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// MIT License | |
// Copyright (c) 2020 NedMakesGames | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files(the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions : | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class DepthNormalsFeature : ScriptableRendererFeature { | |
class RenderPass : ScriptableRenderPass { | |
private Material material; | |
private RenderTargetHandle destinationHandle; | |
private List<ShaderTagId> shaderTags; | |
private FilteringSettings filteringSettings; | |
public RenderPass(Material material) : base() { | |
this.material = material; | |
// This contains a list of shader tags. The renderer will only render objects with | |
// materials containing a shader with at least one tag in this list | |
this.shaderTags = new List<ShaderTagId>() { | |
new ShaderTagId("DepthOnly"), | |
//new ShaderTagId("SRPDefaultUnlit"), | |
//new ShaderTagId("UniversalForward"), | |
//new ShaderTagId("LightweightForward"), | |
}; | |
// Render opaque materials | |
this.filteringSettings = new FilteringSettings(RenderQueueRange.opaque); | |
destinationHandle.Init("_DepthNormalsTexture"); | |
} | |
// Configure the pass by creating a temporary render texture and | |
// readying it for rendering | |
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { | |
cmd.GetTemporaryRT(destinationHandle.id, cameraTextureDescriptor, FilterMode.Point); | |
ConfigureTarget(destinationHandle.Identifier()); | |
ConfigureClear(ClearFlag.All, Color.black); | |
} | |
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { | |
// Create the draw settings, which configures a new draw call to the GPU | |
var drawSettings = CreateDrawingSettings(shaderTags, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags); | |
// We cant to render all objects using our material | |
drawSettings.overrideMaterial = material; | |
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings); | |
} | |
public override void FrameCleanup(CommandBuffer cmd) { | |
cmd.ReleaseTemporaryRT(destinationHandle.id); | |
} | |
} | |
private RenderPass renderPass; | |
public override void Create() { | |
// We will use the built-in renderer's depth normals texture shader | |
Material material = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture"); | |
this.renderPass = new RenderPass(material); | |
// Render after shadow caster, depth, etc. passes | |
renderPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; | |
} | |
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { | |
renderer.EnqueuePass(renderPass); | |
} | |
} | |
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// MIT License | |
// Copyright (c) 2020 NedMakesGames | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files(the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions : | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
#ifndef SOBELOUTLINES_INCLUDED | |
#define SOBELOUTLINES_INCLUDED | |
#include "DecodeDepthNormals.hlsl" | |
TEXTURE2D(_DepthNormalsTexture); SAMPLER(sampler_DepthNormalsTexture); | |
// The sobel effect runs by sampling the texture around a point to see | |
// if there are any large changes. Each sample is multiplied by a convolution | |
// matrix weight for the x and y components seperately. Each value is then | |
// added together, and the final sobel value is the length of the resulting float2. | |
// Higher values mean the algorithm detected more of an edge | |
// These are points to sample relative to the starting point | |
static float2 sobelSamplePoints[9] = { | |
float2(-1, 1), float2(0, 1), float2(1, 1), | |
float2(-1, 0), float2(0, 0), float2(1, 0), | |
float2(-1, -1), float2(0, -1), float2(1, -1), | |
}; | |
// Weights for the x component | |
static float sobelXMatrix[9] = { | |
1, 0, -1, | |
2, 0, -2, | |
1, 0, -1 | |
}; | |
// Weights for the y component | |
static float sobelYMatrix[9] = { | |
1, 2, 1, | |
0, 0, 0, | |
-1, -2, -1 | |
}; | |
// This function runs the sobel algorithm over the depth texture | |
void DepthSobel_float(float2 UV, float Thickness, out float Out) { | |
float2 sobel = 0; | |
// We can unroll this loop to make it more efficient | |
// The compiler is also smart enough to remove the i=4 iteration, which is always zero | |
[unroll] for (int i = 0; i < 9; i++) { | |
float depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV + sobelSamplePoints[i] * Thickness); | |
sobel += depth * float2(sobelXMatrix[i], sobelYMatrix[i]); | |
} | |
