mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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commit
21c35bc31b
17 changed files with 1550 additions and 67 deletions
74
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||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: Rod
|
m_Name: Object
|
||||||
m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3}
|
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
|
||||||
m_ShaderKeywords:
|
m_ShaderKeywords:
|
||||||
m_LightmapFlags: 4
|
m_LightmapFlags: 4
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
m_DoubleSidedGI: 0
|
m_DoubleSidedGI: 0
|
||||||
m_CustomRenderQueue: -1
|
m_CustomRenderQueue: 2000
|
||||||
stringTagMap: {}
|
stringTagMap:
|
||||||
|
RenderType: Opaque
|
||||||
disabledShaderPasses: []
|
disabledShaderPasses: []
|
||||||
m_SavedProperties:
|
m_SavedProperties:
|
||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
|
@ -98,6 +99,7 @@ Material:
|
||||||
- _EnvironmentReflections: 1
|
- _EnvironmentReflections: 1
|
||||||
- _GlossMapScale: 0
|
- _GlossMapScale: 0
|
||||||
- _Glossiness: 0
|
- _Glossiness: 0
|
||||||
|
- _GlossinessSource: 0
|
||||||
- _GlossyReflections: 0
|
- _GlossyReflections: 0
|
||||||
- _IndirectLightMultiplier: 1
|
- _IndirectLightMultiplier: 1
|
||||||
- _IsFace: 0
|
- _IsFace: 0
|
||||||
|
@ -116,8 +118,11 @@ Material:
|
||||||
- _ReceiveShadowMappingPosOffset: 0
|
- _ReceiveShadowMappingPosOffset: 0
|
||||||
- _ReceiveShadows: 1
|
- _ReceiveShadows: 1
|
||||||
- _SampleGI: 0
|
- _SampleGI: 0
|
||||||
|
- _Shininess: 0
|
||||||
- _Smoothness: 0.5
|
- _Smoothness: 0.5
|
||||||
|
- _SmoothnessSource: 0
|
||||||
- _SmoothnessTextureChannel: 0
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecSource: 0
|
||||||
- _SpecularHighlights: 1
|
- _SpecularHighlights: 1
|
||||||
- _SrcBlend: 1
|
- _SrcBlend: 1
|
||||||
- _Surface: 0
|
- _Surface: 0
|
8
Assets/Shaders/Outline.meta
Normal file
8
Assets/Shaders/Outline.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b44f936e68483464e83e2ee23b5a1867
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
113
Assets/Shaders/Outline/DepthNormalsFeature.cs
Normal file
113
Assets/Shaders/Outline/DepthNormalsFeature.cs
Normal file
|
@ -0,0 +1,113 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
public class DepthNormalsFeature : ScriptableRendererFeature
|
||||||
|
{
|
||||||
|
class DepthNormalsPass : ScriptableRenderPass
|
||||||
|
{
|
||||||
|
int kDepthBufferBits = 32;
|
||||||
|
private RenderTargetHandle depthAttachmentHandle { get; set; }
|
||||||
|
internal RenderTextureDescriptor descriptor { get; private set; }
|
||||||
|
|
||||||
|
private Material depthNormalsMaterial = null;
|
||||||
|
private FilteringSettings m_FilteringSettings;
|
||||||
|
string m_ProfilerTag = "DepthNormals Prepass";
|
||||||
|
ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
|
||||||
|
|
||||||
|
public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
|
||||||
|
{
|
||||||
|
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
|
||||||
|
depthNormalsMaterial = material;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
|
||||||
|
{
|
||||||
|
this.depthAttachmentHandle = depthAttachmentHandle;
|
||||||
|
baseDescriptor.colorFormat = RenderTextureFormat.ARGB32;
|
||||||
|
baseDescriptor.depthBufferBits = kDepthBufferBits;
|
||||||
|
descriptor = baseDescriptor;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This method is called before executing the render pass.
|
||||||
|
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||||
|
// When empty this render pass will render to the active camera render target.
|
||||||
|
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
||||||
|
// The render pipeline will ensure target setup and clearing happens in an performance manner.
|
||||||
|
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||||
|
{
|
||||||
|
cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
|
||||||
|
ConfigureTarget(depthAttachmentHandle.Identifier());
|
||||||
|
ConfigureClear(ClearFlag.All, Color.black);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Here you can implement the rendering logic.
