工具间修改+高亮插件导入
This commit is contained in:
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@ -11,6 +11,8 @@ GameObject:
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m_TagString: Player
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@ -68,8 +70,8 @@ MonoBehaviour:
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jumpKey: 32
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jumpKey: 32
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jumpPower: 5
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jumpPower: 5
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@ -111,6 +113,28 @@ Rigidbody:
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m_Constraints: 112
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m_Height: 1
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m_Direction: 1
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m_Center: {x: 0, y: 0, z: 0}
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@ -240,7 +264,6 @@ GameObject:
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@ -314,17 +337,3 @@ MeshRenderer:
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@ -0,0 +1,675 @@
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace HighlightPlus {
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[CustomEditor(typeof(HighlightEffect))]
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[CanEditMultipleObjects]
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public class HighlightEffectEditor : Editor {
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#pragma warning disable 0618
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SerializedProperty profile, profileSync, camerasLayerMask, ignoreObjectVisibility, reflectionProbes, GPUInstancing;
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SerializedProperty ignore, previewInEditor, effectGroup, effectGroupLayer, effectNameFilter, combineMeshes, alphaCutOff, cullBackFaces, depthClip, normalsOption, subMeshMask;
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SerializedProperty highlighted, fadeInDuration, fadeOutDuration, flipY, constantWidth;
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SerializedProperty overlay, overlayMode, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayBlending, overlayTexture, overlayTextureUVSpace, overlayTextureScale;
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SerializedProperty outline, outlineColor, outlineColorStyle, outlineGradient, outlineGradientInLocalSpace, outlineWidth, outlineQuality, outlineDownsampling, outlineVisibility, outlineOptimalBlit, outlineBlitDebug, outlineIndependent;
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SerializedProperty glow, glowWidth, glowQuality, glowDownsampling, glowHQColor, glowDithering, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed, glowBlendPasses, glowPasses, glowVisibility, glowBlendMode, glowOptimalBlit, glowBlitDebug, glowIgnoreMask;
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SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowVisibility;
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SerializedProperty seeThrough, seeThroughOccluderMask, seeThroughOccluderMaskAccurate, seeThroughOccluderThreshold, seeThroughOccluderCheckInterval, seeThroughOccluderCheckIndividualObjects, seeThroughDepthOffset, seeThroughMaxDepth;
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SerializedProperty seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor, seeThroughNoise, seeThroughBorder, seeThroughBorderWidth, seeThroughBorderColor, seeThroughOrdered, seeThroughBorderOnly, seeThroughTexture, seeThroughTextureUVSpace, seeThroughTextureScale;
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SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXCenter, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXScaleToRenderBounds;
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SerializedProperty targetFXAlignToGround, targetFXFadePower, targetFXGroundMaxDistance, targetFXGroundLayerMask, targetFXTransitionDuration, targetFXStayDuration, targetFXVisibility;
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SerializedProperty hitFxInitialIntensity, hitFxMode, hitFxFadeOutDuration, hitFxColor, hitFxRadius;
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SerializedProperty cameraDistanceFade, cameraDistanceFadeNear, cameraDistanceFadeFar;
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HighlightEffect thisEffect;
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bool profileChanged, enableProfileApply;
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bool expandGeneralSettings, expandHighlightOptions;
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bool showCurrentOccluders;
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const string HP_GENERAL_SETTINGS = "HPGeneralSettings";
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const string HP_HIGHLIGHT_OPTIONS = "HPHighlightOptions";
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GUIStyle foldoutBold;
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void OnEnable() {
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expandGeneralSettings = EditorPrefs.GetBool("HPGeneralSettings", true);
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expandHighlightOptions = EditorPrefs.GetBool("HPHighlightOptions", true);
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profile = serializedObject.FindProperty("profile");
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profileSync = serializedObject.FindProperty("profileSync");
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camerasLayerMask = serializedObject.FindProperty("camerasLayerMask");
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reflectionProbes = serializedObject.FindProperty("reflectionProbes");
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ignoreObjectVisibility = serializedObject.FindProperty("ignoreObjectVisibility");
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GPUInstancing = serializedObject.FindProperty("GPUInstancing");
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normalsOption = serializedObject.FindProperty("normalsOption");
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subMeshMask = serializedObject.FindProperty("subMeshMask");
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ignore = serializedObject.FindProperty("ignore");
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previewInEditor = serializedObject.FindProperty("previewInEditor");
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effectGroup = serializedObject.FindProperty("effectGroup");
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effectGroupLayer = serializedObject.FindProperty("effectGroupLayer");
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effectNameFilter = serializedObject.FindProperty("effectNameFilter");
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combineMeshes = serializedObject.FindProperty("combineMeshes");
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alphaCutOff = serializedObject.FindProperty("alphaCutOff");
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cullBackFaces = serializedObject.FindProperty("cullBackFaces");
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depthClip = serializedObject.FindProperty("depthClip");
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highlighted = serializedObject.FindProperty("_highlighted");
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fadeInDuration = serializedObject.FindProperty("fadeInDuration");
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fadeOutDuration = serializedObject.FindProperty("fadeOutDuration");
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flipY = serializedObject.FindProperty("flipY");
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constantWidth = serializedObject.FindProperty("constantWidth");
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overlay = serializedObject.FindProperty("overlay");
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overlayMode = serializedObject.FindProperty("overlayMode");
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overlayColor = serializedObject.FindProperty("overlayColor");
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overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed");
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overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity");
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overlayBlending = serializedObject.FindProperty("overlayBlending");
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overlayTexture = serializedObject.FindProperty("overlayTexture");
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overlayTextureUVSpace = serializedObject.FindProperty("overlayTextureUVSpace");
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overlayTextureScale = serializedObject.FindProperty("overlayTextureScale");
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outline = serializedObject.FindProperty("outline");
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outlineColor = serializedObject.FindProperty("outlineColor");
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outlineColorStyle = serializedObject.FindProperty("outlineColorStyle");
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outlineGradient = serializedObject.FindProperty("outlineGradient");
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outlineGradientInLocalSpace = serializedObject.FindProperty("outlineGradientInLocalSpace");
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outlineWidth = serializedObject.FindProperty("outlineWidth");
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outlineQuality = serializedObject.FindProperty("outlineQuality");
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outlineDownsampling = serializedObject.FindProperty("outlineDownsampling");
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outlineVisibility = serializedObject.FindProperty("outlineVisibility");
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outlineOptimalBlit = serializedObject.FindProperty("outlineOptimalBlit");
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outlineBlitDebug = serializedObject.FindProperty("outlineBlitDebug");
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outlineIndependent = serializedObject.FindProperty("outlineIndependent");
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glow = serializedObject.FindProperty("glow");
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glowWidth = serializedObject.FindProperty("glowWidth");
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glowQuality = serializedObject.FindProperty("glowQuality");
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glowDownsampling = serializedObject.FindProperty("glowDownsampling");
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glowHQColor = serializedObject.FindProperty("glowHQColor");
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glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
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glowBlendPasses = serializedObject.FindProperty("glowBlendPasses");
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glowDithering = serializedObject.FindProperty("glowDithering");