// Get the final sobel value | |
Out = length(sobel); | |
} | |
// This function runs the sobel algorithm over the opaque texture | |
void ColorSobel_float(float2 UV, float Thickness, out float Out) { | |
// We have to run the sobel algorithm over the RGB channels separately | |
float2 sobelR = 0; | |
float2 sobelG = 0; | |
float2 sobelB = 0; | |
// We can unroll this loop to make it more efficient | |
// The compiler is also smart enough to remove the i=4 iteration, which is always zero | |
[unroll] for (int i = 0; i < 9; i++) { | |
// Sample the scene color texture | |
float3 rgb = SHADERGRAPH_SAMPLE_SCENE_COLOR(UV + sobelSamplePoints[i] * Thickness); | |
// Create the kernel for this iteration | |
float2 kernel = float2(sobelXMatrix[i], sobelYMatrix[i]); | |
// Accumulate samples for each color | |
sobelR += rgb.r * kernel; | |
sobelG += rgb.g * kernel; | |
sobelB += rgb.b * kernel; | |
} | |
// Get the final sobel value | |
// Combine the RGB values by taking the one with the largest sobel value | |
Out = max(length(sobelR), max(length(sobelG), length(sobelB))); | |
// This is an alternate way to combine the three sobel values by taking the average | |
// See which one you like better | |
//Out = (length(sobelR) + length(sobelG) + length(sobelB)) / 3.0; | |
} | |
// Sample the depth normal map and decode depth and normal from the texture | |
void GetDepthAndNormal(float2 uv, out float depth, out float3 normal) { | |
float4 coded = SAMPLE_TEXTURE2D(_DepthNormalsTexture, sampler_DepthNormalsTexture, uv); | |
DecodeDepthNormal(coded, depth, normal); | |
} | |
// A wrapper around the above function for use in a custom function node | |
void CalculateDepthNormal_float(float2 UV, out float Depth, out float3 Normal) { | |
GetDepthAndNormal(UV, Depth, Normal); | |
// Normals are encoded from 0 to 1 in the texture. Remap them to -1 to 1 for easier use in the graph | |
Normal = Normal * 2 - 1; | |
} | |
// This function runs the sobel algorithm over the opaque texture | |
void NormalsSobel_float(float2 UV, float Thickness, out float Out) { | |
// We have to run the sobel algorithm over the XYZ channels separately, like color | |
float2 sobelX = 0; | |
float2 sobelY = 0; | |
float2 sobelZ = 0; | |
// We can unroll this loop to make it more efficient | |
// The compiler is also smart enough to remove the i=4 iteration, which is always zero | |
[unroll] for (int i = 0; i < 9; i++) { | |
float depth; | |
float3 normal; | |
GetDepthAndNormal(UV + sobelSamplePoints[i] * Thickness, depth, normal); | |
// Create the kernel for this iteration | |
float2 kernel = float2(sobelXMatrix[i], sobelYMatrix[i]); | |
// Accumulate samples for each coordinate | |
sobelX += normal.x * kernel; | |
sobelY += normal.y * kernel; | |
sobelZ += normal.z * kernel; | |
} | |
// Get the final sobel value | |
// Combine the XYZ values by taking the one with the largest sobel value | |
Out = max(length(sobelX), max(length(sobelY), length(sobelZ))); | |
} | |
void DepthAndNormalsSobel_float(float2 UV, float Thickness, out float OutDepth, out float OutNormal) { | |
// This function calculates the normal and depth sobels at the same time | |
// using the depth encoded into the depth normals texture | |
float2 sobelX = 0; | |
float2 sobelY = 0; | |
float2 sobelZ = 0; | |
float2 sobelDepth = 0; | |
// We can unroll this loop to make it more efficient | |
// The compiler is also smart enough to remove the i=4 iteration, which is always zero | |
[unroll] for (int i = 0; i < 9; i++) { | |
float depth; | |
float3 normal; | |
GetDepthAndNormal(UV + sobelSamplePoints[i] * Thickness, depth, normal); | |
// Create the kernel for this iteration | |
float2 kernel = float2(sobelXMatrix[i], sobelYMatrix[i]); | |
// Accumulate samples for each channel | |
sobelX += normal.x * kernel; | |
sobelY += normal.y * kernel; | |
sobelZ += normal.z * kernel; | |
sobelDepth += depth * kernel; | |
} | |
// Get the final sobel values by taking the maximum | |
OutDepth = length(sobelDepth); | |
OutNormal = max(length(sobelX), max(length(sobelY), length(sobelZ))); | |
} | |
void ViewDirectionFromScreenUV_float(float2 In, out float3 Out) { | |
// Code by Keijiro Takahashi @_kzr and Ben Golus @bgolus | |
// Get the perspective projection | |
float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22); | |
// Convert the uvs into view space by "undoing" projection | |
Out = -normalize(float3((In * 2 - 1) / p11_22, -1)); | |
} | |
#endif |
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