├── Sample └── sample_01.png ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── InputManager.asset ├── README.md ├── Assets ├── VolumetricLight │ ├── Scripts │ │ ├── SampleDepthTexPass.cs │ │ ├── ApplyPass.cs.meta │ │ ├── RayMarchLightPass.cs.meta │ │ ├── SampleDepthTexPass.cs.meta │ │ ├── VolumetricLightFeature.cs.meta │ │ ├── VolumetricLightFeature.cs │ │ ├── ApplyPass.cs │ │ └── RayMarchLightPass.cs │ ├── PolyPacks │ │ ├── Models │ │ │ ├── LPW_Rock_Wall_A1_01.fbx │ │ │ ├── LPW_Tree_A1_6.5m_01.fbx │ │ │ ├── LPW_Tree_B1_9m_01.fbx │ │ │ ├── LPW_Tree_B1_9m_02.fbx │ │ │ ├── LPW_Tree_C1_11m_01.fbx │ │ │ ├── LPW_Tree_C1_9m_01.fbx │ │ │ ├── LPW_Grass_A1_40cm_01.fbx │ │ │ ├── LPW_Grass_A1_50cm_01.fbx │ │ │ ├── LPW_Flower_A1_H70cm_01.fbx │ │ │ ├── LPW_Ground_A1_100x100_01.fbx │ │ │ ├── LPW_Ground_A1_100x100_02.fbx │ │ │ ├── LPW_Rock_Boulder_A1_01.fbx │ │ │ ├── LPW_Rock_Wall_A1_01.fbx.meta │ │ │ ├── LPW_Rock_Boulder_A1_01.fbx.meta │ │ │ ├── LPW_Tree_B1_9m_01.fbx.meta │ │ │ ├── LPW_Tree_B1_9m_02.fbx.meta │ │ │ ├── LPW_Tree_C1_9m_01.fbx.meta │ │ │ ├── LPW_Tree_A1_6.5m_01.fbx.meta │ │ │ ├── LPW_Tree_C1_11m_01.fbx.meta │ │ │ ├── LPW_Flower_A1_H70cm_01.fbx.meta │ │ │ ├── LPW_Grass_A1_40cm_01.fbx.meta │ │ │ ├── LPW_Grass_A1_50cm_01.fbx.meta │ │ │ ├── LPW_Ground_A1_100x100_01.fbx.meta │ │ │ └── LPW_Ground_A1_100x100_02.fbx.meta │ │ ├── Textures │ │ │ ├── LPW_NoiseMap_01.png │ │ │ ├── LPW_TextureAtlas_01.png │ │ │ ├── LPW_TextureAtlas_01.png.meta │ │ │ └── LPW_NoiseMap_01.png.meta │ │ ├── Models.meta │ │ ├── Materials.meta │ │ ├── Shaders.meta │ │ ├── Textures.meta │ │ ├── _Prefabs.meta │ │ ├── _Prefabs │ │ │ ├── LPW_Tree_B1_9m_01.prefab.meta │ │ │ ├── LPW_Tree_B1_9m_02.prefab.meta │ │ │ ├── LPW_Tree_C1_9m_01.prefab.meta │ │ │ ├── LPW_Flower_A1_H70cm_01.prefab.meta │ │ │ ├── LPW_Grass_A1_40cm_01.prefab.meta │ │ │ ├── LPW_Grass_A1_50cm_01.prefab.meta │ │ │ ├── LPW_Rock_Boulder_A1_01.prefab.meta │ │ │ ├── LPW_Rock_Wall_A1_01.prefab.meta │ │ │ ├── LPW_Tree_A1_6.5m_01.prefab.meta │ │ │ ├── LPW_Tree_C1_11m_01.prefab.meta │ │ │ ├── LPW_Ground_A1_100x100_01.prefab.meta │ │ │ ├── LPW_Tree_B1_9m_01.prefab │ │ │ ├── LPW_Tree_B1_9m_02.prefab │ │ │ ├── LPW_Tree_C1_11m_01.prefab │ │ │ ├── LPW_Tree_C1_9m_01.prefab │ │ │ ├── LPW_Grass_A1_40cm_01.prefab │ │ │ ├── LPW_Grass_A1_50cm_01.prefab │ │ │ ├── LPW_Rock_Wall_A1_01.prefab │ │ │ ├── LPW_Tree_A1_6.5m_01.prefab │ │ │ ├── LPW_Flower_A1_H70cm_01.prefab │ │ │ ├── LPW_Rock_Boulder_A1_01.prefab │ │ │ └── LPW_Ground_A1_100x100_01.prefab │ │ ├── Materials │ │ │ ├── LPW_Flower_A1_01.mat.meta │ │ │ ├── LPW_Grass_A1_01.mat.meta │ │ │ ├── LPW_Ground_01.mat.meta │ │ │ ├── LPW_Ground_02.mat.meta │ │ │ ├── LPW_Tree_A1_01.mat.meta │ │ │ ├── LPW_Tree_B1_01.mat.meta │ │ │ ├── LPW_Tree_C1_01.mat.meta │ │ │ ├── LPW_TextureAtlas_01.mat.meta │ │ │ ├── LPW_Tree_B1_01.mat │ │ │ ├── LPW_Flower_A1_01.mat │ │ │ ├── LPW_Grass_A1_01.mat │ │ │ ├── LPW_Tree_C1_01.mat │ │ │ ├── LPW_Tree_A1_01.mat │ │ │ ├── LPW_Ground_01.mat │ │ │ ├── LPW_Ground_02.mat │ │ │ └── LPW_TextureAtlas_01.mat │ │ └── Shaders │ │ │ └── LPW_Vegetation.shader.meta │ ├── Demo.unity.meta │ ├── PolyPacks.meta │ ├── Scripts.meta │ ├── Shaders.meta │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset.meta │ ├── Shaders │ │ ├── BilateralBlur.shader.meta │ │ ├── Apply.shader.meta │ │ ├── RayMarchLight.shader.meta │ │ ├── SampleDepthTex.shader.meta │ │ ├── SampleDepthTex.shader │ │ ├── Apply.shader │ │ ├── RayMarchLight.shader │ │ └── BilateralBlur.shader │ ├── UniversalRenderPipelineAsset.asset │ └── UniversalRenderPipelineAsset_Renderer.asset └── VolumetricLight.meta ├── .gitignore └── Packages ├── manifest.json └── packages-lock.json /Sample/sample_01.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zcvdf/UnityVolumetricLight/HEAD/Sample/sample_01.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.4.18f1c1 2 | m_EditorVersionWithRevision: 2019.4.18f1c1 (6ddd89a99571) 3 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityVolumetricLight 2 | Unity URP渲染管线下的体积光实现 3 | ![01](https://github.com/HengyuanLee/UnityVolumetricLight/blob/main/Sample/sample_01.png) 4 | 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-------------------------------------------------------------------------------- /Assets/VolumetricLight/PolyPacks/Textures/LPW_TextureAtlas_01.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 225da740038919f4ca9eaff413945956 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | externalObjects: {} 6 | serializedVersion: 9 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 1 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | grayScaleToAlpha: 0 27 | generateCubemap: 6 28 | cubemapConvolution: 0 29 | seamlessCubemap: 0 30 | textureFormat: 1 31 | maxTextureSize: 2048 32 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androidETC2FallbackOverride: 0 72 | spriteSheet: 73 | serializedVersion: 2 74 | sprites: [] 75 | outline: [] 76 | physicsShape: [] 77 | bones: [] 78 | spriteID: 79 | vertices: [] 80 | indices: 81 | edges: [] 82 | weights: [] 83 | spritePackingTag: 84 | pSDRemoveMatte: 0 85 | pSDShowRemoveMatteOption: 0 86 | userData: 87 | assetBundleName: 88 | assetBundleVariant: 89 | -------------------------------------------------------------------------------- /Assets/VolumetricLight/Scripts/VolumetricLightFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.Rendering.Universal; 2 | using UnityEngine.Rendering; 3 | using UnityEngine; 4 | 5 | public enum VolumtericResolution { 6 | Full, 7 | Half, 8 | Quarter 9 | } 10 | 11 | public class VolumetricLightFeature : ScriptableRendererFeature 12 | { 13 | [System.Serializable, ReloadGroup] 14 | public class Settings 15 | { 16 | public VolumtericResolution resolution; 17 | [Range(0.0f, 1.0f)] 18 | public float FogHeightCoef = 0.0f; 19 | [Range(0.0f, 1.0f)] 20 | public float ShadowProjCoef = 0.03f; 21 | [Range(0.0f, 1.0f)] 22 | public float DensityCoef = 0.15f; 23 | [Range(0.0f, 1.0f)] 24 | public float ExtinctionCoef = 0.18f; 25 | [Range(1, 64)] 26 | public int SampleCount = 6; 27 | [Range(0.0f, 0.999f)] 28 | public float MieG = 0.32f; 29 | } 30 | public Settings setting = new Settings(); 31 | private RenderTargetHandle dest; 32 | 33 | 34 | public SampleDepthTexPass