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glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1");
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glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2");
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glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
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glowPasses = serializedObject.FindProperty("glowPasses");
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glowVisibility = serializedObject.FindProperty("glowVisibility");
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glowBlendMode = serializedObject.FindProperty("glowBlendMode");
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glowOptimalBlit = serializedObject.FindProperty("glowOptimalBlit");
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glowBlitDebug = serializedObject.FindProperty("glowBlitDebug");
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glowIgnoreMask = serializedObject.FindProperty("glowIgnoreMask");
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innerGlow = serializedObject.FindProperty("innerGlow");
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innerGlowColor = serializedObject.FindProperty("innerGlowColor");
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innerGlowWidth = serializedObject.FindProperty("innerGlowWidth");
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innerGlowVisibility = serializedObject.FindProperty("innerGlowVisibility");
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seeThrough = serializedObject.FindProperty("seeThrough");
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seeThroughOccluderMask = serializedObject.FindProperty("seeThroughOccluderMask");
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seeThroughOccluderMaskAccurate = serializedObject.FindProperty("seeThroughOccluderMaskAccurate");
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seeThroughOccluderThreshold = serializedObject.FindProperty("seeThroughOccluderThreshold");
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seeThroughOccluderCheckInterval = serializedObject.FindProperty("seeThroughOccluderCheckInterval");
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seeThroughOccluderCheckIndividualObjects = serializedObject.FindProperty("seeThroughOccluderCheckIndividualObjects");
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seeThroughDepthOffset = serializedObject.FindProperty("seeThroughDepthOffset");
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seeThroughMaxDepth = serializedObject.FindProperty("seeThroughMaxDepth");
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seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity");
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seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha");
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seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor");
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seeThroughNoise = serializedObject.FindProperty("seeThroughNoise");
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seeThroughBorder = serializedObject.FindProperty("seeThroughBorder");
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seeThroughBorderWidth = serializedObject.FindProperty("seeThroughBorderWidth");
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seeThroughBorderColor = serializedObject.FindProperty("seeThroughBorderColor");
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seeThroughOrdered = serializedObject.FindProperty("seeThroughOrdered");
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seeThroughBorderOnly = serializedObject.FindProperty("seeThroughBorderOnly");
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seeThroughTexture = serializedObject.FindProperty("seeThroughTexture");
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seeThroughTextureScale = serializedObject.FindProperty("seeThroughTextureScale");
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seeThroughTextureUVSpace = serializedObject.FindProperty("seeThroughTextureUVSpace");
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targetFX = serializedObject.FindProperty("targetFX");
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targetFXTexture = serializedObject.FindProperty("targetFXTexture");
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targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed");
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targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale");
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targetFXEndScale = serializedObject.FindProperty("targetFXEndScale");
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targetFXScaleToRenderBounds = serializedObject.FindProperty("targetFXScaleToRenderBounds");
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targetFXAlignToGround = serializedObject.FindProperty("targetFXAlignToGround");
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targetFXFadePower = serializedObject.FindProperty("targetFXFadePower");
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targetFXGroundMaxDistance = serializedObject.FindProperty("targetFXGroundMaxDistance");
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targetFXGroundLayerMask = serializedObject.FindProperty("targetFXGroundLayerMask");
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targetFXColor = serializedObject.FindProperty("targetFXColor");
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targetFXCenter = serializedObject.FindProperty("targetFXCenter");
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targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration");
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targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration");
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targetFXVisibility = serializedObject.FindProperty("targetFXVisibility");
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hitFxInitialIntensity = serializedObject.FindProperty("hitFxInitialIntensity");
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hitFxMode = serializedObject.FindProperty("hitFxMode");
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hitFxFadeOutDuration = serializedObject.FindProperty("hitFxFadeOutDuration");
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hitFxColor = serializedObject.FindProperty("hitFxColor");
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hitFxRadius = serializedObject.FindProperty("hitFxRadius");
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cameraDistanceFade = serializedObject.FindProperty("cameraDistanceFade");
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cameraDistanceFadeNear = serializedObject.FindProperty("cameraDistanceFadeNear");
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cameraDistanceFadeFar = serializedObject.FindProperty("cameraDistanceFadeFar");
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thisEffect = (HighlightEffect)target;
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thisEffect.Refresh();
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}
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private void OnDisable() {
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EditorPrefs.SetBool(HP_GENERAL_SETTINGS, expandGeneralSettings);
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EditorPrefs.SetBool(HP_HIGHLIGHT_OPTIONS, expandHighlightOptions);
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}
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public override void OnInspectorGUI() {
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bool isManager = IsDefaultEffectUsedByManager();
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EditorGUILayout.Separator();
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serializedObject.Update();
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if (foldoutBold == null) {
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foldoutBold = new GUIStyle(EditorStyles.foldout);
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foldoutBold.fontStyle = FontStyle.Bold;
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}
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EditorGUILayout.BeginHorizontal();
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HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue;
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EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets."));
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if (profile.objectReferenceValue != null) {
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if (prevProfile != profile.objectReferenceValue) {
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profileChanged = true;
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth));
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if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) {
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CreateProfile();
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profileChanged = false;
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||||||
|
enableProfileApply = false;
|
||||||
|
GUIUtility.ExitGUI();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (GUILayout.Button(new GUIContent("Load", "Updates settings with the profile configuration."), GUILayout.Width(60))) {
|
||||||
|
profileChanged = true;
|
||||||
|
}
|
||||||
|
if (!enableProfileApply)
|
||||||
|
GUI.enabled = false;
|
||||||
|
if (GUILayout.Button(new GUIContent("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width(60))) {
|
||||||
|
enableProfileApply = false;
|
||||||
|
profileChanged = false;
|
||||||
|
thisEffect.profile.Save(thisEffect);
|
||||||
|
EditorUtility.SetDirty(thisEffect.profile);
|
||||||
|
GUIUtility.ExitGUI();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
GUI.enabled = true;
|
||||||
|
if (GUILayout.Button(new GUIContent("Locate", "Finds the profile in the project"), GUILayout.Width(60))) {
|
||||||
|
if (thisEffect.profile != null) {
|
||||||
|
Selection.activeObject = thisEffect.profile;
|
||||||
|
EditorGUIUtility.PingObject(thisEffect.profile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes."));
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
} else {
|
||||||
|
if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) {
|
||||||
|
CreateProfile();
|
||||||
|
GUIUtility.ExitGUI();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
|
||||||
|
if (isManager) {
|
||||||
|
EditorGUILayout.HelpBox("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info);
|
||||||
|
}
|
||||||
|
|
||||||
|
expandGeneralSettings = EditorGUILayout.Foldout(expandGeneralSettings, "General Settings", true, foldoutBold);
|
||||||
|
if (expandGeneralSettings) {
|
||||||
|
if (!isManager) {
|
||||||
|
EditorGUILayout.PropertyField(previewInEditor);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(camerasLayerMask);
|
||||||
|
EditorGUILayout.PropertyField(ignoreObjectVisibility);
|
||||||
|
if (thisEffect.staticChildren) {
|
||||||
|
EditorGUILayout.HelpBox("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them (the MeshCollider can be disabled).", MessageType.Warning);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(reflectionProbes);
