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+ // _CameraNormalsTexture contains the view space normals transformed + // to be in the 0...1 range. + TEXTURE2D_SAMPLER2D(_CameraNormalsTexture, sampler_CameraNormalsTexture); + TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); + + // Data pertaining to _MainTex's dimensions. + // https://docs.unity3d.com/Manual/SL-PropertiesInPrograms.html + float4 _MainTex_TexelSize; + + float _Scale; + float4 _Color; + + float _DepthThreshold; + float _DepthNormalThreshold; + float _DepthNormalThresholdScale; + + float _NormalThreshold; + + // This matrix is populated in PostProcessOutline.cs. + float4x4 _ClipToView; + + // Combines the top and bottom colors using normal blending. + // https://en.wikipedia.org/wiki/Blend_modes#Normal_blend_mode + // This performs the same operation as Blend SrcAlpha OneMinusSrcAlpha. + float4 alphaBlend(float4 top, float4 bottom) + { + float3 color = (top.rgb * top.a) + (bottom.rgb * (1 - top.a)); + float alpha = top.a + bottom.a * (1 - top.a); + + return float4(color, alpha); + } + + // Both the Varyings struct and the Vert shader are copied + // from StdLib.hlsl included above, with some modifications. + struct Varyings + { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + float2 texcoordStereo : TEXCOORD1; + float3 viewSpaceDir : TEXCOORD2; + #if STEREO_INSTANCING_ENABLED + uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex; + #endif + }; + + Varyings Vert(AttributesDefault v) + { + Varyings o; + o.vertex = float4(v.vertex.xy, 0.0, 1.0); + o.texcoord = TransformTriangleVertexToUV(v.vertex.xy); + // Transform our point first from clip to view space, + // taking the xyz to interpret it as a direction. + o.viewSpaceDir = mul(_ClipToView, o.vertex).xyz; + + #if UNITY_UV_STARTS_AT_TOP + o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); + #endif + + o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0); + + return o; + } + + float4 Frag(Varyings i) : SV_Target + { + float halfScaleFloor = floor(_Scale * 0.5); + float halfScaleCeil = ceil(_Scale * 0.5); + + // Sample the pixels in an X shape, roughly centered around i.texcoord. + // As the _CameraDepthTexture and _CameraNormalsTexture default samplers + // use point filtering, we use the above variables to ensure we offset + // exactly one pixel at a time. + float2 bottomLeftUV = i.texcoord - float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleFloor; + float2 topRightUV = i.texcoord + float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * halfScaleCeil; + float2 bottomRightUV = i.texcoord + float2(_MainTex_TexelSize.x * halfScaleCeil, -_MainTex_TexelSize.y * halfScaleFloor); + float2 topLeftUV = i.texcoord + float2(-_MainTex_TexelSize.x * halfScaleFloor, _MainTex_TexelSize.y * halfScaleCeil); + + float3 normal0 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomLeftUV).rgb; + float3 normal1 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topRightUV).rgb; + float3 normal2 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, bottomRightUV).rgb; + float3 normal3 = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, topLeftUV).rgb; + + float depth0 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomLeftUV).r; + float depth1 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topRightUV).r; + float depth2 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, bottomRightUV).r; + float depth3 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, topLeftUV).r; + + // Transform the view normal from the 0...1 range to the -1...1 range. + float3 viewNormal = normal0 * 2 - 1; + float NdotV = 1 - dot(viewNormal, -i.viewSpaceDir); + + // Return a value in the 0...1 range depending on where NdotV lies + // between _DepthNormalThreshold and 1. + float normalThreshold01 = saturate((NdotV - _DepthNormalThreshold) / (1 - _DepthNormalThreshold)); + // Scale the threshold, and add 1 so that it is in the range of 1..._NormalThresholdScale + 1. + float normalThreshold = normalThreshold01 * _DepthNormalThresholdScale + 1; + + // Modulate the threshold by the existing depth value; + // pixels further from the screen will require smaller differences + // to draw an edge. + float depthThreshold = _DepthThreshold * depth0 * normalThreshold; + + float depthFiniteDifference0 = depth1 - depth0; + float depthFiniteDifference1 = depth3 - depth2; + // edgeDepth is calculated using the Roberts cross operator. + // The same operation is applied to the normal below. + // https://en.wikipedia.org/wiki/Roberts_cross + float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; + edgeDepth = edgeDepth > depthThreshold ? 1 : 0; + + float3 normalFiniteDifference0 = normal1 - normal0; + float3 normalFiniteDifference1 = normal3 - normal2; + // Dot the finite differences with themselves to transform the + // three-dimensional values to scalars. + float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); + edgeNormal = edgeNormal > _NormalThreshold ? 