m_SampleDepthTexPass { get; private set; } 35 | public RayMarchLightPass m_RayMarchLightPass { get; private set; } 36 | public ApplyPass m_BlitAddPass { get; private set; } 37 | 38 | 39 | public override void Create() 40 | { 41 | //renderPass = new VolumetricLightsRenderPass(); 42 | 43 | m_SampleDepthTexPass = new SampleDepthTexPass(); 44 | m_SampleDepthTexPass.m_VolumtericResolution = setting.resolution; 45 | 46 | m_RayMarchLightPass = new RayMarchLightPass(); 47 | m_RayMarchLightPass.m_VolumtericResolution = 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lastHumanDescriptionAvatarSource: {instanceID: 0} 92 | animationType: 0 93 | humanoidOversampling: 1 94 | additionalBone: 0 95 | userData: 96 | assetBundleName: 97 | assetBundleVariant: 98 | -------------------------------------------------------------------------------- /Assets/VolumetricLight/Scripts/ApplyPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | public class ApplyPass : ScriptableRenderPass 6 | { 7 | private readonly string k_BlitAddTag = "VolumetricLight Blit Add RenderPass"; 8 | 9 | public VolumtericResolution m_VolumtericResolution; 10 | public VolumetricLightFeature m_Feature; 11 | 12 | private Material m_ApplyMaterial; 13 | private RenderTargetIdentifier m_Srouce; 14 | private RenderTargetHandle m_Dest; 15 | private CommandBuffer m_ApplyCommand; 16 | private RenderTargetHandle m_BlurTempTex; 17 | private RenderTargetHandle m_FullRayMarchTex; 18 | public ApplyPass() 19 | { 20 | renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; 21 | m_ApplyMaterial = CoreUtils.CreateEngineMaterial("Hidden/Apply"); 22 | int downSampleCout = m_VolumtericResolution == VolumtericResolution.Full ? 1 : m_VolumtericResolution == VolumtericResolution.Half ? 2 : 4; 23 | m_ApplyMaterial.SetInt("_DownSampleCount", downSampleCout); 24 | m_BlurTempTex.Init("BlurTempTex"); 25 | m_FullRayMarchTex.Init("FullRayMarchTex"); 26 | } 27 | 28 | public void Setup(RenderTargetIdentifier source, RenderTargetHandle dest) 29 | { 30 | m_Srouce = source; 31 | m_Dest = dest; 32 | } 33 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) 34 | { 35 | base.Configure(cmd, cameraTextureDescriptor); 36 | cmd.GetTemporaryRT(m_FullRayMarchTex.id, cameraTextureDescriptor, FilterMode.Bilinear); 37 | 38 | RenderTextureDescriptor descriptor = cameraTextureDescriptor; 39 | if (m_VolumtericResolution == VolumtericResolution.Half) 40 | { 41 | descriptor.width /= 2; 42 | descriptor.height /= 2; 43 | } 44 | else if (m_VolumtericResolution == VolumtericResolution.Quarter) { 45 | descriptor.width /= 4; 46 | descriptor.height /= 4; 47 | } 48 | cmd.GetTemporaryRT(m_BlurTempTex.id, descriptor, FilterMode.Bilinear); 49 | } 50 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 51 | { 52 | if (m_ApplyMaterial == null) return; 53 | m_ApplyCommand = CommandBufferPool.Get(k_BlitAddTag); 54 | context.ExecuteCommandBuffer(m_ApplyCommand); 55 | m_ApplyCommand.Clear(); 56 | Render(m_ApplyCommand, ref renderingData); 57 | context.ExecuteCommandBuffer(m_ApplyCommand); 58 | CommandBufferPool.Release(m_ApplyCommand); 59 | } 60 | void Render(CommandBuffer cmd, ref RenderingData renderingData) 61 | { 62 | if (renderingData.cameraData.isSceneViewCamera) return; 63 | Texture nullTex = null; 64 | cmd.SetGlobalTexture("_SourceTex", m_Srouce); 65 | Blit(cmd, nullTex, 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"Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" 14 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" 15 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" 16 | 17 | float _ShadowProjCoef; 18 | float _DensityCoef; 19 | float _FogHeightCoef; 20 | float _ExtinctionCoef; 21 | float3 _CameraForward; 22 | float4 _VolumetricLight; 23 | float4 _MieG; 24 | float4 _LightDir; 25 | float _MaxRayLength; 26 | int _SampleCount; 27 | 28 | float4 _FrustumCorners[4]; 29 | struct Attributes 30 | { 31 | float4 positionOS : POSITION; 32 | float2 uv : TEXCOORD0; 33 | }; 34 | 35 | struct Varyings 36 | { 37 | float4 positionHCS : SV_POSITION; 38 | float2 uv : TEXCOORD0; 39 | float3 wpos : TEXCOORD1; 40 | }; 41 | 42 | TEXTURE2D(_DitherTex); 43 | SAMPLER(sampler_DitherTex); 44 | float4 _DitherTex_TexelSize; 45 | 46 | 47 | half GetShadowAttenuation(float3 wpos) 48 | { 49 | float4 coords = TransformWorldToShadowCoord(wpos); 50 | half atten = MainLightRealtimeShadow(coords); 51 | return atten; 52 | } 53 | float GetDensity(float3 wpos) 54 | { 55 | float density = 1.0f; 56 | density *= 0.3f; 57 | density *= exp(min(-(wpos.y * _FogHeightCoef), 0)); 58 | return density; 59 | } 60 | float4 MieScattering(float cosAngle, float4 g) 61 | { 62 | return g.w * (g.x / (pow(g.y - g.z * cosAngle, 1.5))); 63 | } 64 | float4 RayMarch(float2 screenPos, float3 rayStart, float3 rayDir, float rayLength) 65 | { 66 | float2 offsetUV = fmod(floor(screenPos.xy), 8.0f)/8.0f + float2(0.5f/8.0f, 0.5f/8.0f); 67 | float offset = SAMPLE_TEXTURE2D(_DitherTex, sampler_DitherTex, offsetUV).w; 68 | int stepCount = _SampleCount; 69 | 70 | float stepLen = rayLength / stepCount; 71 | float3 step = rayDir * stepLen; 72 | 73 | float3 stepWpos = rayStart + step * offset; 74 | float3 lightDir = _LightDir.xyz; 75 | float extinction = 0; 76 | float4 resultLight = 0; 77 | float transmittance = 1; 78 | [loop] 79 | for (int i = 0; i < stepCount; ++i) 80 | { 81 | float shadowAttenuation = GetShadowAttenuation(stepWpos);//阴影扣减 82 | float projectionDe = (1 - shadowAttenuation) * _ShadowProjCoef * stepLen * 0.1f;//投影增强 83 | float density = GetDensity(stepWpos) * _DensityCoef;//雾浓度 84 | float scattering = density * stepLen;//散射 85 | extinction += stepLen * density * _ExtinctionCoef * 0.1f; 86 | transmittance *= exp(-extinction); 87 | float4 light = transmittance * shadowAttenuation * scattering - projectionDe; 88 | resultLight += light; 89 | stepWpos += step; 90 | } 91 | float cosAngle = dot(lightDir, -rayDir); 92 | resultLight *= MieScattering(cosAngle, _MieG); 93 | resultLight = max(0, resultLight); 94 | return resultLight; 95 | } 96 | 97 | ENDHLSL 98 | 99 | Pass 100 | { 101 | HLSLPROGRAM 102 | #pragma vertex vertDir 103 | #pragma fragment fragDir 104 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS 105 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE 106 | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_SCREEN 107 | 108 | Varyings vertDir(Attributes IN) 109 | { 110 | Varyings OUT; 111 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); 112 | OUT.uv.xy = UnityStereoTransformScreenSpaceTex(IN.uv); 113 | OUT.wpos = _FrustumCorners[IN.uv.x + IN.uv.y * 2]; 114 | return OUT; 115 | } 116 | 117 | half4 fragDir(Varyings IN) : SV_Target 118 | { 119 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); 120 | #if UNITY_REVERSED_Z 121 | real depth = SampleSceneDepth(IN.uv.xy); 122 | #else 123 | // Adjust Z to match NDC for OpenGL ([-1, 1]) 124 | real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(IN.uv.xy)); 125 | #endif 126 | //float3 wpos = ComputeWorldSpacePosition(IN.uv.xy, depth, UNITY_MATRIX_I_VP); 127 | float3 wpos = IN.wpos; 128 | 129 | float3 rayDir = wpos - _WorldSpaceCameraPos; 130 | rayDir *= depth; 131 | float rayLength = length(rayDir); 132 | rayDir /= rayLength; 133 | 134 | float4 color = RayMarch(IN.positionHCS.xy, _WorldSpaceCameraPos, rayDir, rayLength); 135 | return color; 136 | } 137 | ENDHLSL 138 | } 139 | } 140 | } 141 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 5 8 | m_QualitySettings: 9 | - serializedVersion: 2 10 | name: Very Low 11 | pixelLightCount: 0 12 | shadows: 0 13 | shadowResolution: 0 14 | shadowProjection: 1 15 | shadowCascades: 1 16 | shadowDistance: 15 17 | shadowNearPlaneOffset: 3 18 | shadowCascade2Split: 0.33333334 19 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 20 | shadowmaskMode: 0 21 | skinWeights: 1 22 | textureQuality: 1 23 | anisotropicTextures: 0 24 | antiAliasing: 0 25 | softParticles: 0 26 | softVegetation: 0 27 | realtimeReflectionProbes: 0 28 | 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excludedTargetPlatforms: [] 189 | - serializedVersion: 2 190 | name: Ultra 191 | pixelLightCount: 4 192 | shadows: 2 193 | shadowResolution: 2 194 | shadowProjection: 1 195 | shadowCascades: 4 196 | shadowDistance: 150 197 | shadowNearPlaneOffset: 3 198 | shadowCascade2Split: 0.33333334 199 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 200 | shadowmaskMode: 1 201 | skinWeights: 4 202 | textureQuality: 0 203 | anisotropicTextures: 2 204 | antiAliasing: 0 205 | softParticles: 1 206 | softVegetation: 1 207 | realtimeReflectionProbes: 1 208 | billboardsFaceCameraPosition: 1 209 | vSyncCount: 1 210 | lodBias: 2 211 | maximumLODLevel: 0 212 | streamingMipmapsActive: 0 213 | streamingMipmapsAddAllCameras: 1 214 | streamingMipmapsMemoryBudget: 512 215 | streamingMipmapsRenderersPerFrame: 512 216 | streamingMipmapsMaxLevelReduction: 2 217 | streamingMipmapsMaxFileIORequests: 1024 218 | particleRaycastBudget: 4096 219 | asyncUploadTimeSlice: 2 220 | asyncUploadBufferSize: 16 221 | asyncUploadPersistentBuffer: 1 222 | resolutionScalingFixedDPIFactor: 1 223 | customRenderPipeline: {fileID: 0} 224 | excludedTargetPlatforms: [] 225 | m_PerPlatformDefaultQuality: 226 | Android: 2 227 | Lumin: 5 228 | Nintendo 3DS: 5 229 | Nintendo Switch: 5 230 | PS4: 5 231 | PSP2: 2 232 | Stadia: 5 233 | Standalone: 5 234 | WebGL: 3 235 | Windows Store Apps: 5 236 | XboxOne: 5 237 | iPhone: 2 238 | tvOS: 2 239 | -------------------------------------------------------------------------------- /Assets/VolumetricLight/Shaders/BilateralBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BilateralBlur" 2 | { 3 | Properties 4 | { 5 | [MainTexture] _MainTex("Texture", 2D) = "white" 6 | } 7 | SubShader 8 | { 9 | Cull Off ZWrite Off ZTest Always 10 | 11 | HLSLINCLUDE 12 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 13 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" 14 | //-------------------------------------------------------------------------------------------- 15 | 16 | TEXTURE2D(_SampleCameraDepthTexture); 17 | TEXTURE2D(_RayMarchTex); 18 | TEXTURE2D(_MainTex); 19 | 20 | SAMPLER(sampler_SampleCameraDepthTexture); 21 | SAMPLER(sampler_RayMarchTex); 22 | SAMPLER(sampler_MainTex); 23 | 24 | float4 _SampleCameraDepthTexture_TexelSize; 25 | float4 _MainTex_TexelSize; 26 | float4 _MainTex_ST; 27 | 28 | int _DownSampleCout; 29 | 30 | struct Attributes 31 | { 32 | float4 positionOS : POSITION; 33 | float2 uv : TEXCOORD0; 34 | }; 35 | 36 | struct Varyings 37 | { 38 | float4 positionHCS : SV_POSITION; 39 | float2 uv : TEXCOORD0; 40 | }; 41 | 42 | 43 | struct v2fDownsample 44 | { 45 | #if SHADER_TARGET > 40 46 | float2 uv : TEXCOORD0; 47 | #else 48 | float2 uv00 : TEXCOORD0; 49 | float2 uv01 : TEXCOORD1; 50 | float2 uv10 : TEXCOORD2; 51 | float2 uv11 : TEXCOORD3; 52 | #endif 53 | float4 positionHCS : SV_POSITION; 54 | }; 55 | 56 | struct v2fUpsample 57 | { 58 | float2 uv : TEXCOORD0; 59 | float2 uv00 : TEXCOORD1; 60 | float2 uv01 : TEXCOORD2; 61 | float2 uv10 : TEXCOORD3; 62 | float2 uv11 : TEXCOORD4; 63 | float4 positionHCS : SV_POSITION; 64 | }; 65 | 66 | Varyings vert(Attributes IN) 67 | { 68 | Varyings OUT; 69 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); 70 | OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); 71 | return OUT; 72 | } 73 | 74 | 75 | //----------------------------------------------------------------------------------------- 76 | // vertUpsample 77 | //----------------------------------------------------------------------------------------- 78 | v2fUpsample vertUpsample(Attributes IN, float2 texelSize) 79 | { 80 | v2fUpsample o; 81 | o.