mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 18:15:13 +00:00
commit
ea23a1fb4e
17 changed files with 1550 additions and 67 deletions
74
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113
Assets/Shaders/Outline/DepthNormalsFeature.cs
Normal file
113
Assets/Shaders/Outline/DepthNormalsFeature.cs
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@ -0,0 +1,113 @@
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|||
using UnityEngine;
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||||
using UnityEngine.Rendering;
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||||
using UnityEngine.Rendering.Universal;
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||||
|
||||
public class DepthNormalsFeature : ScriptableRendererFeature
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||||
{
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class DepthNormalsPass : ScriptableRenderPass
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{
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int kDepthBufferBits = 32;
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private RenderTargetHandle depthAttachmentHandle { get; set; }
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internal RenderTextureDescriptor descriptor { get; private set; }
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private Material depthNormalsMaterial = null;
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private FilteringSettings m_FilteringSettings;
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string m_ProfilerTag = "DepthNormals Prepass";
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ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
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public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
|
||||
{
|
||||
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
|
||||
depthNormalsMaterial = material;
|
||||
}
|
||||
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||||
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
|
||||
{
|
||||
this.depthAttachmentHandle = depthAttachmentHandle;
|
||||
baseDescriptor.colorFormat = RenderTextureFormat.ARGB32;
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baseDescriptor.depthBufferBits = kDepthBufferBits;
|
||||
descriptor = baseDescriptor;
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}
|
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// 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)
|
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{
|
||||
cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
|
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ConfigureTarget(depthAttachmentHandle.Identifier());
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ConfigureClear(ClearFlag.All, Color.black);
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}
|
||||
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// Here you can implement the rendering logic.
|
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
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using (new ProfilingSample(cmd, m_ProfilerTag))
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
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drawSettings.perObjectData = PerObjectData.None;
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ref CameraData cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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if (cameraData.isStereoEnabled)
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context.StartMultiEye(camera);
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drawSettings.overrideMaterial = depthNormalsMaterial;
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context.DrawRenderers(renderingData.cullResults, ref drawSettings,
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ref m_FilteringSettings);
|
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||||
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 @@
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assetBundleVariant:
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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 @@
|
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fileFormatVersion: 2
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externalObjects: {}
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|
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assetBundleVariant:
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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
Normal file
|
@ -0,0 +1,11 @@
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assetBundleName:
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assetBundleVariant:
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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
Normal file
10
Assets/Shaders/Outline/OutlineGraph.shadergraph.meta
Normal file
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- _OcclusionRemapStart: 0
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- _OutlineWidth: 4
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- _OutlineZOffset: 0
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- _OutlineZOffsetMaskRemapEnd: 1
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- _OutlineZOffsetMaskRemapStart: 0
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- _Parallax: 0.005
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- _QueueOffset: 0
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- _ReceiveShadowMappingAmount: 0.65
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@ -121,32 +118,12 @@ Material:
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Loading…
Reference in a new issue