2026-03-18 허수아비 추가
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using UnityEditor;
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namespace Ilumisoft.Rendering
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{
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[CustomEditor(typeof(OutlineRendererFeature))]
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public class OutlineRendererFeatureEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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EditorGUILayout.HelpBox("Add the Outline override to a Post-processing Volume to further adjust the appearance of the outlines.", MessageType.Info);
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using UnityEngine;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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using UnityEngine.Rendering.Universal;
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namespace Ilumisoft.Rendering
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{
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[DisallowMultipleRendererFeature("Outline")]
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public class OutlineRendererFeature : ScriptableRendererFeature
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{
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{
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BeforeRenderingTransparents = 450,
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}
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{
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DepthOnly,
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DepthNormal
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{
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public OutlineMode Mode;
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public bool ScaleWithResolution;
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public int ReferenceHeight;
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}
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class OutlineRenderPass : ScriptableRenderPass
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{
|
||||
private readonly int LUMINANCE_CONTRAST = Shader.PropertyToID("_LuminanceContrast");
|
||||
private readonly int LUMINANCE_POWER = Shader.PropertyToID("_LuminancePower");
|
||||
private readonly int BACKGROUND_COLOR = Shader.PropertyToID("_BackgroundColor");
|
||||
private readonly int BACKGROUND_COLOR_OPACITY = Shader.PropertyToID("_BackgroundColorOpacity");
|
||||
private readonly int DEPTH_EDGE = Shader.PropertyToID("_DepthEdge");
|
||||
private readonly int NORMAL_EDGE = Shader.PropertyToID("_NormalEdge");
|
||||
private readonly int IS_FADE_ENABLED = Shader.PropertyToID("_IsFadeEnabled");
|
||||
private readonly int FADE_START = Shader.PropertyToID("_FadeStart");
|
||||
private readonly int FADE_END = Shader.PropertyToID("_FadeEnd");
|
||||
private readonly int REFERENCE_HEIGHT = Shader.PropertyToID("_ReferenceHeight");
|
||||
private readonly int OUTLINE_THICKNESS_ID = Shader.PropertyToID("_OutlineThickness");
|
||||
private readonly int OUTLINE_COLOR_ID = Shader.PropertyToID("_OutlineColor");
|
||||
|
||||
Material material;
|
||||
|
||||
Settings settings;
|
||||
|
||||
public void Setup(Material material, Settings settings)
|
||||
{
|
||||
this.material = material;
|
||||
this.settings = settings;
|
||||
}
|
||||
|
||||
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
|
||||
{
|
||||
var volumeComponent = VolumeManager.instance.stack.GetComponent<OutlineVolumeComponent>();
|
||||
|
||||
// Get settings from volume component
|
||||
int thickness = volumeComponent.thickness.value;
|
||||
Color outlineColor = volumeComponent.outlineColor.value;
|
||||
Color backgroundColor = volumeComponent.backgroundColor.value;
|
||||
bool isDistanceFadeEnabled = volumeComponent.distanceFade.value;
|
||||
float distanceFadeStart = volumeComponent.fadeStart.value;
|
||||
float distanceFadeDistance = volumeComponent.fadeDistance.value;
|
||||
bool backgroundFill = volumeComponent.backgroundFill.value;
|
||||
Vector2 depthEdge = volumeComponent.depthSmoothstep.value;
|
||||
Vector2 normalEdge = volumeComponent.normalSmoothstep.value;
|
||||
float luminancePower = volumeComponent.luminanceDetail.value;
|
||||
float luminanceContrast = volumeComponent.luminanceContrast.value;
|
||||
|
||||
int referenceHeight = settings.ReferenceHeight;
|
||||
|
||||
// Cancel if outline are disabled
|
||||
if (thickness == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
||||
|
||||
var sourceHandle = resourceData.activeColorTexture;
|
||||
var descriptor = sourceHandle.GetDescriptor(renderGraph);
|
||||
descriptor.clearBuffer = false;
|
||||
descriptor.name = "_CameraColorOutline";
|
||||
|
||||
if (!sourceHandle.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get current image height if outlines should not be scaled by a reference resolution