|
||||||
|
EditorGUILayout.PropertyField(normalsOption);
|
||||||
|
EditorGUILayout.PropertyField(subMeshMask);
|
||||||
|
EditorGUILayout.PropertyField(GPUInstancing);
|
||||||
|
EditorGUILayout.Separator();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!isManager) {
|
||||||
|
EditorGUILayout.LabelField("State", EditorStyles.boldLabel);
|
||||||
|
if (isManager) {
|
||||||
|
EditorGUILayout.LabelField(new GUIContent("Highlighted", "Highlight state (controlled by Highlight Manager)."), new GUIContent(thisEffect.highlighted.ToString()));
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.PropertyField(highlighted);
|
||||||
|
}
|
||||||
|
EditorGUILayout.LabelField(new GUIContent("Selected", "Selection state (used by Highlight Trigger or Manager) when using multi-selection option."), new GUIContent(thisEffect.isSelected.ToString()));
|
||||||
|
EditorGUILayout.Separator();
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
expandHighlightOptions = EditorGUILayout.Foldout(expandHighlightOptions, "Highlight Options", true, foldoutBold);
|
||||||
|
if (GUILayout.Button("Help", GUILayout.Width(50))) {
|
||||||
|
EditorUtility.DisplayDialog("Quick Help", "Move the mouse over a setting for a short description.\n\nVisit kronnect.com's forum for support, questions and more cool assets.\n\nIf you like Highlight Plus please rate it or leave a review on the Asset Store! Thanks.", "Ok");
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
if (expandHighlightOptions) {
|
||||||
|
EditorGUI.BeginChangeCheck();
|
||||||
|
if (!isManager) {
|
||||||
|
EditorGUILayout.PropertyField(ignore, new GUIContent("Ignore", "This object won't be highlighted."));
|
||||||
|
}
|
||||||
|
if (!ignore.boolValue) {
|
||||||
|
EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include", "Additional objects to highlight. Pro tip: when highlighting multiple objects at the same time include them in the same layer or under the same parent."));
|
||||||
|
if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
bool usesHQEffects = (outlineQuality.intValue == (int)QualityLevel.Highest && outline.floatValue > 0) || (glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0);
|
||||||
|
if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter"));
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
EditorGUILayout.PropertyField(combineMeshes);
|
||||||
|
if (combineMeshes.boolValue) {
|
||||||
|
if (GUILayout.Button("Refresh", GUILayout.Width(70))) {
|
||||||
|
thisEffect.Refresh(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(alphaCutOff, new GUIContent("Alpha Cut Off", "Only for semi-transparent objects. Leave this to zero for normal opaque objects."));
|
||||||
|
EditorGUILayout.PropertyField(cullBackFaces);
|
||||||
|
EditorGUILayout.PropertyField(fadeInDuration);
|
||||||
|
EditorGUILayout.PropertyField(fadeOutDuration);
|
||||||
|
EditorGUILayout.PropertyField(cameraDistanceFade);
|
||||||
|
if (cameraDistanceFade.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(cameraDistanceFadeNear, new GUIContent("Near Distance"));
|
||||||
|
EditorGUILayout.PropertyField(cameraDistanceFadeFar, new GUIContent("Far Distance"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
if (usesHQEffects) {
|
||||||
|
EditorGUILayout.PropertyField(depthClip);
|
||||||
|
if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS || EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android) {
|
||||||
|
EditorGUILayout.HelpBox("On mobile, consider enabling 'Depth Clip' option for better results.", MessageType.Info);
|
||||||
|
}
|
||||||
|
if (VRCheck.IsActive()) {
|
||||||
|
EditorGUILayout.PropertyField(flipY, new GUIContent("Flip Y Fix", "Flips outline/glow effect to fix bug introduced in Unity 2019.1.0 when VR is enabled."));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (glowQuality.intValue != (int)QualityLevel.Highest || outlineQuality.intValue != (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(constantWidth, new GUIContent("Constant Width", "Compensates outline/glow width with depth increase."));
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline or glow with other highlighted objects."));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!ignore.boolValue) {
|
||||||
|
EditorGUILayout.Separator();
|
||||||
|
EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(outline, "Outline", outline.floatValue > 0);
|
||||||
|
if (outline.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width"));
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
QualityPropertyField(outlineQuality);
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
GUILayout.Label("(Screen-Space Effect)");
|
||||||
|
} else {
|
||||||
|
GUILayout.Label("(Mesh-based Effect)");
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
CheckVRSupport(outlineQuality.intValue);
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color"));
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.PropertyField(outlineColorStyle, new GUIContent("Color Style"));
|
||||||
|
switch ((ColorStyle)outlineColorStyle.intValue) {
|
||||||
|
case ColorStyle.SingleColor:
|
||||||
|
EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color"));
|
||||||
|
break;
|
||||||
|
case ColorStyle.Gradient:
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(outlineGradient, new GUIContent("Gradient"));
|
||||||
|
EditorGUILayout.PropertyField(outlineGradientInLocalSpace, new GUIContent("In Local Space"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling"));
|
||||||
|
EditorGUILayout.PropertyField(outlineOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
|
||||||
|
if (outlineOptimalBlit.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(outlineBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen."));
|
||||||
|
if (outlineBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) {
|
||||||
|
EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the outline Debug View.", MessageType.Warning);
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
GUI.enabled = outlineQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA();
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest && glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0) {
|
||||||
|
EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility"));
|
||||||
|
}
|
||||||
|
GUI.enabled = true;
|
||||||
|
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(glow, "Outer Glow", glow.floatValue > 0);
|
||||||
|
if (glow.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width"));
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
QualityPropertyField(glowQuality);
|
||||||
|
if (glowQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
GUILayout.Label("(Screen-Space Effect)");
|
||||||
|
} else {
|
||||||
|
GUILayout.Label("(Mesh-based Effect)");
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
CheckVRSupport(glowQuality.intValue);
|
||||||
|
if (glowQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling"));
|
||||||
|
EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(glowOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
|
||||||
|
if (glowOptimalBlit.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(glowBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen."));
|
||||||
|
if (glowBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) {
|
||||||
|
EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the glow Debug View.", MessageType.Warning);
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA();
|
||||||
|
EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
|
||||||
|
EditorGUILayout.PropertyField(glowBlendMode, new GUIContent("Blend Mode"));
|
||||||
|
GUI.enabled = true;
|
||||||
|
} else {
|
||||||
|
GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA();
|
||||||
|
EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
|
||||||
|
GUI.enabled = true;
|
||||||
|
EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering"));
|
||||||
|
if (glowDithering.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1"));
|
||||||
|
EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes"));
|
||||||
|
if (!glowBlendPasses.boolValue) {
|
||||||
|
HighlightEffect ef = (HighlightEffect)target;
|
||||||
|
if (ef.glowPasses != null) {
|
||||||
|
for (int k = 0; k < ef.glowPasses.Length - 1; k++) {
|
||||||
|
if (ef.glowPasses[k].offset > ef.glowPasses[k + 1].offset) {
|
||||||
|
EditorGUILayout.HelpBox("Glow pass " + k + " has a greater offset than the next one. Reduce it to ensure the next glow pass is visible.", MessageType.Warning);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(glowPasses, true);
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed"));
|
||||||
|
EditorGUILayout.PropertyField(glowIgnoreMask, new GUIContent("Ignore Mask"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0);
|
||||||
|
if (innerGlow.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width"));
|
||||||
|
EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(overlay, "Overlay", overlay.floatValue > 0);
|
||||||
|
if (overlay.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(overlayMode, new GUIContent("Mode"));
|
||||||
|
EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(overlayTexture, new GUIContent("Texture"));
|
||||||
|
if (overlayTexture.objectReferenceValue != null) {
|
||||||
|
EditorGUILayout.PropertyField(overlayTextureUVSpace, new GUIContent("UV Space"));
|
||||||
|
EditorGUILayout.PropertyField(overlayTextureScale, new GUIContent("Texture Scale"));
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending"));
|
||||||
|
EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity"));
|
||||||
|
EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(targetFX, "Target", targetFX.boolValue);
|
||||||
|
if (targetFX.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture", "The texture that contains the shape to be drawn over the highlighted object."));
|
||||||
|
EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXCenter, new GUIContent("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position."));
|
||||||
|
EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXScaleToRenderBounds, new GUIContent("Scale To Object Bounds"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXAlignToGround, new GUIContent("Align To Ground"));
|
||||||
|
if (targetFXAlignToGround.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
if (thisEffect.includedObjectsCount > 1 && targetFXCenter.objectReferenceValue == null && effectGroup.intValue != (int)TargetOptions.OnlyThisObject) {
|
||||||
|
EditorGUILayout.HelpBox("It's recommended to specify in the 'Center' property above, the specific object used to position the target fx image (will be rendered under that object on the ground).", MessageType.Info);
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(targetFXGroundMaxDistance, new GUIContent("Ground Max Distance"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXGroundLayerMask, new GUIContent("Ground Layer Mask"));
|
||||||
|
HighlightEffect he = (HighlightEffect)target;
|
||||||
|
if ((targetFXGroundLayerMask.intValue & (1 << he.gameObject.layer)) != 0) {
|
||||||
|
EditorGUILayout.HelpBox("Ground Layer Mask should not include this object layer.", MessageType.Warning);