1 : 0; + + float edge = max(edgeDepth, edgeNormal); + + float4 edgeColor = float4(_Color.rgb, _Color.a * edge); + + float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); + + return alphaBlend(edgeColor, color); + } + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/PostProcessingOutlines/Outline.shader.meta b/Assets/PostProcessingOutlines/Outline.shader.meta new file mode 100644 index 00000000..2e21914d --- /dev/null +++ b/Assets/PostProcessingOutlines/Outline.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 534727a34958a6b409102bf07fadffab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PostProcessingOutlines/OutlinePostProfile.asset b/Assets/PostProcessingOutlines/OutlinePostProfile.asset new file mode 100644 index 00000000..26a2fcb3 --- /dev/null +++ b/Assets/PostProcessingOutlines/OutlinePostProfile.asset @@ -0,0 +1,84 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &-511430771441868654 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 957177531333f744abeb6082b4c44bc0, type: 3} + m_Name: PostProcessOutline + m_EditorClassIdentifier: + active: 1 + enabled: + overrideState: 1 + value: 1 + scale: + overrideState: 1 + value: 4 + color: + overrideState: 1 + value: {r: 0, g: 0, b: 0, a: 1} + depthThreshold: + overrideState: 1 + value: 0.6 + depthNormalThreshold: + overrideState: 1 + value: 0.6 + depthNormalThresholdScale: + overrideState: 0 + value: 7 + normalThreshold: + overrideState: 1 + value: 0.4 +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 8e6292b2c06870d4495f009f912b9600, type: 3} + m_Name: OutlinePostProfile + m_EditorClassIdentifier: + settings: + - {fileID: -511430771441868654} +--- !u!114 &114178475910842986 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7f161f1bfe8d69542a86f8d442c273b8, type: 3} + m_Name: PostProcessOutline + m_EditorClassIdentifier: + active: 1 + enabled: + overrideState: 1 + value: 1 + scale: + overrideState: 0 + value: 1 + color: + overrideState: 0 + value: {r: 1, g: 1, b: 1, a: 1} + depthThreshold: + overrideState: 0 + value: 1.5 + depthNormalThreshold: + overrideState: 0 + value: 0.5 + depthNormalThresholdScale: + overrideState: 0 + value: 7 + normalThreshold: + overrideState: 0 + value: 0.4 diff --git a/Assets/PostProcessingOutlines/OutlinePostProfile.asset.meta b/Assets/PostProcessingOutlines/OutlinePostProfile.asset.meta new file mode 100644 index 00000000..9521eff4 --- /dev/null +++ b/Assets/PostProcessingOutlines/OutlinePostProfile.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 11527536cbbe79e46ae805ff65dfc703 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PostProcessingOutlines/PostProcessOutline.cs b/Assets/PostProcessingOutlines/PostProcessOutline.cs new file mode 100644 index 00000000..2734ac35 --- /dev/null +++ b/Assets/PostProcessingOutlines/PostProcessOutline.cs @@ -0,0 +1,42 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering.PostProcessing; + +[Serializable] +[PostProcess(typeof(PostProcessOutlineRenderer), PostProcessEvent.BeforeStack, "Roystan/Post Process Outline")] +public sealed class PostProcessOutline : PostProcessEffectSettings +{ + [Tooltip("Number of pixels between samples that are tested for an edge. When this value is 1, tested samples are adjacent.")] + public IntParameter scale = new IntParameter { value = 1 }; + public ColorParameter color = new ColorParameter { value = Color.white }; + [Tooltip("Difference between depth values, scaled by the current depth, required to draw an edge.")] + public FloatParameter depthThreshold = new FloatParameter { value = 1.5f }; + [Range(0, 1), Tooltip("The value at which the dot product between the surface normal and the view direction will affect " + + "the depth threshold. This ensures that surfaces at right angles to the camera require a larger depth threshold to draw " + + "an edge, avoiding edges being drawn along slopes.")] + public FloatParameter depthNormalThreshold = new FloatParameter { value = 0.5f }; + [Tooltip("Scale the strength of how much the depthNormalThreshold affects the depth threshold.")] + public FloatParameter depthNormalThresholdScale = new FloatParameter { value = 7 }; + [Range(0, 1), Tooltip("Larger values will require the difference between normals to be greater to draw an edge.")] + public FloatParameter normalThreshold = new FloatParameter { value = 0.4f }; +} + +public sealed class PostProcessOutlineRenderer : PostProcessEffectRenderer +{ + public override void Render(PostProcessRenderContext context) + { + var sheet = context.propertySheets.Get(Shader.Find("Hidden/Roystan/Outline Post Process")); + sheet.properties.SetFloat("_Scale", settings.scale); + sheet.properties.SetColor("_Color", settings.color); + sheet.properties.SetFloat("_DepthThreshold", settings.depthThreshold); + sheet.properties.SetFloat("_DepthNormalThreshold", settings.depthNormalThreshold); + sheet.properties.SetFloat("_DepthNormalThresholdScale", settings.depthNormalThresholdScale); + sheet.properties.SetFloat("_NormalThreshold", settings.normalThreshold); + sheet.properties.SetColor("_Color", settings.color); + + Matrix4x4 clipToView = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, true).inverse; + sheet.properties.SetMatrix("_ClipToView", clipToView); + + context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); + } +} \ No newline at end of file diff --git a/Assets/PostProcessingOutlines/PostProcessOutline.cs.meta b/Assets/PostProcessingOutlines/PostProcessOutline.cs.meta new file mode 100644 index 00000000..bdb4b40c --- /dev/null +++ b/Assets/PostProcessingOutlines/PostProcessOutline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 957177531333f744abeb6082b4c44bc0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PostProcessingOutlines/Scripts.meta b/Assets/PostProcessingOutlines/Scripts.meta new file mode 100644 index 00000000..a01e40a4 --- /dev/null +++ b/Assets/PostProcessingOutlines/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 91791aadbbc222442ad483fa480daeb6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PostProcessingOutlines/Scripts/RenderReplacementShaderToTexture.cs b/Assets/PostProcessingOutlines/Scripts/RenderReplacementShaderToTexture.cs new file mode 100644 index 00000000..537b6a84 --- /dev/null +++ b/Assets/PostProcessingOutlines/Scripts/RenderReplacementShaderToTexture.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +public class RenderReplacementShaderToTexture : MonoBehaviour +{ + [SerializeField] + bool deleteChildren = true; + + [SerializeField] + Shader replacementShader; + + [SerializeField] + RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32; + + [SerializeField] + FilterMode filterMode = FilterMode.Point; + + [SerializeField] + int renderTextureDepth = 24; + + [SerializeField] + CameraClearFlags cameraClearFlags = CameraClearFlags.Color; + + [SerializeField] + Color background = Color.black; + + [SerializeField] + string targetTexture = "_RenderTexture"; + + private RenderTexture renderTexture; + private new Camera camera; + + private void Start() + { + if (deleteChildren) + { + foreach (Transform t in transform) + { + DestroyImmediate(t.gameObject); + } + } + + Camera thisCamera = GetComponent(); + + // Create a render texture matching the main camera's current dimensions. + renderTexture = new RenderTexture(thisCamera.pixelWidth, thisCamera.pixelHeight, renderTextureDepth, renderTextureFormat); + renderTexture.filterMode = filterMode; + // Surface the render texture as a global variable, available to all shaders. + Shader.SetGlobalTexture(targetTexture, renderTexture); + + // Setup a copy of the camera to render the scene using the normals shader. + GameObject copy = new GameObject("Camera" + targetTexture); + camera = copy.AddComponent(); + camera.CopyFrom(thisCamera); + camera.transform.SetParent(transform); + camera.targetTexture = renderTexture; + camera.SetReplacementShader(replacementShader, "RenderType"); + camera.depth = thisCamera.depth - 1; + camera.clearFlags = cameraClearFlags; + camera.backgroundColor = background; + } +} diff --git a/Assets/PostProcessingOutlines/Scripts/RenderReplacementShaderToTexture.cs.meta b/Assets/PostProcessingOutlines/Scripts/RenderReplacementShaderToTexture.cs.meta new file mode 100644 index 00000000..da5fb551 --- /dev/null +++ b/Assets/PostProcessingOutlines/Scripts/RenderReplacementShaderToTexture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2a7b4608cc97a8940ad8a9229d742532 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PostProcessingOutlines/Shaders.meta b/Assets/PostProcessingOutlines/Shaders.meta new file mode 100644 index 00000000..c2ab434f --- /dev/null +++ b/Assets/PostProcessingOutlines/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5f4f903709ce9854ba9f1fd8341311bb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PostProcessingOutlines/Shaders/HiddenNormalsTexture.shader b/Assets/PostProcessingOutlines/Shaders/HiddenNormalsTexture.shader new file mode 100644 index 00000000..780f4811 --- /dev/null +++ b/Assets/PostProcessingOutlines/Shaders/HiddenNormalsTexture.shader @@ -0,0 +1,52 @@ +Shader "Hidden/Roystan/Normals Texture" +{ + Properties + { + } + SubShader + { + Tags + { + "RenderType" = "Opaque" + } + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 viewNormal : NORMAL; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.viewNormal = COMPUTE_VIEW_NORMAL; + //o.viewNormal = mul((float3x3)UNITY_MATRIX_M, v.normal); + return o; + } + + float4 frag (v2f i) : SV_Target + { + return float4(normalize(i.viewNormal) * 0.5 + 0.5, 0); + } + ENDCG + } + } +} diff --git a/Assets/PostProcessingOutlines/Shaders/HiddenNormalsTexture.shader.meta b/Assets/PostProcessingOutlines/Shaders/HiddenNormalsTexture.shader.meta new file mode 100644 index 00000000..b29b0132 --- /dev/null +++ b/Assets/PostProcessingOutlines/Shaders/HiddenNormalsTexture.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 95d6144eab187a34b929151454e2969d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Games/builtToScaleDS.prefab b/Assets/Resources/Games/builtToScaleDS.prefab index a1821e02..d8b25efe 100644 --- a/Assets/Resources/Games/builtToScaleDS.prefab +++ b/Assets/Resources/Games/builtToScaleDS.prefab @@ -76,7 +76,7 @@ GameObject: - 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