|
||||
if (!settings.ScaleWithResolution)
|
||||
{
|
||||
referenceHeight = descriptor.height;
|
||||
}
|
||||
|
||||
// Set material properties
|
||||
material.SetColor(OUTLINE_COLOR_ID, outlineColor);
|
||||
material.SetInt(OUTLINE_THICKNESS_ID, thickness);
|
||||
material.SetInt(REFERENCE_HEIGHT, referenceHeight);
|
||||
material.SetInt(IS_FADE_ENABLED, isDistanceFadeEnabled ? 1 : 0);
|
||||
material.SetFloat(FADE_START, distanceFadeStart);
|
||||
material.SetFloat(FADE_END, distanceFadeStart + distanceFadeDistance);
|
||||
material.SetColor(BACKGROUND_COLOR, backgroundColor);
|
||||
material.SetFloat(BACKGROUND_COLOR_OPACITY, backgroundFill ? 1 : 0);
|
||||
material.SetVector(DEPTH_EDGE, depthEdge);
|
||||
material.SetVector(NORMAL_EDGE, normalEdge);
|
||||
material.SetFloat(LUMINANCE_POWER, luminancePower);
|
||||
material.SetFloat(LUMINANCE_CONTRAST, luminanceContrast);
|
||||
|
||||
// Outline blit
|
||||
TextureHandle targetHandle = renderGraph.CreateTexture(descriptor);
|
||||
var parameters = new RenderGraphUtils.BlitMaterialParameters(sourceHandle, targetHandle, material, (int)settings.Mode);
|
||||
renderGraph.AddBlitPass(parameters, passName: "Draw Outlines");
|
||||
|
||||
resourceData.cameraColor = targetHandle;
|
||||
}
|
||||
}
|
||||
|
||||
[Tooltip("Specifies where in the frame this pass will be injected.")]
|
||||
public InjectionPoint injectionPoint = InjectionPoint.BeforeRenderingTransparents;
|
||||
|
||||
[Tooltip("Determines which scene data is used for edge detection. 'Depth Only' uses depth differences. 'Depth + Normal' uses surface angle changes as well.")]
|
||||
public OutlineMode mode = OutlineMode.DepthNormal;
|
||||
|
||||
[Tooltip("When enabled, outline thickness scales proportionally with screen resolution to maintain visual consistency across different screen resolutions.")]
|
||||
public bool scaleWithResolution = true;
|
||||
|
||||
[Tooltip("The vertical resolution used as a baseline for outline thickness scaling. A value of 1080 means the effect appears 1:1 at 1080p.")]
|
||||
[Min(720)]
|
||||
public int referenceHeight = 1080;
|
||||
|
||||
public bool showInSceneView = false;
|
||||
|
||||
Shader shader;
|
||||
Material material;
|
||||
OutlineRenderPass renderPass;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
shader = Shader.Find("Hidden/Ilumisoft/PostProcessing/Outline");
|
||||
|
||||
if (shader == null)
|
||||
{
|
||||
Debug.LogWarning("Outline Renderer Feature: Could not find outline shader");
|
||||
return;
|
||||
}
|
||||
|
||||
material = CoreUtils.CreateEngineMaterial(shader);
|
||||
renderPass = new OutlineRenderPass();
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
if (renderPass == null || material == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (renderingData.cameraData.cameraType == CameraType.Preview || renderingData.cameraData.cameraType == CameraType.Reflection || UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (renderingData.cameraData.cameraType != CameraType.Game && !(showInSceneView && renderingData.cameraData.cameraType == CameraType.SceneView))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var inputRequirements = ScriptableRenderPassInput.Depth;
|
||||
|
||||
if (mode == OutlineMode.DepthNormal)
|
||||
{
|
||||
inputRequirements |= ScriptableRenderPassInput.Normal;
|
||||
}
|
||||
|
||||
renderPass.ConfigureInput(inputRequirements);
|
||||
renderPass.requiresIntermediateTexture = true;
|
||||
renderPass.renderPassEvent = injectionPoint switch
|
||||
{
|
||||
InjectionPoint.BeforeRenderingTransparents => RenderPassEvent.BeforeRenderingTransparents,
|
||||
InjectionPoint.BeforeRenderingPostProcessing => RenderPassEvent.BeforeRenderingPostProcessing,
|
||||
_ => RenderPassEvent.BeforeRenderingTransparents,
|
||||
};
|
||||
|
||||
renderPass.Setup(material, new Settings()
|
||||
{
|
||||
Mode = mode,
|
||||
ReferenceHeight = referenceHeight,
|
||||
ScaleWithResolution = scaleWithResolution
|
||||
});
|
||||
|
||||
renderer.EnqueuePass(renderPass);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
CoreUtils.Destroy(material);
|
||||
renderPass = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb259e2f978090e4f987a7c376e9b952
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 327778
|
||||
packageName: Outline Plus - Post Processing Edge Detection for URP
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/Ilumisoft/Outline Plus/Scripts/Runtime/OutlineRendererFeature.cs
|
||||
uploadId: 782589
|
||||
@@ -0,0 +1,57 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace Ilumisoft.Rendering
|
||||
{
|
||||
[Serializable]
|
||||
[DisplayInfo(name = "Outline")]
|
||||
[VolumeComponentMenu("Post-processing/Outline")]
|
||||
[VolumeRequiresRendererFeatures(typeof(OutlineRendererFeature))]
|
||||
public class OutlineVolumeComponent : VolumeComponent
|
||||
{
|
||||
[Header("Outline Settings")]
|
||||
[Tooltip("The width of the outline in pixels. A value of 0 will disable outlines.")]