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(targetFXFadePower, new GUIContent("Fade Power"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXVisibility, new GUIContent("Visibility"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
EditorGUILayout.PropertyField(seeThrough);
|
||||||
|
if (seeThrough.intValue != (int)SeeThroughMode.Never) {
|
||||||
|
if (isManager && seeThrough.intValue == (int)SeeThroughMode.AlwaysWhenOccluded) {
|
||||||
|
EditorGUILayout.HelpBox("This option is not valid in Manager.\nTo make an object always visible add a Highlight Effect component to the gameobject and enable this option on the component.", MessageType.Error);
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderMask, new GUIContent("Occluder Layer"));
|
||||||
|
if (seeThroughOccluderMask.intValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderMaskAccurate, new GUIContent("Accurate"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderThreshold, new GUIContent("Radius Threshold", "Multiplier to the object bounds. Making the bounds smaller prevents false occlusion tests."));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderCheckInterval, new GUIContent("Check Interval", "Interval in seconds between occlusion tests."));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderCheckIndividualObjects, new GUIContent("Check Individual Objects"));
|
||||||
|
if (!showCurrentOccluders && Camera.main != null) {
|
||||||
|
GUI.enabled = Application.isPlaying;
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
GUILayout.Label("", GUILayout.Width(30));
|
||||||
|
if (GUILayout.Button(" Show Current Occluders (only during Play Mode) ")) {
|
||||||
|
showCurrentOccluders = true;
|
||||||
|
}
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
GUI.enabled = true;
|
||||||
|
}
|
||||||
|
if (showCurrentOccluders) {
|
||||||
|
HighlightEffect h = (HighlightEffect)target;
|
||||||
|
List<Renderer> occluders = h.GetOccluders(Camera.main);
|
||||||
|
int count = occluders != null ? occluders.Count : 0;
|
||||||
|
if (count == 0) {
|
||||||
|
EditorGUILayout.LabelField("No occluders found (using main camera)");
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.LabelField("Occluders found (using main camera):");
|
||||||
|
for (int k = 0; k < count; k++) {
|
||||||
|
if (occluders[k] == null) continue;
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
EditorGUILayout.LabelField(occluders[k].name);
|
||||||
|
if (GUILayout.Button("Select")) {
|
||||||
|
Selection.activeGameObject = occluders[k].gameObject;
|
||||||
|
GUIUtility.ExitGUI();
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(seeThroughDepthOffset, new GUIContent("Depth Offset" + ((seeThroughDepthOffset.floatValue > 0) ? " •" : "")));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughMaxDepth, new GUIContent("Max Depth" + ((seeThroughMaxDepth.floatValue > 0) ? " •" : "")));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTexture, new GUIContent("Texture"));
|
||||||
|
if (seeThroughTexture.objectReferenceValue != null) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTextureUVSpace, new GUIContent("UV Space"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTextureScale, new GUIContent("Texture Scale"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden" + ((seeThroughBorder.floatValue > 0) ? " •" : "")));
|
||||||
|
if (seeThroughBorder.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorderOnly, new GUIContent("Border Only"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOrdered, new GUIContent("Ordered"));
|
||||||
|
|
||||||
|
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(hitFxInitialIntensity, "Hit FX", hitFxInitialIntensity.floatValue > 0);
|
||||||
|
if (hitFxInitialIntensity.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(hitFxMode, new GUIContent("Mode"));
|
||||||
|
EditorGUILayout.PropertyField(hitFxFadeOutDuration, new GUIContent("Fade Out Duration"));
|
||||||
|
EditorGUILayout.PropertyField(hitFxColor, new GUIContent("Color"));
|
||||||
|
if ((HitFxMode)hitFxMode.intValue == HitFxMode.LocalHit) {
|
||||||
|
EditorGUILayout.PropertyField(hitFxRadius, new GUIContent("Radius"));
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!Application.isPlaying) {
|
||||||
|
EditorGUILayout.HelpBox("Enter Play Mode to test this feature. In your code, call effect.HitFX() method to execute this hit effect.", MessageType.Info);
|
||||||
|
} else {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
if (GUILayout.Button("Execute Hit")) {
|
||||||
|
thisEffect.HitFX();
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
|
||||||
|
if (serializedObject.ApplyModifiedProperties() || profileChanged || Event.current.commandName == "UndoRedoPerformed") {
|
||||||
|
if (thisEffect.profile != null) {
|
||||||
|
if (profileChanged) {
|
||||||
|
thisEffect.profile.Load(thisEffect);
|
||||||
|
profileChanged = false;
|
||||||
|
enableProfileApply = false;
|
||||||
|
} else {
|
||||||
|
enableProfileApply = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (HighlightEffect effect in targets) {
|
||||||
|
effect.Refresh();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawSectionField(SerializedProperty property, string label, bool active) {
|
||||||
|
EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " •" : label));
|
||||||
|
}
|
||||||
|
|
||||||
|
void CheckVRSupport(int qualityLevel) {
|
||||||
|
if (qualityLevel == (int)QualityLevel.Highest && VRCheck.IsActive()) {
|
||||||
|
if (PlayerSettings.stereoRenderingPath != StereoRenderingPath.MultiPass) {
|
||||||
|
EditorGUILayout.HelpBox("Highest Quality only supports VR Multi-Pass as CommandBuffers do not support this VR mode yet. Either switch to 'High Quality' or change VR Stereo mode to Multi-Pass.", MessageType.Error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CheckForwardMSAA() {
|
||||||
|
if (QualitySettings.antiAliasing > 1) {
|
||||||
|
if (Camera.main != null && Camera.main.allowMSAA && !depthClip.boolValue) {
|
||||||
|
EditorGUILayout.HelpBox("Effect will be shown always on top due to MSAA. To enable depth clipping enable 'Depth Clip' option above OR disable MSAA in Quality Settings OR choose a different quality level.", MessageType.Info);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
static readonly int[] qualityValues = { 0, 3, 1, 2 };
|
||||||
|
static readonly GUIContent[] qualityTexts = { new GUIContent("Fastest"), new GUIContent("Medium"), new GUIContent("High"), new GUIContent("Highest") };
|
||||||
|
|
||||||
|
public static void QualityPropertyField(SerializedProperty prop) {
|
||||||
|
prop.intValue = EditorGUILayout.IntPopup(new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh."), prop.intValue, qualityTexts, qualityValues);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IsDefaultEffectUsedByManager() {
|
||||||
|
MonoBehaviour[] components = thisEffect.GetComponents<MonoBehaviour>();
|
||||||
|
if (components != null) {
|
||||||
|
for (int k = 0; k < components.Length; k++) {
|
||||||
|
if (components[k] == null || !components[k].enabled)
|
||||||
|
continue;
|
||||||
|
string name = components[k].GetType().Name;
|
||||||
|
if ("HighlightManager".Equals(name)) return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Profile handling
|
||||||
|
|
||||||
|
void CreateProfile() {
|
||||||
|
|
||||||
|
HighlightProfile newProfile = CreateInstance<HighlightProfile>();
|
||||||
|
newProfile.Save(thisEffect);
|
||||||
|
|
||||||
|
AssetDatabase.CreateAsset(newProfile, "Assets/Highlight Plus Profile.asset");
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
|
||||||
|
EditorUtility.FocusProjectWindow();
|
||||||
|
Selection.activeObject = newProfile;
|
||||||
|
|
||||||
|
thisEffect.profile = newProfile;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#pragma warning restore 0618
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: be287539f47634552a716f0705710448
|
||||||
|
timeCreated: 1542886545
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,71 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
[CustomEditor(typeof(HighlightManager))]
|
||||||
|
public class HighlightManagerEditor : Editor {
|
||||||
|
|
||||||
|
SerializedProperty highlightOnHover, layerMask, raycastCamera, raycastSource, minDistance, maxDistance, respectUI;
|
||||||
|
SerializedProperty selectOnClick, selectedProfile, selectedAndHighlightedProfile, singleSelection, toggleOnClick, keepSelection;
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
highlightOnHover = serializedObject.FindProperty("highlightOnHover");
|
||||||
|
layerMask = serializedObject.FindProperty("layerMask");
|
||||||
|
raycastCamera = serializedObject.FindProperty("raycastCamera");
|
||||||
|
raycastSource = serializedObject.FindProperty("raycastSource");
|
||||||
|
minDistance = serializedObject.FindProperty("minDistance");
|
||||||
|
maxDistance = serializedObject.FindProperty("maxDistance");
|
||||||
|
respectUI = serializedObject.FindProperty("respectUI");
|
||||||
|
selectOnClick = serializedObject.FindProperty("selectOnClick");
|
||||||
|
selectedProfile = serializedObject.FindProperty("selectedProfile");
|
||||||
|
selectedAndHighlightedProfile = serializedObject.FindProperty("selectedAndHighlightedProfile");
|
||||||
|
singleSelection = serializedObject.FindProperty("singleSelection");
|
||||||
|
toggleOnClick = serializedObject.FindProperty("toggle");
|
||||||
|
keepSelection = serializedObject.FindProperty("keepSelection");
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
EditorGUILayout.Separator();
|
||||||
|
EditorGUILayout.HelpBox("Only objects with a collider can be highlighted automatically.", MessageType.Info);
|
||||||
|
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(layerMask);
|
||||||
|
EditorGUILayout.PropertyField(raycastCamera);
|
||||||
|
EditorGUILayout.PropertyField(raycastSource);
|
||||||
|
EditorGUILayout.PropertyField(minDistance);
|
||||||
|
EditorGUILayout.PropertyField(maxDistance);
|
||||||
|
EditorGUILayout.PropertyField(respectUI);
|
||||||
|
EditorGUILayout.PropertyField(highlightOnHover);
|
||||||
|
EditorGUILayout.PropertyField(selectOnClick);
|
||||||
|
if (selectOnClick.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(selectedProfile);
|
||||||
|
EditorGUILayout.PropertyField(selectedAndHighlightedProfile);
|
||||||
|
EditorGUILayout.PropertyField(singleSelection);
|
||||||
|
EditorGUILayout.PropertyField(toggleOnClick);
|
||||||
|
EditorGUILayout.PropertyField(keepSelection);
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[MenuItem("GameObject/Effects/Highlight Plus/Create Manager", false, 10)]
|
||||||
|
static void CreateManager(MenuCommand menuCommand) {
|
||||||
|
HighlightManager manager = FindObjectOfType<HighlightManager>();
|
||||||
|
if (manager == null) {
|
||||||
|
GameObject managerGO = new GameObject("HighlightPlusManager");
|
||||||
|
manager = managerGO.AddComponent<HighlightManager>();
|
||||||
|
// Register root object for undo.
|
||||||
|
Undo.RegisterCreatedObjectUndo(manager, "Create Highlight Plus Manager");
|
||||||
|
}
|
||||||
|
Selection.activeObject = manager;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ace58d1d278d649c98e5a2b5a066b3cd
|
||||||
|
timeCreated: 1548711355
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,355 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
[CustomEditor(typeof(HighlightProfile))]
