47 | 48 | ![ヒエラルキー](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/CustomPassGameObject.png "Hierarchy") 49 | 50 | ## どんなエフェクトがあるの? 51 | Donna efekuto ga aruno? 52 | 53 | ### あざやかフィルター 54 | Azayaka Firuta- 55 | 56 | ![あざやかフィルター Azayaka Firuta-](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Azayaka.png "Vibrance Filter") 57 | 58 | ### みずたまトランジション 59 | Mizutama Toranjishon 60 | 61 | ![みずたまトランジション Mizutama Toranjishon](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/MizutamaTransition.png "Mizutama Transition") 62 | 63 | ### RGBハーフトーン 64 | RGB Ha-fu to-n 65 | 66 | ![RGBハーフトーン Ha-fu to-n](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Halftone.png "RGB Halftone") 67 | 68 | ### グレースケール 69 | Gure- Suke-ru 70 | 71 | ![グレースケール Gure- Suke-ru](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Grayscale.png "Grayscale") 72 | 73 | ### CRT風 74 | CRT fuu 75 | 76 | ![CRT](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/CRT.png "CRT") 77 | 78 | ### 桑原フィルター 79 | Kuwahara Firuta- 80 | 81 | ![桑原フィルター Kuwahara Firuta-](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/KuwaharaFilter.png "Kuwahara Filter") 82 | 83 | ### アウトライン 84 | Auto Rain 85 | 86 | ![アウトライン Auto rain](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Outline.png "Outline") 87 | 88 | ### 雨粒 89 | Amatsubu 90 | 91 | ![雨粒 Amatsubu](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/RainDrops.png "Rain Drops") 92 | 93 | ### ソーベルフィルター 94 | So-beru Firuta- 95 | 96 | ![ソーベルフィルター So-beru Firuta-](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/SobelFilter.png "Sobel Filter") 97 | 98 | ### 単色 99 | MonoKara- 100 | 101 | ![単色 MonoKara-](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Monocolor.png "Monocolor") 102 | 103 | ### モザイク 104 | Mozaiku 105 | 106 | ![モザイク Mozaiku](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Mosaic.png "Mosaic") 107 | 108 | ### 集中線 109 | Syuuchuusen 110 | 111 | ![集中線 Syuuchuusen](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Concentrated.png "Concentrated") 112 | 113 | ### ネガポジ変換 114 | Negathibu 115 | 116 | ![ネガポジ変換 Negathibu](https://raw.githubusercontent.com/sayachang/HDRP-Custom-Pass-Post-Effect/master/Images/Nega.png "Nega") 117 | 118 | ## リファレンス 119 | Rifarensu 120 | 121 | カスタムパス 122 | [Custom Pass - Unity Manual](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Custom-Pass.html) 123 | 124 | RGB Halftone 125 | [RGB Halftone-lookaround.fs](https://editor.isf.video/shaders/234) 126 | 127 | CRT風 128 | [80年代ゲーセン筐体っぽいレトロ調の画面をUnityシェーダーで作る。](https://sayachang-bot.hateblo.jp/entry/2019/12/11/231351) 129 | 130 | 桑原フィルター 131 | [Kuwahara Filtering - Shadertoy](https://www.shadertoy.com/view/MsXSz4#) 132 | 133 | 雨粒 134 | [Heartfelt - Shadertoy](https://www.shadertoy.com/view/ltffzl) 135 | 136 | ソーベルフィルター 137 | [Real Toon - Unity AssetStore](https://assetstore.unity.com/packages/vfx/shaders/realtoon-65518) 138 | 139 | misc 140 | [Unityで画像にエフェクト加工するかんたんシェーダーを書く。 - さやちゃんぐbotブログ](https://sayachang-bot.hateblo.jp/entry/2019/02/09/200303) 141 | 142 | --------------------------------------------------------------------------------