|
||||
public ClampedIntParameter thickness = new ClampedIntParameter(1, 0, 4);
|
||||
|
||||
[Tooltip("The color used for the outline.")]
|
||||
public ColorParameter outlineColor = new ColorParameter(Color.black);
|
||||
|
||||
[Header("Edge Detection Sensitivity")]
|
||||
[Tooltip("Depth sensitivity for edge detection. Defines the lower and upper threshold used in the smoothstep function. Smaller values make the effect more sensitive to depth differences.")]
|
||||
public FloatRangeParameter depthSmoothstep = new FloatRangeParameter(new Vector2(0.1f, 0.2f), 0, 1);
|
||||
|
||||
[Tooltip("Normal sensitivity for edge detection. Defines the lower and upper threshold used in the smoothstep function. Smaller values make the effect more sensitive to surface angle changes.")]
|
||||
public FloatRangeParameter normalSmoothstep = new FloatRangeParameter(new Vector2(0.2f, 0.7f), 0, 1);
|
||||
|
||||
[Header("Background Fill (Optional)")]
|
||||
|
||||
[Tooltip("Enable fill of the background color.")]
|
||||
public BoolParameter backgroundFill = new BoolParameter(false);
|
||||
|
||||
[Tooltip("Optional background color fill. Only visible if 'Background Fill' is enabled.")]
|
||||
public ColorParameter backgroundColor = new ColorParameter(Color.white);
|
||||
|
||||
[Tooltip("Controls how much detail from the original images luminance is preserved in the background fill. A value of 0 results in a flat fill, 1 keeps full luminance detail.")]
|
||||
public ClampedFloatParameter luminanceDetail = new ClampedFloatParameter(1, 0, 1);
|
||||
|
||||
[Tooltip("Applies a contrast adjustment to the luminance before blending with the fill color. Higher values increase the brightness difference between dark and light areas.")]
|
||||
public MinFloatParameter luminanceContrast = new MinFloatParameter(1, 0);
|
||||
|
||||
[Header("Distance-Based Fading")]
|
||||
[Tooltip("Enable distance-based fading of the outline effect.")]
|
||||
public BoolParameter distanceFade = new BoolParameter(false);
|
||||
|
||||
[Tooltip("The distance from the camera (in metres) at which outline fading begins. Only used if Distance Fade is enabled.")]
|
||||
public MinFloatParameter fadeStart = new MinFloatParameter(0, 0);
|
||||
|
||||
[Tooltip("How far from the fade start point (in metres) the outlines will fully fade out. Only used if Distance Fade is enabled.")]