|
||||||
|
[CanEditMultipleObjects]
|
||||||
|
public class HighlightProfileEditor : Editor {
|
||||||
|
|
||||||
|
SerializedProperty effectGroup, effectGroupLayer, effectNameFilter, combineMeshes, alphaCutOff, cullBackFaces, depthClip, normalsOption;
|
||||||
|
SerializedProperty overlay, overlayMode, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayTexture, overlayTextureScale, overlayTextureUVSpace, overlayBlending;
|
||||||
|
SerializedProperty fadeInDuration, fadeOutDuration, constantWidth;
|
||||||
|
SerializedProperty outline, outlineColor, outlineColorStyle, outlineGradient, outlineGradientInLocalSpace, outlineWidth, outlineQuality, outlineDownsampling, outlineOptimalBlit, outlineVisibility, outlineIndependent;
|
||||||
|
SerializedProperty glow, glowWidth, glowQuality, glowOptimalBlit, glowDownsampling, glowHQColor, glowDithering, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed, glowVisibility, glowBlendMode, glowBlendPasses, glowPasses, glowIgnoreMask;
|
||||||
|
SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowVisibility;
|
||||||
|
SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXScaleToRenderBounds;
|
||||||
|
SerializedProperty targetFXAlignToGround, targetFXFadePower, targetFXGroundMaxDistance, targetFXGroundLayerMask, targetFXTransitionDuration, targetFXStayDuration, targetFXVisibility;
|
||||||
|
SerializedProperty seeThrough, seeThroughOccluderMask, seeThroughOccluderMaskAccurate, seeThroughOccluderThreshold, seeThroughOccluderCheckInterval, seeThroughOccluderCheckIndividualObjects, seeThroughDepthOffset, seeThroughMaxDepth;
|
||||||
|
SerializedProperty seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor, seeThroughNoise, seeThroughBorder, seeThroughBorderWidth, seeThroughBorderColor, seeThroughOrdered, seeThroughBorderOnly, seeThroughTexture, seeThroughTextureUVSpace, seeThroughTextureScale;
|
||||||
|
SerializedProperty hitFxInitialIntensity, hitFxMode, hitFxFadeOutDuration, hitFxColor, hitFxRadius;
|
||||||
|
SerializedProperty cameraDistanceFade, cameraDistanceFadeNear, cameraDistanceFadeFar;
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
effectGroup = serializedObject.FindProperty("effectGroup");
|
||||||
|
effectGroupLayer = serializedObject.FindProperty("effectGroupLayer");
|
||||||
|
effectNameFilter = serializedObject.FindProperty("effectNameFilter");
|
||||||
|
combineMeshes = serializedObject.FindProperty("combineMeshes");
|
||||||
|
alphaCutOff = serializedObject.FindProperty("alphaCutOff");
|
||||||
|
cullBackFaces = serializedObject.FindProperty("cullBackFaces");
|
||||||
|
depthClip = serializedObject.FindProperty("depthClip");
|
||||||
|
normalsOption = serializedObject.FindProperty("normalsOption");
|
||||||
|
fadeInDuration = serializedObject.FindProperty("fadeInDuration");
|
||||||
|
fadeOutDuration = serializedObject.FindProperty("fadeOutDuration");
|
||||||
|
constantWidth = serializedObject.FindProperty("constantWidth");
|
||||||
|
overlay = serializedObject.FindProperty("overlay");
|
||||||
|
overlayMode = serializedObject.FindProperty("overlayMode");
|
||||||
|
overlayColor = serializedObject.FindProperty("overlayColor");
|
||||||
|
overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed");
|
||||||
|
overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity");
|
||||||
|
overlayBlending = serializedObject.FindProperty("overlayBlending");
|
||||||
|
overlayTexture = serializedObject.FindProperty("overlayTexture");
|
||||||
|
overlayTextureUVSpace = serializedObject.FindProperty("overlayTextureUVSpace");
|
||||||
|
overlayTextureScale = serializedObject.FindProperty("overlayTextureScale");
|
||||||
|
outline = serializedObject.FindProperty("outline");
|
||||||
|
outlineColor = serializedObject.FindProperty("outlineColor");
|
||||||
|
outlineColorStyle = serializedObject.FindProperty("outlineColorStyle");
|
||||||
|
outlineGradient = serializedObject.FindProperty("outlineGradient");
|
||||||
|
outlineGradientInLocalSpace = serializedObject.FindProperty("outlineGradientInLocalSpace");
|
||||||
|
outlineWidth = serializedObject.FindProperty("outlineWidth");
|
||||||
|
outlineQuality = serializedObject.FindProperty("outlineQuality");
|
||||||
|
outlineOptimalBlit = serializedObject.FindProperty("outlineOptimalBlit");
|
||||||
|
outlineDownsampling = serializedObject.FindProperty("outlineDownsampling");
|
||||||
|
outlineVisibility = serializedObject.FindProperty("outlineVisibility");
|
||||||
|
outlineIndependent = serializedObject.FindProperty("outlineIndependent");
|
||||||
|
glow = serializedObject.FindProperty("glow");
|
||||||
|
glowWidth = serializedObject.FindProperty("glowWidth");
|
||||||
|
glowQuality = serializedObject.FindProperty("glowQuality");
|
||||||
|
glowOptimalBlit = serializedObject.FindProperty("glowOptimalBlit");
|
||||||
|
glowDownsampling = serializedObject.FindProperty("glowDownsampling");
|
||||||
|
glowHQColor = serializedObject.FindProperty("glowHQColor");
|
||||||
|
glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
|
||||||
|
glowDithering = serializedObject.FindProperty("glowDithering");
|
||||||
|
glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1");
|
||||||
|
glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2");
|
||||||
|
glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed");
|
||||||
|
glowBlendPasses = serializedObject.FindProperty("glowBlendPasses");
|
||||||
|
glowVisibility = serializedObject.FindProperty("glowVisibility");
|
||||||
|
glowBlendMode = serializedObject.FindProperty("glowBlendMode");
|
||||||
|
glowPasses = serializedObject.FindProperty("glowPasses");
|
||||||
|
glowIgnoreMask = serializedObject.FindProperty("glowIgnoreMask");
|
||||||
|
innerGlow = serializedObject.FindProperty("innerGlow");
|
||||||
|
innerGlowColor = serializedObject.FindProperty("innerGlowColor");
|
||||||
|
innerGlowWidth = serializedObject.FindProperty("innerGlowWidth");
|
||||||
|
innerGlowVisibility = serializedObject.FindProperty("innerGlowVisibility");
|
||||||
|
targetFX = serializedObject.FindProperty("targetFX");
|
||||||
|
targetFXTexture = serializedObject.FindProperty("targetFXTexture");
|
||||||
|
targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed");
|
||||||
|
targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale");
|
||||||
|
targetFXEndScale = serializedObject.FindProperty("targetFXEndScale");
|
||||||
|
targetFXScaleToRenderBounds = serializedObject.FindProperty("targetFXScaleToRenderBounds");
|
||||||
|
targetFXAlignToGround = serializedObject.FindProperty("targetFXAlignToGround");
|
||||||
|
targetFXGroundMaxDistance = serializedObject.FindProperty("targetFXGroundMaxDistance");
|
||||||
|
targetFXGroundLayerMask = serializedObject.FindProperty("targetFXGroundLayerMask");
|
||||||
|
targetFXFadePower = serializedObject.FindProperty("targetFXFadePower");
|
||||||
|
targetFXColor = serializedObject.FindProperty("targetFXColor");
|
||||||
|
targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration");
|
||||||
|
targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration");
|
||||||
|
targetFXVisibility = serializedObject.FindProperty("targetFXVisibility");
|
||||||
|
seeThrough = serializedObject.FindProperty("seeThrough");
|
||||||
|
seeThroughOccluderMask = serializedObject.FindProperty("seeThroughOccluderMask");
|
||||||
|
seeThroughOccluderMaskAccurate = serializedObject.FindProperty("seeThroughOccluderMaskAccurate");
|
||||||
|
seeThroughOccluderThreshold = serializedObject.FindProperty("seeThroughOccluderThreshold");
|
||||||
|
seeThroughOccluderCheckInterval = serializedObject.FindProperty("seeThroughOccluderCheckInterval");
|
||||||
|
seeThroughOccluderCheckIndividualObjects = serializedObject.FindProperty("seeThroughOccluderCheckIndividualObjects");
|
||||||
|
seeThroughDepthOffset = serializedObject.FindProperty("seeThroughDepthOffset");
|
||||||
|
seeThroughMaxDepth = serializedObject.FindProperty("seeThroughMaxDepth");
|
||||||
|
seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity");
|
||||||
|
seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha");
|
||||||
|
seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor");
|
||||||
|
seeThroughNoise = serializedObject.FindProperty("seeThroughNoise");
|
||||||
|
seeThroughBorder = serializedObject.FindProperty("seeThroughBorder");
|
||||||
|
seeThroughBorderWidth = serializedObject.FindProperty("seeThroughBorderWidth");
|
||||||
|
seeThroughBorderColor = serializedObject.FindProperty("seeThroughBorderColor");
|
||||||
|
seeThroughBorderOnly = serializedObject.FindProperty("seeThroughBorderOnly");
|
||||||
|
seeThroughOrdered = serializedObject.FindProperty("seeThroughOrdered");
|
||||||
|
seeThroughTexture = serializedObject.FindProperty("seeThroughTexture");
|
||||||
|
seeThroughTextureScale = serializedObject.FindProperty("seeThroughTextureScale");
|
||||||
|
seeThroughTextureUVSpace = serializedObject.FindProperty("seeThroughTextureUVSpace");
|
||||||
|
hitFxInitialIntensity = serializedObject.FindProperty("hitFxInitialIntensity");
|
||||||
|
hitFxMode = serializedObject.FindProperty("hitFxMode");
|
||||||
|
hitFxFadeOutDuration = serializedObject.FindProperty("hitFxFadeOutDuration");
|
||||||
|
hitFxColor = serializedObject.FindProperty("hitFxColor");
|
||||||
|
hitFxRadius = serializedObject.FindProperty("hitFxRadius");
|
||||||
|
cameraDistanceFade = serializedObject.FindProperty("cameraDistanceFade");
|
||||||
|
cameraDistanceFadeNear = serializedObject.FindProperty("cameraDistanceFadeNear");
|
||||||
|
cameraDistanceFadeFar = serializedObject.FindProperty("cameraDistanceFadeFar");
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
|
||||||
|
EditorGUILayout.Separator();
|
||||||
|
EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel);
|
||||||
|
EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include"));
|
||||||
|
if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject && effectGroup.intValue != (int)TargetOptions.Scripting) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter"));
|
||||||
|
EditorGUILayout.PropertyField(combineMeshes);
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(alphaCutOff);
|
||||||
|
EditorGUILayout.PropertyField(cullBackFaces);
|
||||||
|
EditorGUILayout.PropertyField(normalsOption);
|
||||||
|
EditorGUILayout.PropertyField(depthClip);
|
||||||
|
EditorGUILayout.PropertyField(fadeInDuration);
|
||||||
|
EditorGUILayout.PropertyField(fadeOutDuration);
|
||||||
|
EditorGUILayout.PropertyField(cameraDistanceFade);
|
||||||
|
if (cameraDistanceFade.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(cameraDistanceFadeNear, new GUIContent("Near Distance"));
|
||||||
|
EditorGUILayout.PropertyField(cameraDistanceFadeFar, new GUIContent("Far Distance"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(constantWidth);
|
||||||
|
EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline with other highlighted objects."));
|
||||||
|
|
||||||
|
EditorGUILayout.Separator();
|
||||||
|
EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(outline, "Outline", outline.floatValue > 0);
|
||||||
|
if (outline.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width"));
|
||||||
|
HighlightEffectEditor.QualityPropertyField(outlineQuality);
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color"));