|
||||||
|
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||||
|
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||||
|
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
|
||||||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
|
||||||
|
|
||||||
|
using (new ProfilingSample(cmd, m_ProfilerTag))
|
||||||
|
{
|
||||||
|
context.ExecuteCommandBuffer(cmd);
|
||||||
|
cmd.Clear();
|
||||||
|
|
||||||
|
var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
|
||||||
|
var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
|
||||||
|
drawSettings.perObjectData = PerObjectData.None;
|
||||||
|
|
||||||
|
|
||||||
|
ref CameraData cameraData = ref renderingData.cameraData;
|
||||||
|
Camera camera = cameraData.camera;
|
||||||
|
if (cameraData.isStereoEnabled)
|
||||||
|
context.StartMultiEye(camera);
|
||||||
|
|
||||||
|
|
||||||
|
drawSettings.overrideMaterial = depthNormalsMaterial;
|
||||||
|
|
||||||
|
|
||||||
|
context.DrawRenderers(renderingData.cullResults, ref drawSettings,
|
||||||
|
ref m_FilteringSettings);
|
||||||
|
|
||||||
|
cmd.SetGlobalTexture("_CameraDepthNormalsTexture", depthAttachmentHandle.id);
|
||||||
|
}
|
||||||
|
|
||||||
|
context.ExecuteCommandBuffer(cmd);
|
||||||
|
CommandBufferPool.Release(cmd);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||||
|
public override void FrameCleanup(CommandBuffer cmd)
|
||||||
|
{
|
||||||
|
if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
|
||||||
|
{
|
||||||
|
cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
|
||||||
|
depthAttachmentHandle = RenderTargetHandle.CameraTarget;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DepthNormalsPass depthNormalsPass;
|
||||||
|
RenderTargetHandle depthNormalsTexture;
|
||||||
|
Material depthNormalsMaterial;
|
||||||
|
|
||||||
|
public override void Create()
|
||||||
|
{
|
||||||
|
depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
|
||||||
|
depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);
|
||||||
|
depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
|
||||||
|
depthNormalsTexture.Init("_CameraDepthNormalsTexture");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Here you can inject one or multiple render passes in the renderer.
|
||||||
|
// This method is called when setting up the renderer once per-camera.
|
||||||
|
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
depthNormalsPass.Setup(renderingData.cameraData.cameraTargetDescriptor, depthNormalsTexture);
|
||||||
|
renderer.EnqueuePass(depthNormalsPass);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
11
Assets/Shaders/Outline/DepthNormalsFeature.cs.meta
Normal file
11
Assets/Shaders/Outline/DepthNormalsFeature.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3c0c301f9e8bcb74583ece56b872b224
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
67
Assets/Shaders/Outline/Outline.hlsl
Normal file
67
Assets/Shaders/Outline/Outline.hlsl
Normal file
|
@ -0,0 +1,67 @@
|
||||||
|
TEXTURE2D(_CameraColorTexture);
|
||||||
|
SAMPLER(sampler_CameraColorTexture);
|
||||||
|
float4 _CameraColorTexture_TexelSize;
|
||||||
|
|
||||||
|
TEXTURE2D(_CameraDepthTexture);
|
||||||
|
SAMPLER(sampler_CameraDepthTexture);
|
||||||
|
|
||||||
|
TEXTURE2D(_CameraDepthNormalsTexture);
|
||||||
|
SAMPLER(sampler_CameraDepthNormalsTexture);
|
||||||
|
|
||||||
|
float3 DecodeNormal(float4 enc)
|
||||||
|
{
|
||||||
|
float kScale = 1.7777;
|
||||||
|
float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
|
||||||
|
float g = 2.0 / dot(nn.xyz,nn.xyz);
|
||||||
|
float3 n;
|
||||||
|
n.xy = g*nn.xy;
|
||||||
|
n.z = g-1;
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out)
|
||||||
|
{
|
||||||
|
float halfScaleFloor = floor(OutlineThickness * 0.5);
|
||||||
|
float halfScaleCeil = ceil(OutlineThickness * 0.5);
|
||||||
|
float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w);
|
||||||
|
|
||||||
|
float2 uvSamples[4];
|
||||||
|
float depthSamples[4];
|
||||||
|
float3 normalSamples[4], colorSamples[4];
|
||||||
|
|
||||||
|
uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor;
|
||||||
|
uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil;
|
||||||
|
uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor);
|
||||||
|
uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil);
|
||||||
|
|
||||||
|
for(int i = 0; i < 4 ; i++)
|
||||||
|
{
|
||||||
|
depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
|
||||||
|
normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
|
||||||
|
colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Depth
|
||||||
|
float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
|
||||||
|
float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
|
||||||
|
float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
|
||||||
|
float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
|
||||||
|
edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
|
||||||
|
|
||||||
|
// Normals
|
||||||
|
float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
|
||||||
|
float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
|
||||||
|
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
|
||||||