|
||||
public MinFloatParameter fadeDistance = new MinFloatParameter(100, 0);
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ffbcdfc145ceaa7468c1bc9b6c4e3e9e
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 327778
|
||||
packageName: Outline Plus - Post Processing Edge Detection for URP
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/Ilumisoft/Outline Plus/Scripts/Runtime/OutlineVolumeComponent.cs
|
||||
uploadId: 782589
|
||||
8
Assets/Ilumisoft/Outline Plus/Shaders.meta
Normal file
8
Assets/Ilumisoft/Outline Plus/Shaders.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e30cc0484d05e748a85bc726b197657
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
203
Assets/Ilumisoft/Outline Plus/Shaders/OutlineShader.shader
Normal file
203
Assets/Ilumisoft/Outline Plus/Shaders/OutlineShader.shader
Normal file
@@ -0,0 +1,203 @@
|
||||
Shader "Hidden/Ilumisoft/PostProcessing/Outline"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
||||
|
||||
float4 _OutlineColor;
|
||||
float4 _BackgroundColor;
|
||||
float _BackgroundColorOpacity;
|
||||
float _ReferenceHeight;
|
||||
int _OutlineThickness;
|
||||
int _IsFadeEnabled;
|
||||
float _FadeStart;
|
||||
float _FadeEnd;
|
||||
float2 _DepthEdge;
|
||||
float2 _NormalEdge;
|
||||
float _LuminancePower;
|
||||
float _LuminanceContrast;
|
||||
|
||||
// Samples the scene normals remapped to [0,1]
|
||||
inline float3 SampleNormal(float2 uv)
|
||||
{
|
||||
return SampleSceneNormals(uv) * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
// Samples the scene color
|
||||
inline float3 SampleColor(float2 uv)
|
||||
{
|
||||
return SAMPLE_TEXTURE2D(_BlitTexture,sampler_LinearClamp, uv).rgb;
|
||||
}
|
||||
|
||||
// Samples the scene depth linear01
|
||||
inline float SampleDepthLinear01(float2 uv)
|
||||
{
|
||||
return Linear01Depth(SampleSceneDepth(uv),_ZBufferParams);
|
||||
}
|
||||
|
||||
float GetNormalOutline(float3 topLeft, float3 bottomRight, float3 topRight, float3 bottomLeft)
|
||||
{
|
||||
float3 delta = abs(topLeft-bottomRight) + abs(topRight-bottomLeft);
|
||||
|
||||
float normalOutline = saturate(max(delta.r, max(delta.g, delta.b)));
|
||||
|
||||
return smoothstep(_NormalEdge.x, _NormalEdge.y, normalOutline);
|
||||
}
|
||||
|
||||
float GetDepthOutline(float topLeft, float bottomRight, float topRight, float bottomLeft)
|
||||
{
|
||||
float result = abs(topLeft - bottomRight) + abs(topRight - bottomLeft);
|
||||
|
||||
result /= max(topLeft, max(bottomRight, max(topRight, bottomLeft)));
|
||||
|
||||
return smoothstep(_DepthEdge.x, _DepthEdge.y, saturate(result));
|
||||
}
|
||||
|
||||
inline float InverseLerp(float a, float b, float t)
|
||||
{
|
||||
return saturate((t-a)/(b-a));
|
||||
}
|
||||
|
||||
float LuminancePowerContrast(float3 color, float power, float contrast)
|
||||
{
|
||||
float luminance = pow(saturate(Luminance(color)), power);
|
||||
float midpoint = pow(0.5, 2.2);
|
||||
return saturate((luminance - midpoint) * contrast + midpoint);
|
||||
}
|
||||
|
||||
float4 OutlineDepthOnly (Varyings input) : SV_Target
|
||||
{
|
||||
float2 offset = _OutlineThickness * _BlitTexture_TexelSize.xy*_ScreenParams.y/_ReferenceHeight;
|
||||
float2 centerUV = input.texcoord;
|
||||
|
||||
// Sample color and depth of the current pixel
|
||||
float3 centerColor = SampleColor(centerUV);
|
||||
float centerDepth = SampleSceneDepth(centerUV);
|
||||
float distance = LinearEyeDepth(centerDepth,_ZBufferParams);
|
||||
centerDepth = Linear01Depth(centerDepth,_ZBufferParams);
|
||||
|
||||
float cornerDepths[4];
|
||||
float2 cornerUVs[4];
|
||||
|
||||
// Create corner UVs
|
||||
cornerUVs[0] = centerUV + float2(-offset.x, offset.y);
|
||||
cornerUVs[1] = centerUV - float2(-offset.x, offset.y);
|
||||
cornerUVs[2] = centerUV + offset;
|
||||
cornerUVs[3] = centerUV - offset;
|
||||
|
||||
[unroll]
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
// depth
|
||||
cornerDepths[i] = SampleDepthLinear01(cornerUVs[i]);
|
||||
|
||||