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.PropertyField(outlineColorStyle, new GUIContent("Color Style"));
|
||||||
|
switch ((ColorStyle)outlineColorStyle.intValue) {
|
||||||
|
case ColorStyle.SingleColor:
|
||||||
|
EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color"));
|
||||||
|
break;
|
||||||
|
case ColorStyle.Gradient:
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(outlineGradient, new GUIContent("Gradient"));
|
||||||
|
EditorGUILayout.PropertyField(outlineGradientInLocalSpace, new GUIContent("In Local Space"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling"));
|
||||||
|
EditorGUILayout.PropertyField(outlineOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
|
||||||
|
}
|
||||||
|
if (outlineQuality.intValue == (int)QualityLevel.Highest && glowQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility"));
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(glow, "Outer Glow", glow.floatValue > 0);
|
||||||
|
if (glow.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width"));
|
||||||
|
HighlightEffectEditor.QualityPropertyField(glowQuality);
|
||||||
|
if (glowQuality.intValue == (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling"));
|
||||||
|
EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(glowOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer."));
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed"));
|
||||||
|
EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility"));
|
||||||
|
EditorGUILayout.PropertyField(glowBlendMode, new GUIContent("Blend Mode"));
|
||||||
|
if (glowQuality.intValue != (int)QualityLevel.Highest) {
|
||||||
|
EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering"));
|
||||||
|
if (glowDithering.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1"));
|
||||||
|
EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes"));
|
||||||
|
EditorGUILayout.PropertyField(glowPasses, true);
|
||||||
|
EditorGUILayout.PropertyField(glowIgnoreMask, new GUIContent("Ignore Mask"));
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0);
|
||||||
|
if (innerGlow.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width"));
|
||||||
|
EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(overlay, "Overlay", overlay.floatValue > 0);
|
||||||
|
if (overlay.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(overlayMode, new GUIContent("Mode"));
|
||||||
|
EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(overlayTexture, new GUIContent("Texture"));
|
||||||
|
if (overlayTexture.objectReferenceValue != null) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(overlayTextureUVSpace, new GUIContent("UV Space"));
|
||||||
|
EditorGUILayout.PropertyField(overlayTextureScale, new GUIContent("Texture Scale"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending"));
|
||||||
|
EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity"));
|
||||||
|
EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(targetFX, "Target", targetFX.boolValue);
|
||||||
|
if (targetFX.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXScaleToRenderBounds, new GUIContent("Scale To Object Bounds"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXAlignToGround, new GUIContent("Align To Ground"));
|
||||||
|
if (targetFXAlignToGround.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(targetFXGroundMaxDistance, new GUIContent("Ground Max Distance"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXGroundLayerMask, new GUIContent("Ground Layer Mask"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXFadePower, new GUIContent("Fade Power"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration"));
|
||||||
|
EditorGUILayout.PropertyField(targetFXVisibility, new GUIContent("Visibility"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
EditorGUILayout.PropertyField(seeThrough);
|
||||||
|
if (seeThrough.intValue != (int)SeeThroughMode.Never) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderMask, new GUIContent("Occluder Layer"));
|
||||||
|
if (seeThroughOccluderMask.intValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderMaskAccurate, new GUIContent("Accurate"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderThreshold, new GUIContent("Radius Threshold", "Multiplier to the object bounds. Making the bounds smaller prevents false occlusion tests."));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderCheckInterval, new GUIContent("Check Interval", "Interval in seconds between occlusion tests."));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOccluderCheckIndividualObjects, new GUIContent("Check Individual Objects", "Interval in seconds between occlusion tests."));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(seeThroughDepthOffset, new GUIContent("Depth Offset" + ((seeThroughDepthOffset.floatValue > 0) ? " •" : "")));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughMaxDepth, new GUIContent("Max Depth" + ((seeThroughMaxDepth.floatValue > 0) ? " •" : "")));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTexture, new GUIContent("Texture"));
|
||||||
|
if (seeThroughTexture.objectReferenceValue != null) {
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTextureUVSpace, new GUIContent("UV Space"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughTextureScale, new GUIContent("Texture Scale"));
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden"));
|
||||||
|
if (seeThroughBorder.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color"));
|
||||||
|
EditorGUILayout.PropertyField(seeThroughBorderOnly, new GUIContent("Border Only"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(seeThroughOrdered, new GUIContent("Ordered"));
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(GUI.skin.box);
|
||||||
|
DrawSectionField(hitFxInitialIntensity, "Hit FX", hitFxInitialIntensity.floatValue > 0);
|
||||||
|
if (hitFxInitialIntensity.floatValue > 0) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(hitFxInitialIntensity, new GUIContent("Initial Intensity"));
|
||||||
|
EditorGUILayout.PropertyField(hitFxMode, new GUIContent("Mode"));
|
||||||
|
EditorGUILayout.PropertyField(hitFxFadeOutDuration, new GUIContent("Fade Out Duration"));
|
||||||
|
EditorGUILayout.PropertyField(hitFxColor, new GUIContent("Color"));
|
||||||
|
if ((HitFxMode)hitFxMode.intValue == HitFxMode.LocalHit) {
|
||||||
|
EditorGUILayout.PropertyField(hitFxRadius, new GUIContent("Radius"));
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
if (serializedObject.ApplyModifiedProperties() || (Event.current.type == EventType.ValidateCommand &&
|
||||||
|
Event.current.commandName == "UndoRedoPerformed")) {
|
||||||
|
|
||||||
|
// Triggers profile reload on all Highlight Effect scripts
|
||||||
|
HighlightEffect[] effects = FindObjectsOfType<HighlightEffect>();
|
||||||
|
for (int t = 0; t < targets.Length; t++) {
|
||||||
|
HighlightProfile profile = (HighlightProfile)targets[t];
|
||||||
|
for (int k = 0; k < effects.Length; k++) {
|
||||||
|
if (effects[k] != null && effects[k].profile == profile && effects[k].profileSync) {
|
||||||
|
profile.Load(effects[k]);
|
||||||
|
effects[k].Refresh();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorUtility.SetDirty(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawSectionField(SerializedProperty property, string label, bool active) {
|
||||||
|
EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " •" : label));
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b3b0e551d6f4f4f3987e8e5be2e89285
|
||||||
|
timeCreated: 1542886545
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,33 @@
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
[CustomEditor(typeof(HighlightSeeThroughOccluder))]
|
||||||
|
public class HighlightSeeThroughOccluderEditor : Editor {
|
||||||
|
|
||||||
|
SerializedProperty mode, detectionMethod;
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
mode = serializedObject.FindProperty("mode");
|
||||||
|
detectionMethod = serializedObject.FindProperty("detectionMethod");
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(mode);
|
||||||
|
if (mode.intValue == (int)OccluderMode.BlocksSeeThrough) {
|
||||||
|
EditorGUILayout.HelpBox("This object will occlude any see-through effect.", MessageType.Info);
|
||||||
|
EditorGUILayout.PropertyField(detectionMethod);
|
||||||
|
} else {
|
||||||
|
EditorGUILayout.HelpBox("This object will trigger see-through effect. Use only on objects that do not write to depth buffer normally, like sprites or transparent objects.", MessageType.Info);
|
||||||
|
}
|
||||||
|
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 11e725ecbe4d74569b232e1a0d57efba
|
||||||
|
timeCreated: 1548711355
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,105 @@
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
[CustomEditor(typeof(HighlightTrigger))]
|
||||||
|
public class HighlightTriggerEditor : Editor {
|
||||||
|
|
||||||
|
SerializedProperty highlightOnHover, triggerMode, raycastCamera, raycastSource, raycastLayerMask;
|
||||||
|
SerializedProperty minDistance, maxDistance, respectUI, volumeLayerMask;
|
||||||
|
SerializedProperty selectOnClick, selectedProfile, selectedAndHighlightedProfile, singleSelection, toggleOnClick, keepSelection;
|
||||||
|
HighlightTrigger trigger;
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
highlightOnHover = serializedObject.FindProperty("highlightOnHover");
|
||||||
|
triggerMode = serializedObject.FindProperty("triggerMode");
|
||||||
|
raycastCamera = serializedObject.FindProperty("raycastCamera");
|
||||||
|
raycastSource = serializedObject.FindProperty("raycastSource");
|
||||||
|
raycastLayerMask = serializedObject.FindProperty("raycastLayerMask");
|
||||||
|
minDistance = serializedObject.FindProperty("minDistance");
|
||||||
|
maxDistance = serializedObject.FindProperty("maxDistance");
|
||||||
|
respectUI = serializedObject.FindProperty("respectUI");
|
||||||
|
volumeLayerMask = serializedObject.FindProperty("volumeLayerMask");
|
||||||
|
selectOnClick = serializedObject.FindProperty("selectOnClick");
|
||||||
|
selectedProfile = serializedObject.FindProperty("selectedProfile");
|
||||||
|
selectedAndHighlightedProfile = serializedObject.FindProperty("selectedAndHighlightedProfile");
|
||||||
|
singleSelection = serializedObject.FindProperty("singleSelection");
|
||||||
|
toggleOnClick = serializedObject.FindProperty("toggle");
|
||||||
|
keepSelection = serializedObject.FindProperty("keepSelection");
|
||||||
|
trigger = (HighlightTrigger)target;
|
||||||
|
trigger.Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
if (trigger.triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
|
||||||
|
if (trigger.colliders == null || trigger.colliders.Length == 0) {
|
||||||
|
EditorGUILayout.HelpBox("No collider found on this object or any of its children. Add colliders to allow automatic highlighting.", MessageType.Warning);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
if (trigger.triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
|
||||||
|
EditorGUILayout.HelpBox("This trigger mode is not compatible with the new input system.", MessageType.Error);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
if (trigger.GetComponent<Collider>() == null) {
|
||||||
|
EditorGUILayout.HelpBox("No collider found on this object. Add a collider to allow automatic highlighting.", MessageType.Error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(triggerMode);
