Merge pull request #50 from jakobwcrowe/master

BTSDS graphics tweaks
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Jenny Crowe 2022-02-19 17:18:01 -07:00 committed by GitHub
commit ea23a1fb4e
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17 changed files with 1550 additions and 67 deletions

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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);
}
}

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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));
}

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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);
}
}

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