// Discard values with a lower depth
|
||||
cornerDepths[i] = (cornerDepths[i]>centerDepth) ? cornerDepths[i] : centerDepth;
|
||||
}
|
||||
|
||||
// Compute outline
|
||||
float outline = GetDepthOutline(cornerDepths[0], cornerDepths[1], cornerDepths[2], cornerDepths[3]);
|
||||
|
||||
// Apply distance fade
|
||||
outline *= 1.0 - InverseLerp(_FadeStart, _FadeEnd, distance) * _IsFadeEnabled;
|
||||
|
||||
// Apply background color fill
|
||||
float3 color = LuminancePowerContrast(centerColor, _LuminancePower, _LuminanceContrast) * _BackgroundColor.rgb;
|
||||
color = lerp(centerColor, color, _BackgroundColorOpacity);
|
||||
|
||||
// Apply outline
|
||||
color = lerp(color, _OutlineColor.rgb, outline*_OutlineColor.a);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
float4 OutlineDepthNormal (Varyings input) : SV_Target
|
||||
{
|
||||
float2 offset = _OutlineThickness * _BlitTexture_TexelSize.xy*_ScreenParams.y/_ReferenceHeight;
|
||||
float2 centerUV = input.texcoord;
|
||||
|
||||
// Sample color, depth and normal of the current pixel
|
||||
float3 centerNormal = SampleNormal(centerUV);
|
||||
float3 centerColor = SampleColor(centerUV);
|
||||
float centerDepth = SampleSceneDepth(centerUV);
|
||||
float distance = LinearEyeDepth(centerDepth,_ZBufferParams);
|
||||
centerDepth = Linear01Depth(centerDepth,_ZBufferParams);
|
||||
|
||||
float3 cornerNormals[4];
|
||||
float cornerDepths[4];
|
||||
float2 cornerUVs[4];
|
||||
|
||||
// Create corner UVs
|
||||
cornerUVs[0] = centerUV + float2(-offset.x, offset.y);
|
||||
cornerUVs[1] = centerUV - float2(-offset.x, offset.y);
|
||||
cornerUVs[2] = centerUV + offset;
|
||||
cornerUVs[3] = centerUV - offset;
|
||||
|
||||
[unroll]
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
// sample normal and depth
|
||||
cornerNormals[i] = SampleNormal(cornerUVs[i]);
|
||||
cornerDepths[i] = SampleDepthLinear01(cornerUVs[i]);
|
||||
|
||||
// Discard values with a lower depth
|
||||
cornerNormals[i] = (cornerDepths[i]>centerDepth) ? cornerNormals[i] : centerNormal;
|
||||
cornerDepths[i] = (cornerDepths[i]>centerDepth) ? cornerDepths[i] : centerDepth;
|
||||
}
|
||||
|
||||
// Compute outline
|
||||
float normalOutline = GetNormalOutline(cornerNormals[0], cornerNormals[1], cornerNormals[2], cornerNormals[3]);
|
||||
|
||||
float depthOutline = GetDepthOutline(cornerDepths[0], cornerDepths[1], cornerDepths[2], cornerDepths[3]);
|
||||
|
||||
float outline = max(normalOutline, depthOutline);
|
||||
|
||||
// Apply distance fade
|
||||
outline *= 1.0 - InverseLerp(_FadeStart, _FadeEnd, distance) * _IsFadeEnabled;
|
||||
|
||||
// Apply background color fill
|
||||
float3 color = LuminancePowerContrast(centerColor, _LuminancePower, _LuminanceContrast) * _BackgroundColor.rgb;
|
||||
color = lerp(centerColor, color, _BackgroundColorOpacity);
|
||||
|
||||
// Apply outline
|
||||
color = lerp(color, _OutlineColor.rgb, outline*_OutlineColor.a);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
|
||||
LOD 100
|
||||
ZWrite Off Cull Off
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "OutlineDepthOnlyPass"
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment OutlineDepthOnly
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "OutlineDepthNormalPass"
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment OutlineDepthNormal
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
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ShaderImporter:
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externalObjects: {}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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||||
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|
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packageVersion: 1.0
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||||
assetPath: Assets/Ilumisoft/Outline Plus/Shaders/OutlineShader.shader
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||||
uploadId: 782589
|
||||
Reference in New Issue
Block a user