|
||||||
|
switch (trigger.triggerMode) {
|
||||||
|
case TriggerMode.RaycastOnThisObjectAndChildren:
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(raycastCamera);
|
||||||
|
EditorGUILayout.PropertyField(raycastSource);
|
||||||
|
EditorGUILayout.PropertyField(raycastLayerMask);
|
||||||
|
EditorGUILayout.PropertyField(minDistance);
|
||||||
|
EditorGUILayout.PropertyField(maxDistance);
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
break;
|
||||||
|
case TriggerMode.Volume:
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(volumeLayerMask);
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (trigger.triggerMode != TriggerMode.Volume) {
|
||||||
|
EditorGUILayout.PropertyField(respectUI);
|
||||||
|
}
|
||||||
|
EditorGUILayout.PropertyField(highlightOnHover);
|
||||||
|
EditorGUILayout.PropertyField(selectOnClick);
|
||||||
|
if (selectOnClick.boolValue) {
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
EditorGUILayout.PropertyField(selectedProfile);
|
||||||
|
EditorGUILayout.PropertyField(selectedAndHighlightedProfile);
|
||||||
|
EditorGUILayout.PropertyField(singleSelection);
|
||||||
|
EditorGUILayout.PropertyField(toggleOnClick);
|
||||||
|
if (trigger.triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
|
||||||
|
EditorGUI.BeginChangeCheck();
|
||||||
|
EditorGUILayout.PropertyField(keepSelection);
|
||||||
|
if (EditorGUI.EndChangeCheck()) {
|
||||||
|
// Update all triggers
|
||||||
|
HighlightTrigger[] triggers = FindObjectsOfType<HighlightTrigger>();
|
||||||
|
foreach(HighlightTrigger t in triggers) {
|
||||||
|
if (t.keepSelection != keepSelection.boolValue) {
|
||||||
|
t.keepSelection = keepSelection.boolValue;
|
||||||
|
EditorUtility.SetDirty(t);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (serializedObject.ApplyModifiedProperties()) {
|
||||||
|
trigger.Init();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eaf7f56fbcfa343efb5081d4309cb76b
|
||||||
|
timeCreated: 1548711355
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,132 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public class TransparentWithDepth {
|
||||||
|
|
||||||
|
static Material bmDepthOnly;
|
||||||
|
static Material bmDepthClipping;
|
||||||
|
|
||||||
|
|
||||||
|
[MenuItem ("GameObject/Effects/Highlight Plus/Add Depth To Transparent Object", false, 100)]
|
||||||
|
static void AddDepthOption () {
|
||||||
|
Renderer renderer = GetRenderer ();
|
||||||
|
if (renderer == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!EditorUtility.DisplayDialog("Add Depth to Transparent Object", "This option will force the transparent object to write to the depth buffer by adding a new special material to the renderer (existing materials are preserved) so it can occlude and allow See-Through effect.\nOnly use on transparent objects.\n\nProceed?", "Yes", "No")) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Material[] materials = renderer.sharedMaterials;
|
||||||
|
for (int k = 0; k < materials.Length; k++) {
|
||||||
|
if (materials [k] == bmDepthOnly) {
|
||||||
|
EditorUtility.DisplayDialog ("Depth Support", "Already set! Nothing to do.", "Ok");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (materials == null) {
|
||||||
|
renderer.sharedMaterial = bmDepthOnly;
|
||||||
|
} else {
|
||||||
|
List<Material> newMaterials = new List<Material> (materials);
|
||||||
|
newMaterials.Insert (0, bmDepthOnly);
|
||||||
|
renderer.sharedMaterials = newMaterials.ToArray ();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[MenuItem("GameObject/Effects/Highlight Plus/Make Transparent Object Compatible with Depth Clipping", false, 101)]
|
||||||
|
static void AddDepthClippingOption() {
|
||||||
|
Renderer renderer = GetRenderer();
|
||||||
|
if (renderer == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!EditorUtility.DisplayDialog("Make Transparent Object Compatible with Depth Clipping", "This option will force the transparent object to write to _CameraDepthBuffer which is used by depth clip option (existing materials are preserved) so it can occlude outline and glow effects in High Quality mode.\nOnly use on transparent objects which need to occlude other outline / glow effects in high quality mode.\n\nProceed?", "Yes", "No")) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Material[] materials = renderer.sharedMaterials;
|
||||||
|
for (int k = 0; k < materials.Length; k++) {
|
||||||
|
if (materials[k] == bmDepthClipping) {
|
||||||
|
EditorUtility.DisplayDialog("Depth Clipping Support", "Already set! Nothing to do.", "Ok");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (materials == null) {
|
||||||
|
renderer.sharedMaterial = bmDepthClipping;
|
||||||
|
} else {
|
||||||
|
List<Material> newMaterials = new List<Material>(materials);
|
||||||
|
newMaterials.Insert(0, bmDepthClipping);
|
||||||
|
renderer.sharedMaterials = newMaterials.ToArray();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[MenuItem("GameObject/Effects/Highlight Plus/Remove Depth Compatibility", false, 102)]
|
||||||
|
static void RemoveDepthOption() {
|
||||||
|
|
||||||
|
Renderer renderer = GetRenderer();
|
||||||
|
if (renderer == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
bool found = false;
|
||||||
|
Material[] materials = renderer.sharedMaterials;
|
||||||
|
for (int k = 0; k < materials.Length; k++) {
|
||||||
|
if (materials[k] == bmDepthOnly || materials[k] == bmDepthClipping) {
|
||||||
|
materials[k] = null;
|
||||||
|
found = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (found) {
|
||||||
|
List<Material> newMaterials = new List<Material>();
|
||||||
|
for (int k = 0; k < materials.Length; k++) {
|
||||||
|
if (materials[k] != null) {
|
||||||
|
newMaterials.Add(materials[k]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
renderer.sharedMaterials = newMaterials.ToArray();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorUtility.DisplayDialog("Depth Support", "This object was not previously modified! Nothing to do.", "Ok");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static Renderer GetRenderer() {
|
||||||
|
|
||||||
|
if (Selection.activeGameObject == null) {
|
||||||
|
EditorUtility.DisplayDialog("Depth Support", "This option can only be used on GameObjects.", "Ok");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
Renderer renderer = Selection.activeGameObject.GetComponent<Renderer>();
|
||||||
|
if (renderer == null) {
|
||||||
|
EditorUtility.DisplayDialog("Depth Support", "This option can only be used on GameObjects with a Renderer component attached.", "Ok");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bmDepthOnly == null) {
|
||||||
|
bmDepthOnly = Resources.Load<Material>("HighlightPlus/HighlightPlusDepthWrite");
|
||||||
|
if (bmDepthOnly == null) {
|
||||||
|
EditorUtility.DisplayDialog("Depth Support", "HighlightPlusDepthWrite material not found!", "Ok");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bmDepthClipping == null) {
|
||||||
|
bmDepthClipping = Resources.Load<Material>("HighlightPlus/HighlightPlusDepthClipComp");
|
||||||
|
if (bmDepthClipping == null) {
|
||||||
|
EditorUtility.DisplayDialog("Depth Clipping Support", "HighlightPlusDepthClipComp material not found!", "Ok");
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return renderer;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,13 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: be6e3be6d17ed49a3bd16d816815d6fd
|
||||||
|
timeCreated: 1515683694
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,47 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine.XR;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
public static class VRCheck {
|
||||||
|
|
||||||
|
#if UNITY_2019_3_OR_NEWER
|
||||||
|
|
||||||
|
static List<XRDisplaySubsystemDescriptor> displaysDescs = new List<XRDisplaySubsystemDescriptor>();
|
||||||
|
static List<XRDisplaySubsystem> displays = new List<XRDisplaySubsystem>();
|
||||||
|
|
||||||
|
public static bool IsActive() {
|
||||||
|
displaysDescs.Clear();
|
||||||
|
SubsystemManager.GetSubsystemDescriptors(displaysDescs);
|
||||||
|
|
||||||
|
// If there are registered display descriptors that is a good indication that VR is most likely "enabled"
|
||||||
|
return displaysDescs.Count > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool IsVrRunning() {
|
||||||
|
bool vrIsRunning = false;
|
||||||
|
displays.Clear();
|
||||||
|
SubsystemManager.GetInstances(displays);
|
||||||
|
foreach (var displaySubsystem in displays) {
|
||||||
|
if (displaySubsystem.running) {
|
||||||
|
vrIsRunning = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return vrIsRunning;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
public static bool IsActive() {
|
||||||
|
return PlayerSettings.virtualRealitySupported;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool IsVrRunning() {
|
||||||
|
return Application.isPlaying && PlayerSettings.virtualRealitySupported;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e692cbce37dc14e29b436d0c876f45dc
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,484 @@
|
||||||
|
**************************************
|
||||||
|
* HIGHLIGHT PLUS *
|
||||||
|
* Created by Ramiro Oliva (Kronnect) *
|
||||||
|
* README FILE *
|
||||||
|
**************************************
|
||||||
|
|
||||||
|
|
||||||
|
Quick help: how to use this asset?
|
||||||
|
----------------------------------
|
||||||
|
|
||||||
|
1) Highlighting specific objects: add HighlightEffect.cs script to any GameObject. Customize the appearance options.
|
||||||
|
In the Highlight Effect inspector, you can specify which objects, in addition to this one, are also affected by the effect:
|
||||||
|
a) Only this object
|
||||||
|
b) This object and its children
|
||||||
|
c) All objects from the root to the children
|
||||||
|
d) All objects belonging to a layer
|
||||||
|
|
||||||
|
2) Control highlight effect when mouse is over:
|
||||||
|
Add HighlightTrigger.cs script to the GameObject. It will activate highlight on the gameobject when mouse pass over it.
|
||||||
|
|
||||||
|
3) Highlighting any object in the scene:
|
||||||
|
Select top menu GameObject -> Effects -> Highlight Plus -> Create Manager.
|
||||||
|
Customize appearance and behaviour of Highlight Manager. Those settings are default settings for all objects. If you want different settings for certain objects just add another HighlightEffect script to each different object. The manager will use those settings.
|
||||||
|
|
||||||
|
4) Make transparent shaders compatible with See-Through effect:
|
||||||
|
If you want the See-Through effect be seen through other transparent objects, they need to be modified so they write to depth buffer (by default transparent objects do not write to z-buffer).
|
||||||
|
To do so, select top menu GameObject -> Effects -> Highlight Plus -> Add Depth To Transparent Object.
|
||||||
|
|
||||||
|
5) Static batching:
|
||||||
|
Objects marked as "static" need a MeshCollider in order to be highlighted. This is because Unity combines the meshes of static objects so it's not possible to highlight individual objects if their meshes are combined.
|
||||||
|
To allow highlighting static objects make sure they have a MeshCollider attached (the MeshCollider can be disabled).