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); 82 | o.uv = IN.uv; 83 | 84 | o.uv00 = IN.uv - 0.5 * texelSize.xy; 85 | o.uv10 = o.uv00 + float2(texelSize.x, 0); 86 | o.uv01 = o.uv00 + float2(0, texelSize.y); 87 | o.uv11 = o.uv00 + texelSize.xy; 88 | return o; 89 | } 90 | 91 | //----------------------------------------------------------------------------------------- 92 | // BilateralUpsample 93 | //----------------------------------------------------------------------------------------- 94 | float4 BilateralUpsample(v2fUpsample input, Texture2D hiDepth, Texture2D loDepth, SamplerState pointSampler) 95 | { 96 | float4 highResDepth = LinearEyeDepth(SAMPLE_TEXTURE2D(hiDepth, pointSampler, input.uv), _ZBufferParams).xxxx; 97 | float4 lowResDepth; 98 | 99 | lowResDepth[0] = LinearEyeDepth(SAMPLE_TEXTURE2D(loDepth, pointSampler, input.uv00), _ZBufferParams); 100 | lowResDepth[1] = LinearEyeDepth(SAMPLE_TEXTURE2D(loDepth, pointSampler, input.uv10), _ZBufferParams); 101 | lowResDepth[2] = LinearEyeDepth(SAMPLE_TEXTURE2D(loDepth, pointSampler, input.uv01), _ZBufferParams); 102 | lowResDepth[3] = LinearEyeDepth(SAMPLE_TEXTURE2D(loDepth, pointSampler, input.uv11), _ZBufferParams); 103 | 104 | float4 depthDiff = abs(lowResDepth - highResDepth); 105 | 106 | float accumDiff = dot(depthDiff, float4(1, 1, 1, 1)); 107 | [branch] 108 | if (accumDiff < 1.5) 109 | { 110 | return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); 111 | } 112 | // find nearest sample 113 | float minDepthDiff = depthDiff[0]; 114 | float2 nearestUv = input.uv00; 115 | 116 | if (depthDiff[1] < minDepthDiff) 117 | { 118 | nearestUv = input.uv10; 119 | minDepthDiff = depthDiff[1]; 120 | } 121 | 122 | if (depthDiff[2] < minDepthDiff) 123 | { 124 | nearestUv = input.uv01; 125 | minDepthDiff = depthDiff[2]; 126 | } 127 | 128 | if (depthDiff[3] < minDepthDiff) 129 | { 130 | nearestUv = input.uv11; 131 | minDepthDiff = depthDiff[3]; 132 | } 133 | 134 | return SAMPLE_TEXTURE2D(_MainTex, pointSampler, nearestUv); 135 | } 136 | static const float BLUR_DEPTH_FACTOR = 0.5; 137 | float CompareDepth(float3 d0, float3 d1) 138 | { 139 | float factor = abs(d0 - d1) * BLUR_DEPTH_FACTOR; 140 | return exp(-(factor * factor)); 141 | } 142 | float4 BilateralBlur(Varyings input, int2 delta, Texture2D depth, SamplerState depthSampler) 143 | { 144 | float2 uv = input.uv; 145 | 146 | float3 d0 = depth.Sample(depthSampler, uv); 147 | float3 d1a = depth.Sample(depthSampler, uv, delta * -1); 148 | float3 d1b = depth.Sample(depthSampler, uv, delta * 1); 149 | float3 d2a = depth.Sample(depthSampler, uv, delta * -2); 150 | float3 d2b = depth.Sample(depthSampler, uv, delta * 2); 151 | float3 d3a = depth.Sample(depthSampler, uv, delta * -3); 152 | float3 d3b = depth.Sample(depthSampler, uv, delta * 3); 153 | float3 d4a = depth.Sample(depthSampler, uv, delta * -4); 154 | float3 d4b = depth.Sample(depthSampler, uv, delta * 4); 155 | 156 | float3 c0 = _MainTex.Sample(sampler_MainTex, uv); 157 | float3 c1a = _MainTex.Sample(sampler_MainTex, uv, delta * -1); 158 | float3 c1b = _MainTex.Sample(sampler_MainTex, uv, delta * 1); 159 | float3 c2a = _MainTex.Sample(sampler_MainTex, uv, delta * -2); 160 | float3 c2b = _MainTex.Sample(sampler_MainTex, uv, delta * 2); 161 | float3 c3a = _MainTex.Sample(sampler_MainTex, uv, delta * -3); 162 | float3 c3b = _MainTex.Sample(sampler_MainTex, uv, delta * 3); 163 | float3 c4a = _MainTex.Sample(sampler_MainTex, uv, delta * -4); 164 | float3 c4b = _MainTex.Sample(sampler_MainTex, uv, delta * 4); 165 | 166 | half w0 = 0.1994711; 167 | half w1a = CompareDepth(d0, d1a) * 0.1760327; 168 | half w1b = CompareDepth(d0, d1b) * 0.1760327; 169 | half w2a = CompareDepth(d0, d2a) * 0.1209854; 170 | half w2b = CompareDepth(d0, d2b) * 0.1209854; 171 | half w3a = CompareDepth(d0, d3a) * 0.0647588; 172 | half w3b = CompareDepth(d0, d3b) * 0.0647588; 173 | half w4a = CompareDepth(d0, d4a) * 0.02699548; 174 | half w4b = CompareDepth(d0, d4b) * 0.02699548; 175 | 176 | half3 result; 177 | result = w0 * c0.rgb; 178 | result += w1a * c1a.rgb; 179 | result += w1b * c1b.rgb; 180 | result += w2a * c2a.rgb; 181 | result += w2b * c2b.rgb; 182 | result += w3a * c3a.rgb; 183 | result += w3b * c3b.rgb; 184 | result += w4a * c4a.rgb; 185 | result += w4b * c4b.rgb; 186 | 187 | result /= (w0 + w1a + w1b + w2a + w2b + w3a + w3b + w4a + w4b); 188 | return half4(result, 1.0); 189 | } 190 | ENDHLSL 191 | 192 | // pass 0 - horizontal blur 193 | Pass 194 | { 195 | HLSLPROGRAM 196 | #pragma vertex vert 197 | #pragma fragment horizontalFrag 198 | #pragma target 4.0 199 | 200 | half4 horizontalFrag(Varyings IN) : SV_Target 201 | { 202 | return BilateralBlur(IN, int2(1, 0), _CameraDepthTexture, sampler_CameraDepthTexture); 203 | } 204 | 205 | ENDHLSL 206 | } 207 | 208 | // pass 1 - vertical blur 209 | Pass 210 | { 211 | HLSLPROGRAM 212 | #pragma vertex vert 213 | #pragma fragment verticalFrag 214 | #pragma target 4.0 215 | 216 | half4 verticalFrag(Varyings IN) : SV_Target 217 | { 218 | return BilateralBlur(IN, int2(0, 1), _CameraDepthTexture, sampler_CameraDepthTexture); 219 | } 220 | 221 | ENDHLSL 222 | } 223 | 224 | // pass 2 - bilateral upsample 225 | Pass 226 | { 227 | Blend One Zero 228 | 229 | HLSLPROGRAM 230 | #pragma vertex vertUpsampleToFull 231 | #pragma fragment frag 232 | #pragma target 4.0 233 | 234 | v2fUpsample vertUpsampleToFull(Attributes IN) 235 | { 236 | return vertUpsample(IN, _SampleCameraDepthTexture_TexelSize); 237 | } 238 | float4 frag(v2fUpsample input) : SV_Target 239 | { 240 | return BilateralUpsample(input, _CameraDepthTexture, _SampleCameraDepthTexture, sampler_SampleCameraDepthTexture); 241 | } 242 | ENDHLSL 243 | } 244 | } 245 | } 246 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": { 4 | "version": "1.2.16", 5 | "depth": 0, 6 | "source": "registry", 7 | "dependencies": {}, 8 | "url": "https://packages.unity.cn" 9 | }, 10 | "com.unity.ext.nunit": { 11 | "version": "1.0.6", 12 | "depth": 1, 13 | "source": "registry", 14 | "dependencies": {}, 15 | "url": "https://packages.unity.cn" 16 | }, 17 | "com.unity.ide.rider": { 18 | "version": "1.1.4", 19 | "depth": 0, 20 | "source": "registry", 21 | "dependencies": { 22 | "com.unity.test-framework": "1.1.1" 23 | }, 24 | "url": "https://packages.unity.cn" 25 | }, 26 | "com.unity.ide.vscode": { 27 | "version": "1.2.3", 28 | "depth": 0, 29 | "source": "registry", 30 | "dependencies": {}, 31 | "url": "https://packages.unity.cn" 32 | }, 33 | "com.unity.render-pipelines.core": { 34 | "version": "7.5.3", 35 | "depth": 1, 36 | "source": "registry", 37 | "dependencies": { 38 | "com.unity.ugui": "1.0.0", 39 | "com.unity.modules.physics": "1.0.0" 40 | }, 41 | "url": "https://packages.unity.cn" 42 | }, 43 | "com.unity.render-pipelines.universal": { 44 | "version": "7.5.3", 45 | "depth": 0, 46 | "source": "registry", 47 | "dependencies": { 48 | "com.unity.render-pipelines.core": "7.5.3", 49 | "com.unity.shadergraph": "7.5.3" 50 | }, 51 | "url": "https://packages.unity.cn" 52 | }, 53 | "com.unity.shadergraph": { 54 | "version": "7.5.3", 55 | "depth": 1, 56 | "source": "registry", 57 | "dependencies": { 58 | "com.unity.render-pipelines.core": "7.5.3" 59 | }, 60 | "url": "https://packages.unity.cn" 61 | }, 62 | "com.unity.test-framework": { 63 | "version": "1.1.20", 64 | "depth": 0, 65 | "source": "registry", 66 | "dependencies": { 67 | "com.unity.ext.nunit": "1.0.6", 68 | "com.unity.modules.imgui": "1.0.0", 69 | "com.unity.modules.jsonserialize": "1.0.0" 70 | }, 71 | "url": "https://packages.unity.cn" 72 | }, 73 | "com.unity.textmeshpro": { 74 | "version": "2.1.1", 75 | "depth": 0, 76 | "source": "registry", 77 | "dependencies": { 78 | "com.unity.ugui": "1.0.0" 79 | }, 80 | "url": "https://packages.unity.cn" 81 | }, 82 | "com.unity.timeline": { 83 | "version": "1.2.17", 84 | "depth": 0, 85 | "source": "registry", 86 | "dependencies": {}, 87 | "url": "https://packages.unity.cn" 88 | }, 89 | "com.unity.ugui": { 90 | "version": 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"dependencies": { 133 | "com.unity.modules.physics": "1.0.0" 134 | } 135 | }, 136 | "com.unity.modules.director": { 137 | "version": "1.0.0", 138 | "depth": 0, 139 | "source": "builtin", 140 | "dependencies": { 141 | "com.unity.modules.audio": "1.0.0", 142 | "com.unity.modules.animation": "1.0.0" 143 | } 144 | }, 145 | "com.unity.modules.imageconversion": { 146 | "version": "1.0.0", 147 | "depth": 0, 148 | "source": "builtin", 149 | "dependencies": {} 150 | }, 151 | "com.unity.modules.imgui": { 152 | "version": "1.0.0", 153 | "depth": 0, 154 | "source": "builtin", 155 | "dependencies": {} 156 | }, 157 | "com.unity.modules.jsonserialize": { 158 | "version": "1.0.0", 159 | "depth": 0, 160 | "source": "builtin", 161 | "dependencies": {} 162 | }, 163 | "com.unity.modules.particlesystem": { 164 | "version": "1.0.0", 165 | "depth": 0, 166 | "source": "builtin", 167 | "dependencies": {} 168 | }, 169 | "com.unity.modules.physics": { 170 | "version": "1.0.0", 171 | "depth": 0, 172 | "source": "builtin", 173 | "dependencies": {} 174 | }, 175 | "com.unity.modules.physics2d": { 176 | "version": "1.0.0", 177 | "depth": 0, 178 | "source": "builtin", 179 | "dependencies": {} 180 | }, 181 | "com.unity.modules.screencapture": { 182 | "version": "1.0.0", 183 | "depth": 0, 184 | "source": "builtin", 185 | "dependencies": { 186 | "com.unity.modules.imageconversion": "1.0.0" 187 | } 188 | }, 189 | "com.unity.modules.subsystems": { 190 | "version": "1.0.0", 191 | "depth": 1, 192 | "source": "builtin", 193 | "dependencies": { 194 | "com.unity.modules.jsonserialize": "1.0.0" 195 | } 196 | }, 197 | "com.unity.modules.terrain": { 198 | "version": "1.0.0", 199 | "depth": 0, 200 | "source": "builtin", 201 | "dependencies": {} 202 | }, 203 | "com.unity.modules.terrainphysics": { 204 | "version": "1.0.0", 205 | "depth": 0, 206 | "source": "builtin", 207 | "dependencies": { 208 | "com.unity.modules.physics": "1.0.0", 209 | "com.unity.modules.terrain": "1.0.0" 210 | } 211 | }, 212 | "com.unity.modules.tilemap": { 213 | "version": "1.0.0", 214 | "depth": 0, 215 | "source": "builtin", 216 | "dependencies": { 217 | "com.unity.modules.physics2d": "1.0.0" 218 | } 219 | }, 220 | "com.unity.modules.ui": { 221 | "version": "1.0.0", 222 | "depth": 0, 223 | "source": "builtin", 224 | "dependencies": {} 225 | }, 226 | "com.unity.modules.uielements": { 227 | "version": "1.0.0", 228 | "depth": 0, 229 | "source": "builtin", 230 | "dependencies": { 231 | "com.unity.modules.imgui": "1.0.0", 232 | "com.unity.modules.jsonserialize": "1.0.0" 233 | } 234 | }, 235 | "com.unity.modules.umbra": { 236 | "version": "1.0.0", 237 | "depth": 0, 238 | "source": "builtin", 239 | "dependencies": {} 240 | }, 241 | "com.unity.modules.unityanalytics": { 242 | "version": "1.0.0", 243 | "depth": 0, 244 | "source": "builtin", 245 | "dependencies": { 246 | "com.unity.modules.unitywebrequest": "1.0.0", 247 | "com.unity.modules.jsonserialize": "1.0.0" 248 | } 249 | }, 250 | "com.unity.modules.unitywebrequest": { 251 | "version": "1.0.0", 252 | "depth": 0, 253 | "source": "builtin", 254 | "dependencies": {} 255 | }, 256 | "com.unity.modules.unitywebrequestassetbundle": { 257 | "version": "1.0.0", 258 | "depth": 0, 259 | "source": "builtin", 260 | "dependencies": { 261 | "com.unity.modules.assetbundle": "1.0.0", 262 | "com.unity.modules.unitywebrequest": "1.0.0" 263 | } 264 | }, 265 | "com.unity.modules.unitywebrequestaudio": { 266 | "version": "1.0.0", 267 | "depth": 0, 268 | "source": "builtin", 269 | "dependencies": { 270 | "com.unity.modules.unitywebrequest": "1.0.0", 271 | "com.unity.modules.audio": "1.0.0" 272 | } 273 | }, 274 | "com.unity.modules.unitywebrequesttexture": { 275 | "version": "1.0.0", 276 | "depth": 0, 277 | "source": "builtin", 278 | "dependencies": { 279 | "com.unity.modules.unitywebrequest": "1.0.0", 280 | "com.unity.modules.imageconversion": "1.0.0" 281 | } 282 | }, 283 | "com.unity.modules.unitywebrequestwww": { 284 | "version": "1.0.0", 285 | "depth": 0, 286 | "source": "builtin", 287 | "dependencies": { 288 | "com.unity.modules.unitywebrequest": "1.0.0", 289 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 290 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 291 | "com.unity.modules.audio": "1.0.0", 292 | "com.unity.modules.assetbundle": "1.0.0", 293 | "com.unity.modules.imageconversion": "1.0.0" 294 | } 295 | }, 296 | "com.unity.modules.vehicles": { 297 | "version": "1.0.0", 298 | "depth": 0, 299 | "source": "builtin", 300 | "dependencies": { 301 | "com.unity.modules.physics": "1.0.0" 302 | } 303 | }, 304 | "com.unity.modules.video": { 305 | "version": "1.0.0", 306 | "depth": 0, 307 | "source": "builtin", 308 | "dependencies": { 309 | "com.unity.modules.audio": "1.0.0", 310 | "com.unity.modules.ui": "1.0.0", 311 | "com.unity.modules.unitywebrequest": "1.0.0" 312 | } 313 | }, 314 | "com.unity.modules.vr": { 315 | "version": "1.0.0", 316 | "depth": 0, 317 | "source": "builtin", 318 | "dependencies": { 319 | "com.unity.modules.jsonserialize": "1.0.0", 320 | "com.unity.modules.physics": "1.0.0", 321 | "com.unity.modules.xr": "1.0.0" 322 | } 323 | }, 324 | "com.unity.modules.wind": { 325 | "version": "1.0.0", 326 | "depth": 0, 327 | "source": "builtin", 328 | "dependencies": {} 329 | }, 330 | "com.unity.modules.xr": { 331 | "version": "1.0.0", 332 | "depth": 0, 333 | "source": "builtin", 334 | "dependencies": { 335 | "com.unity.modules.physics": "1.0.0", 336 | "com.unity.modules.jsonserialize": "1.0.0", 337 | "com.unity.modules.subsystems": "1.0.0" 338 | } 339 | } 340 | } 341 | } 342 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - serializedVersion: 3 73 | m_Name: Fire3 74 | descriptiveName: 75 | descriptiveNegativeName: 76 | negativeButton: 77 | positiveButton: left shift 78 | altNegativeButton: 79 | altPositiveButton: mouse 2 80 | gravity: 1000 81 | dead: 0.001 82 | sensitivity: 1000 83 | snap: 0 84 | invert: 0 85 | type: 0 86 | axis: 0 87 | joyNum: 0 88 | - serializedVersion: 3 89 | m_Name: Jump 90 | descriptiveName: 91 | descriptiveNegativeName: 92 | negativeButton: 93 | positiveButton: space 94 | altNegativeButton: 95 | altPositiveButton: 96 | gravity: 1000 97 | dead: 0.001 98 | sensitivity: 1000 99 | snap: 0 100 | invert: 0 101 | type: 0 102 | axis: 0 103 | joyNum: 0 104 | - serializedVersion: 3 105 | m_Name: Mouse X 106 | descriptiveName: 107 | descriptiveNegativeName: 108 | negativeButton: 109 | positiveButton: 110 | altNegativeButton: 111 | altPositiveButton: 112 | gravity: 0 113 | dead: 0 114 | sensitivity: 0.1 115 | snap: 0 116 | invert: 0 117 | type: 1 118 | axis: 0 119 | joyNum: 0 120 | - serializedVersion: 3 121 | m_Name: Mouse Y 122 | descriptiveName: 123 | descriptiveNegativeName: 124 | negativeButton: 125 | positiveButton: 126 | altNegativeButton: 127 | altPositiveButton: 128 | gravity: 0 129 | dead: 0 130 | sensitivity: 0.1 131 | snap: 0 132 | invert: 0 133 | type: 1 134 | axis: 1 135 | joyNum: 0 136 | - serializedVersion: 3 137 | m_Name: Mouse ScrollWheel 138 | descriptiveName: 139 | descriptiveNegativeName: 140 | negativeButton: 141 | positiveButton: 142 | altNegativeButton: 143 | altPositiveButton: 144 | gravity: 0 145 | dead: 0 146 | sensitivity: 0.1 147 | snap: 0 148 | invert: 0 149 | type: 1 150 | axis: 2 151 | joyNum: 0 152 | - serializedVersion: 3 153 | m_Name: Horizontal 154 | descriptiveName: 155 | descriptiveNegativeName: 156 | negativeButton: 157 | positiveButton: 158 | altNegativeButton: 159 | altPositiveButton: 160 | gravity: 0 161 | dead: 0.19 162 | sensitivity: 1 163 | snap: 0 164 | invert: 0 165 | type: 2 166 | axis: 0 167 | joyNum: 0 168 | - serializedVersion: 3 169 | m_Name: Vertical 170 | descriptiveName: 171 | descriptiveNegativeName: 172 | negativeButton: 173 | positiveButton: 174 | altNegativeButton: 175 | altPositiveButton: 176 | gravity: 0 177 | dead: 0.19 178 | sensitivity: 1 179 | snap: 0 180 | invert: 1 181 | type: 2 182 | axis: 1 183 | joyNum: 0 184 | - serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | - serializedVersion: 3 297 | m_Name: Enable Debug Button 1 298 | descriptiveName: 299 | descriptiveNegativeName: 300 | negativeButton: 301 | positiveButton: left ctrl 302 | altNegativeButton: 303 | altPositiveButton: joystick button 8 304 | gravity: 0 305 | dead: 0 306 | sensitivity: 0 307 | snap: 0 308 | invert: 0 309 | type: 0 310 | axis: 0 311 | joyNum: 0 312 | - serializedVersion: 3 313 | m_Name: Enable Debug Button 2 314 | descriptiveName: 315 | descriptiveNegativeName: 316 | negativeButton: 317 | positiveButton: backspace 318 | altNegativeButton: 319 | altPositiveButton: joystick button 9 320 | gravity: 0 321 | dead: 0 322 | sensitivity: 0 323 | snap: 0 324 | invert: 0 325 | type: 0 326 | axis: 0 327 | joyNum: 0 328 | - serializedVersion: 3 329 | m_Name: Debug Reset 330 | descriptiveName: 331 | descriptiveNegativeName: 332 | negativeButton: 333 | positiveButton: left alt 334 | altNegativeButton: 335 | altPositiveButton: joystick button 1 336 | gravity: 0 337 | dead: 0 338 | sensitivity: 0 339 | snap: 0 340 | invert: 0 341 | type: 0 342 | axis: 0 343 | joyNum: 0 344 | - serializedVersion: 3 345 | m_Name: Debug Next 346 | descriptiveName: 347 | descriptiveNegativeName: 348 | negativeButton: 349 | positiveButton: page down 350 | altNegativeButton: 351 | altPositiveButton: joystick button 5 352 | gravity: 0 353 | dead: 0 354 | sensitivity: 0 355 | snap: 0 356 | invert: 0 357 | type: 0 358 | axis: 0 359 | joyNum: 0 360 | - serializedVersion: 3 361 | m_Name: Debug Previous 362 | descriptiveName: 363 | descriptiveNegativeName: 364 | negativeButton: 365 | positiveButton: page up 366 | altNegativeButton: 367 | altPositiveButton: joystick button 4 368 | gravity: 0 369 | dead: 0 370 | sensitivity: 0 371 | snap: 0 372 | invert: 0 373 | type: 0 374 | axis: 0 375 | joyNum: 0 376 | - serializedVersion: 3 377 | m_Name: Debug Validate 378 | descriptiveName: 379 | descriptiveNegativeName: 380 | negativeButton: 381 | positiveButton: return 382 | altNegativeButton: 383 | altPositiveButton: joystick button 0 384 | gravity: 0 385 | dead: 0 386 | sensitivity: 0 387 | snap: 0 388 | invert: 0 389 | type: 0 390 | axis: 0 391 | joyNum: 0 392 | - serializedVersion: 3 393 | m_Name: Debug Persistent 394 | descriptiveName: 395 | descriptiveNegativeName: 396 | negativeButton: 397 | positiveButton: right shift 398 | altNegativeButton: 399 | altPositiveButton: joystick button 2 400 | gravity: 0 401 | dead: 0 402 | sensitivity: 0 403 | snap: 0 404 | invert: 0 405 | type: 0 406 | axis: 0 407 | joyNum: 0 408 | - serializedVersion: 3 409 | m_Name: Debug Multiplier 410 | descriptiveName: 411 | descriptiveNegativeName: 412 | negativeButton: 413 | positiveButton: left shift 414 | altNegativeButton: 415 | altPositiveButton: joystick button 3 416 | gravity: 0 417 | dead: 0 418 | sensitivity: 0 419 | snap: 0 420 | invert: 0 421 | type: 0 422 | axis: 0 423 | joyNum: 0 424 | - serializedVersion: 3 425 | m_Name: Debug Horizontal 426 | descriptiveName: 427 | descriptiveNegativeName: 428 | negativeButton: left 429 | positiveButton: right 430 | altNegativeButton: 431 | altPositiveButton: 432 | gravity: 1000 433 | dead: 0.001 434 | sensitivity: 1000 435 | snap: 0 436 | invert: 0 437 | type: 0 438 | axis: 0 439 | joyNum: 0 440 | - serializedVersion: 3 441 | m_Name: Debug Vertical 442 | descriptiveName: 443 | descriptiveNegativeName: 444 | negativeButton: down 445 | positiveButton: up 446 | altNegativeButton: 447 | altPositiveButton: 448 | gravity: 1000 449 | dead: 0.001 450 | sensitivity: 1000 451 | snap: 0 452 | invert: 