|
edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
|
||||||
|
|
||||||
|
// Color
|
||||||
|
float3 colorFiniteDifference0 = colorSamples[1] - colorSamples[0];
|
||||||
|
float3 colorFiniteDifference1 = colorSamples[3] - colorSamples[2];
|
||||||
|
float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1));
|
||||||
|
edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0;
|
||||||
|
|
||||||
|
float edge = max(edgeDepth, max(edgeNormal, edgeColor));
|
||||||
|
|
||||||
|
float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]);
|
||||||
|
Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a));
|
||||||
|
}
|
10
Assets/Shaders/Outline/Outline.hlsl.meta
Normal file
10
Assets/Shaders/Outline/Outline.hlsl.meta
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e658a006105f1214b96587bba83f0f67
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
101
Assets/Shaders/Outline/OutlineFeature.cs
Normal file
101
Assets/Shaders/Outline/OutlineFeature.cs
Normal file
|
@ -0,0 +1,101 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
public class OutlineFeature : ScriptableRendererFeature
|
||||||
|
{
|
||||||
|
class OutlinePass : ScriptableRenderPass
|
||||||
|
{
|
||||||
|
private RenderTargetIdentifier source { get; set; }
|
||||||
|
private RenderTargetHandle destination { get; set; }
|
||||||
|
public Material outlineMaterial = null;
|
||||||
|
RenderTargetHandle temporaryColorTexture;
|
||||||
|
|
||||||
|
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
|
||||||
|
{
|
||||||
|
this.source = source;
|
||||||
|
this.destination = destination;
|
||||||
|
}
|
||||||
|
|
||||||
|
public OutlinePass(Material outlineMaterial)
|
||||||
|
{
|
||||||
|
this.outlineMaterial = outlineMaterial;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// This method is called before executing the render pass.
|
||||||
|
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||||
|
// When empty this render pass will render to the active camera render target.
|
||||||
|
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
||||||
|
// The render pipeline will ensure target setup and clearing happens in an performance manner.
|
||||||
|
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Here you can implement the rendering logic.
|
||||||
|
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||||
|
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||||
|
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
|
||||||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
CommandBuffer cmd = CommandBufferPool.Get("_OutlinePass");
|
||||||
|
|
||||||
|
RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor;
|
||||||
|
opaqueDescriptor.depthBufferBits = 0;
|
||||||
|
|
||||||
|
if (destination == RenderTargetHandle.CameraTarget)
|
||||||
|
{
|
||||||
|
cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor, FilterMode.Point);
|
||||||
|
Blit(cmd, source, temporaryColorTexture.Identifier(), outlineMaterial, 0);
|
||||||
|
Blit(cmd, temporaryColorTexture.Identifier(), source);
|
||||||
|
|
||||||
|
}
|
||||||
|
else Blit(cmd, source, destination.Identifier(), outlineMaterial, 0);
|
||||||
|
|
||||||
|
context.ExecuteCommandBuffer(cmd);
|
||||||
|
CommandBufferPool.Release(cmd);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||||
|
public override void FrameCleanup(CommandBuffer cmd)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (destination == RenderTargetHandle.CameraTarget)
|
||||||
|
cmd.ReleaseTemporaryRT(temporaryColorTexture.id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class OutlineSettings
|
||||||
|
{
|
||||||
|
public Material outlineMaterial = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public OutlineSettings settings = new OutlineSettings();
|
||||||
|
OutlinePass outlinePass;
|
||||||
|
RenderTargetHandle outlineTexture;
|
||||||
|
|
||||||
|
public override void Create()
|
||||||
|
{
|
||||||
|
outlinePass = new OutlinePass(settings.outlineMaterial);
|
||||||
|
outlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
|
||||||
|
outlineTexture.Init("_OutlineTexture");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Here you can inject one or multiple render passes in the renderer.
|
||||||
|
// This method is called when setting up the renderer once per-camera.
|
||||||
|
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
if (settings.outlineMaterial == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarningFormat("Missing Outline Material");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget);
|
||||||
|
renderer.EnqueuePass(outlinePass);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
11
Assets/Shaders/Outline/OutlineFeature.cs.meta
Normal file
11
Assets/Shaders/Outline/OutlineFeature.cs.meta
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1079
Assets/Shaders/Outline/OutlineGraph.shadergraph
Normal file
1079
Assets/Shaders/Outline/OutlineGraph.shadergraph
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/Shaders/Outline/OutlineGraph.shadergraph.meta
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10
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Loading…
Reference in a new issue