0 453 | type: 0 454 | axis: 0 455 | joyNum: 0 456 | - serializedVersion: 3 457 | m_Name: Debug Vertical 458 | descriptiveName: 459 | descriptiveNegativeName: 460 | negativeButton: down 461 | positiveButton: up 462 | altNegativeButton: 463 | altPositiveButton: 464 | gravity: 1000 465 | dead: 0.001 466 | sensitivity: 1000 467 | snap: 0 468 | invert: 0 469 | type: 2 470 | axis: 6 471 | joyNum: 0 472 | - serializedVersion: 3 473 | m_Name: Debug Horizontal 474 | descriptiveName: 475 | descriptiveNegativeName: 476 | negativeButton: left 477 | positiveButton: right 478 | altNegativeButton: 479 | altPositiveButton: 480 | gravity: 1000 481 | dead: 0.001 482 | sensitivity: 1000 483 | snap: 0 484 | invert: 0 485 | type: 2 486 | axis: 5 487 | joyNum: 0 488 | -------------------------------------------------------------------------------- /Assets/VolumetricLight/Scripts/RayMarchLightPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | public class RayMarchLightPass : ScriptableRenderPass 6 | { 7 | private readonly string k_RayMarchLightTag = "VolumetricLight Ray March Light RenderPass"; 8 | 9 | public VolumetricLightFeature m_Feature; 10 | public VolumtericResolution m_VolumtericResolution; 11 | 12 | private Material m_RayMarchLightMaterial; 13 | private Material m_BilateralBlurMaterial; 14 | 15 | private RenderTargetIdentifier m_Srouce; 16 | private RenderTargetHandle m_Dest; 17 | private RenderTargetHandle m_RayMarchTexture; 18 | private RenderTargetHandle m_TempBlurTexture_1; 19 | private RenderTargetHandle m_TempBlurTexture_2; 20 | private CommandBuffer m_RayMarchLightCommand; 21 | 22 | private VolumetricLightFeature.Settings m_Settings; 23 | private Vector4[] _frustumCorners = new Vector4[4]; 24 | 25 | public RayMarchLightPass() 26 | { 27 | renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; 28 | m_RayMarchTexture.Init("RayMarchTexture"); 29 | m_TempBlurTexture_1.Init("TempBlurTexture_1"); 30 | m_TempBlurTexture_2.Init("TempBlurTexture_2"); 31 | m_RayMarchLightMaterial = CoreUtils.CreateEngineMaterial("Hidden/RayMarchLight"); 32 | m_BilateralBlurMaterial = CoreUtils.CreateEngineMaterial("Hidden/BilateralBlur"); 33 | 34 | } 35 | private Camera _mainCamera; 36 | private Light _mainLight; 37 | public Camera mainCamera { 38 | get { 39 | if (_mainCamera == null) { 40 | _mainCamera = GameObject.Find("Main Camera").GetComponent(); 41 | } 42 | return _mainCamera; 43 | } 44 | } 45 | public Light mainLight { 46 | get { 47 | if (_mainLight == null) { 48 | _mainLight = GameObject.Find("Directional Light").GetComponent(); 49 | } 50 | return _mainLight; 51 | } 52 | } 53 | 54 | public void Setup(RenderTargetIdentifier source, RenderTargetHandle dest, VolumetricLightFeature.Settings settings) 55 | { 56 | m_Srouce = source; 57 | m_Dest = dest; 58 | m_Settings = settings; 59 | } 60 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) 61 | { 62 | base.Configure(cmd, cameraTextureDescriptor); 63 | GenerateDitherTexture(); 64 | RenderTextureDescriptor descriptor = cameraTextureDescriptor; 65 | cmd.GetTemporaryRT(m_RayMarchTexture.id, descriptor, FilterMode.Bilinear); 66 | if (m_VolumtericResolution == VolumtericResolution.Half) 67 | { 68 | descriptor.width /= 2; 69 | descriptor.height /= 2; 70 | } 71 | else if (m_VolumtericResolution == VolumtericResolution.Quarter) 72 | { 73 | descriptor.width /= 4; 74 | descriptor.height /= 4; 75 | } 76 | cmd.GetTemporaryRT(m_TempBlurTexture_2.id, descriptor, FilterMode.Bilinear); 77 | cmd.GetTemporaryRT(m_TempBlurTexture_1.id, descriptor, FilterMode.Bilinear); 78 | Vector3 camDir = GameObject.Find("Main Camera").transform.forward; 79 | m_RayMarchLightMaterial.SetVector("_CameraForward", camDir); 80 | m_RayMarchLightMaterial.SetInt("_SampleCount", m_Settings.SampleCount); 81 | m_RayMarchLightMaterial.SetFloat("_ShadowProjCoef", m_Settings.ShadowProjCoef); 82 | m_RayMarchLightMaterial.SetFloat("_DensityCoef", m_Settings.DensityCoef); 83 | m_RayMarchLightMaterial.SetFloat("_FogHeightCoef", m_Settings.FogHeightCoef); 84 | m_RayMarchLightMaterial.SetFloat("_ExtinctionCoef", m_Settings.ExtinctionCoef); 85 | m_RayMarchLightMaterial.SetTexture("_DitherTex", _ditheringTexture); 86 | m_RayMarchLightMaterial.SetVector("_MieG", new Vector4(1 - (m_Settings.MieG * m_Settings.MieG), 1 + (m_Settings.MieG * m_Settings.MieG), 2 * m_Settings.MieG, 1.0f / (4.0f * Mathf.PI))); 87 | Light light = mainLight; 88 | m_RayMarchLightMaterial.SetVector("_LightDir", new Vector4(light.transform.forward.x, light.transform.forward.y, light.transform.forward.z, 1.0f / (light.range * light.range))); 89 | 90 | cmd.SetGlobalTexture("_CameraDepthTexture", m_Feature.m_SampleDepthTexPass.CurrentCameraDepthTexture.Identifier()); 91 | 92 | m_RayMarchLightMaterial.SetFloat("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); 93 | Camera cam = mainCamera; 94 | _frustumCorners[0] = cam.ViewportToWorldPoint(new Vector3(0, 0, cam.farClipPlane)); 95 | // top left 96 | _frustumCorners[2] = cam.ViewportToWorldPoint(new Vector3(0, 1, cam.farClipPlane)); 97 | // top right 98 | _frustumCorners[3] = cam.ViewportToWorldPoint(new Vector3(1, 1, cam.farClipPlane)); 99 | // bottom right 100 | _frustumCorners[1] = cam.ViewportToWorldPoint(new Vector3(1, 0, cam.farClipPlane)); 101 | 102 | m_RayMarchLightMaterial.SetVectorArray("_FrustumCorners", _frustumCorners); 103 | } 104 | 105 | private void ConfigDirectionalLight(CommandBuffer cmd, ref RenderingData renderingData) 106 | { 107 | 108 | int pass = 0; 109 | 110 | m_RayMarchLightMaterial.SetPass(pass); 111 | 112 | 113 | Texture nullTex = null; 114 | cmd.SetGlobalTexture("_SourceTex", nullTex); 115 | Blit(cmd, nullTex, m_TempBlurTexture_1.Identifier(), m_RayMarchLightMaterial, pass); 116 | } 117 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 118 | { 119 | if (m_RayMarchLightMaterial == null) return; 120 | m_RayMarchLightCommand = CommandBufferPool.Get(k_RayMarchLightTag); 121 | context.ExecuteCommandBuffer(m_RayMarchLightCommand); 122 | m_RayMarchLightCommand.Clear(); 123 | 124 | ConfigDirectionalLight(m_RayMarchLightCommand, ref renderingData); 125 | RenderBlur(m_RayMarchLightCommand, ref renderingData); 126 | 127 | context.ExecuteCommandBuffer(m_RayMarchLightCommand); 128 | CommandBufferPool.Release(m_RayMarchLightCommand); 129 | } 130 | private void RenderBlur(CommandBuffer cmd, ref RenderingData renderingData) 131 | { 132 | Blit(cmd, m_TempBlurTexture_1.Identifier(), m_TempBlurTexture_2.Identifier(), m_BilateralBlurMaterial, 0); 133 | Blit(cmd, m_TempBlurTexture_2.Identifier(), m_TempBlurTexture_1.Identifier(), m_BilateralBlurMaterial, 1); 134 | Blit(cmd, m_TempBlurTexture_1.Identifier(), m_RayMarchTexture.Identifier(), m_BilateralBlurMaterial, 2); 135 | cmd.SetGlobalTexture("_RayMarchTex", m_RayMarchTexture.Identifier()); 136 | } 137 | 138 | public override void FrameCleanup(CommandBuffer cmd) 139 | { 140 | if (m_Dest == RenderTargetHandle.CameraTarget) 141 | { 142 | cmd.ReleaseTemporaryRT(m_TempBlurTexture_1.id); 143 | cmd.ReleaseTemporaryRT(m_TempBlurTexture_2.id); 144 | cmd.ReleaseTemporaryRT(m_RayMarchTexture.id); 145 | } 146 | } 147 | private Texture2D _ditheringTexture; 148 | private void GenerateDitherTexture() 149 | { 150 | if (_ditheringTexture != null) 151 | { 152 | return; 153 | } 154 | 155 | int size = 8; 156 | _ditheringTexture = new Texture2D(size, size, TextureFormat.Alpha8, false, true); 157 | _ditheringTexture.filterMode = FilterMode.Point; 158 | Color32[] c = new Color32[size * size]; 159 | 160 | byte b; 161 | int i = 0; 162 | b = (byte)(1.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 163 | b = (byte)(49.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 164 | b = (byte)(13.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 165 | b = (byte)(61.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 166 | b = (byte)(4.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 167 | b = (byte)(52.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 168 | b = (byte)(16.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 169 | b = (byte)(64.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 170 | 171 | b = (byte)(33.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 172 | b = (byte)(17.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 173 | b = (byte)(45.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 174 | b = (byte)(29.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 175 | b = (byte)(36.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 176 | b = (byte)(20.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 177 | b = (byte)(48.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 178 | b = (byte)(32.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 179 | 180 | b = (byte)(9.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 181 | b = (byte)(57.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 182 | b = (byte)(5.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 183 | b = (byte)(53.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 184 | b = (byte)(12.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 185 | b = (byte)(60.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 186 | b = (byte)(8.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 187 | b = (byte)(56.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 188 | 189 | b = (byte)(41.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 190 | b = (byte)(25.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 191 | b = (byte)(37.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 192 | b = (byte)(21.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 193 | b = (byte)(44.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 194 | b = (byte)(28.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 195 | b = (byte)(40.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 196 | b = (byte)(24.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 197 | 198 | b = (byte)(3.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 199 | b = (byte)(51.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 200 | b = (byte)(15.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 201 | b = (byte)(63.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 202 | b = (byte)(2.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 203 | b = (byte)(50.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 204 | b = (byte)(14.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 205 | b = (byte)(62.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 206 | 207 | b = (byte)(35.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 208 | b = (byte)(19.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 209 | b = (byte)(47.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 210 | b = (byte)(31.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 211 | b = (byte)(34.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 212 | b = (byte)(18.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 213 | b = (byte)(46.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 214 | b = (byte)(30.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 215 | 216 | b = (byte)(11.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 217 | b = (byte)(59.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 218 | b = (byte)(7.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 219 | b = (byte)(55.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 220 | b = (byte)(10.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 221 | b = (byte)(58.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 222 | b = (byte)(6.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 223 | b = (byte)(54.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 224 | 225 | b = (byte)(43.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 226 | b = (byte)(27.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 227 | b = (byte)(39.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 228 | b = (byte)(23.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 229 | b = (byte)(42.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 230 | b = (byte)(26.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 231 | b = (byte)(38.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 232 | b = (byte)(22.0f / 65.0f * 255); c[i++] = new Color32(b, b, b, b); 233 | _ditheringTexture.SetPixels32(c); 234 | _ditheringTexture.Apply(); 235 | } 236 | 237 | } 238 | --------------------------------------------------------------------------------