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Help & Support Forum
|
||||||
|
--------------------
|
||||||
|
|
||||||
|
Check the Documentation folder for detailed instructions:
|
||||||
|
|
||||||
|
Have any question or issue?
|
||||||
|
* Support-Web: https://kronnect.com/support
|
||||||
|
* Support-Discord: https://discord.gg/EH2GMaM
|
||||||
|
* Email: contact@kronnect.com
|
||||||
|
* Twitter: @Kronnect
|
||||||
|
|
||||||
|
If you like Highlight Plus, please rate it on the Asset Store. It encourages us to keep improving it! Thanks!
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Universal Rendering Pipeline
|
||||||
|
----------------------------
|
||||||
|
|
||||||
|
Customers can download a specific version of Highlight Plus designed for Universal Rendering Pipeline for free from our support forum on https://kronnect.com
|
||||||
|
Please sign up on the forum and send a pm to "Kronnect" or email to contact@kronnect.com to get access to the private board.
|
||||||
|
|
||||||
|
The Unity Asset Store currently does not allow you to select which package according to the pipeline to download so we have to offer this way so you can download it.
|
||||||
|
|
||||||
|
|
||||||
|
Future updates
|
||||||
|
--------------
|
||||||
|
|
||||||
|
All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com).
|
||||||
|
We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium.
|
||||||
|
|
||||||
|
Of course, all updates of Highlight Plus will be eventually available on the Asset Store.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
More Cool Assets!
|
||||||
|
-----------------
|
||||||
|
Check out our other assets here:
|
||||||
|
https://assetstore.unity.com/publishers/15018
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Version history
|
||||||
|
---------------
|
||||||
|
|
||||||
|
Current version
|
||||||
|
- Added new "UV Space" options to Overlay effect (now: triplanar, object space or screen space)
|
||||||
|
- Added mask texture and "UV Space" options to See-Through effect
|
||||||
|
- Camera Distance Fade now also affects the see-through effect
|
||||||
|
|
||||||
|
Version 9.5
|
||||||
|
- Outline: added Color Style property and new Gradient option
|
||||||
|
- Internal buffer for highest quality outline/glow format changed to R8 format to reduce memory and improve performance on mobile
|
||||||
|
- API: Refresh(discardCachedMeshes): added discardCachedMeshes optional parameter to force refresh of cached meshes (useful for combined meshes that have changed)
|
||||||
|
|
||||||
|
Version 9.4
|
||||||
|
- Highlight See Through Occluder: added mode for triggering the see-through offect on sprites and transparent objects
|
||||||
|
- [Fix] Fixed a problem on Quest 2 standalone when using with other render features (ie. Liquid Volume Pro 2 irregular topology)
|
||||||
|
|
||||||
|
Version 9.3
|
||||||
|
- Overlay: added "Mode" option (only when highlighted or always)
|
||||||
|
- Nested highlight effects are now included unless the 'Ignore' option is selected
|
||||||
|
- Cached meshes are now reconstructed when calling the Refresh() method
|
||||||
|
|
||||||
|
Version 9.2
|
||||||
|
- Improved shared mesh cache handling
|
||||||
|
- Improved see-through camera-layer based detection
|
||||||
|
|
||||||
|
Version 9.1.2
|
||||||
|
- [Fix] Fixed outline/glow distortion due to floating point math issues at distant positions from origin
|
||||||
|
|
||||||
|
Version 9.1.1
|
||||||
|
- Added support for Unity 2022
|
||||||
|
- Added Layer Mask option to Highlight Trigger
|
||||||
|
- Added "Keep Selection" option in Highlight Manager and Highlight Trigger
|
||||||
|
- [Fix] Fixed a potential issue that could exceed the maximum 64k vertices when combining meshes
|
||||||
|
|
||||||
|
Version 9.0
|
||||||
|
- Added "Camera Distance Fade" option
|
||||||
|
- Improved see-through accurate method which now takes into account multi-part meshes from compound parents
|
||||||
|
- [Fix] Fixed glow/outline aspect ratio in Single Pass Instanced VR mode
|
||||||
|
|
||||||
|
Version 8.5
|
||||||
|
- Improved outline effect when combining "Independent" option with many elements in "Children" selection
|
||||||
|
- Improved see-through border only effect
|
||||||
|
|
||||||
|
Version 8.4
|
||||||
|
- Added "Border Only" option to See-Through effect
|
||||||
|
- Outline/glow shape now properly cuts when partially occluded (instead of following the shape of the occluder)
|
||||||
|
- Adding a Highlight Effect component to a parent no longer deactivates highlighted children
|
||||||
|
|
||||||
|
Version 8.3
|
||||||
|
- Upgraded to Unity 2020.3.16
|
||||||
|
- [Fix] Fixed outline/glow render issue when MSAA is enabled
|
||||||
|
|
||||||
|
Version 8.2
|
||||||
|
- Added "Ignore Mask" option to glow. Can be used to render the glow effect alone
|
||||||
|
- [Fix] Fixed issue with new input system and highlight manager/trigger if no Event System is present in the scene
|
||||||
|
- [Fix] Fixed glow passes UI overlap in Unity 2021.3.3 due to reorderable array bug
|
||||||
|
|
||||||
|
Version 8.1
|
||||||
|
- Selection state is now visible in inspector (used only by trigger and manager components)
|
||||||
|
- [Fix] Fixed mobile input using the new input system
|
||||||
|
- [Fix] Fixed outline settings mismatch when using a combination of Highlight Trigger and Manager
|
||||||
|
|
||||||
|
Version 8.0
|
||||||
|
- Added SelectObject / ToggleObject / UnselectObject methods to Highlight Manager
|
||||||
|
- Added ability to control rendering order of effects (check documentation: Custom sorting section)
|
||||||
|
|
||||||
|
Version 7.9.1
|
||||||
|
- Default values for all effects are now 0 (disabled) except outline so desired effects must be enabled. This option allows you to ensure no extra/undesired effects are activated by mistake
|
||||||
|
- Redesigned Highlight Plus Profile editor interface
|
||||||
|
- Removed dependency of HighlightManager
|
||||||
|
|
||||||
|
Version 7.8
|
||||||
|
- Added outer glow blend mode option
|
||||||
|
- API: added OnObjectHighlightStart/End events to HighlightTrigger (check documentation for differences with similar events on Highlight Effect main script)
|
||||||
|
- [Fix] API: Fixed specific issues with SetTarget method when used on shader graph based materials that don't use standard texture names
|
||||||
|
|
||||||
|
Version 7.7.2
|
||||||
|
- [Fix] Fixed fade in/out issue when disabling/enabling objects
|
||||||
|
|
||||||
|
Version 7.7
|
||||||
|
- Added support for the new Input System
|
||||||
|
- [Fix] Fixes to the align to ground option of target fx effect
|
||||||
|
|
||||||
|
Version 7.6.2
|
||||||
|
- [Fix] VR: fixed target effect "Align to Ground" issue with Single Pass Instanced
|
||||||
|
|
||||||
|
Version 7.6.1
|
||||||
|
- [Fix] Fixed overlay animation speed issue
|
||||||
|
|
||||||
|
Version 7.6
|
||||||
|
- Added "Target FX Align to Ground" option
|
||||||
|
- Added isSeeThroughOccluded(camera). Is true when any see-through occluder using raycast mode is blocking the see-through effect
|
||||||
|
- All shader keywords are now of local type reducing global keyword usage
|
||||||
|
- Fixes and improvements to see-through when combined with outline/outer glow
|
||||||
|
|
||||||
|
Version 7.5.2
|
||||||
|
- [Fix] See-through is now visible when using glow/outline/inner glow with Always Visible option
|
||||||
|
|
||||||
|
Version 7.5
|
||||||
|
- Added new HitFX style: "Local Hit"
|
||||||
|
- Added new demo scene showcasing the HitFx variations
|
||||||
|
- Added "Overlay Texture" option
|
||||||
|
- Added "Min Distance" option to Highlight Manager and Highlight Trigger
|
||||||
|
- Added support for "Domain Reload" disabled option
|
||||||
|
- API: added OnObjectHighlightStart, OnObjectHighlightEnd events to HighlightManager
|
||||||
|
- [Fix] Fixed inner glow and overlay issue when MaterialPropertyBlock is used on the character material
|
||||||
|
|
||||||
|
Version 7.1
|
||||||
|
- Added "Respect UI" to Highlight Manager and Trigger which blocks interaction if pointer is over an UI element
|
||||||
|
|
||||||
|
Version 7.0.2
|
||||||
|
- Memory optimizations
|
||||||
|
|
||||||
|
Version 7.0.1
|
||||||
|
- [Fix] Highest quality outline/glow fixes on mobile
|
||||||
|
|
||||||
|
Version 7.0
|
||||||
|
- Added support for Single Pass Instanced
|
||||||
|
- Internal improvements and fixes
|
||||||
|
|
||||||
|
Version 6.9
|
||||||
|
- Internal improvements to see-through
|
||||||
|
|
||||||
|
Version 6.8
|
||||||
|
- Changed see-through effect rendering order to improve support with other stencil effects
|
||||||
|
- [Fix] Fixed properties not being reflected in scene immediately when invoking Undo
|
||||||
|
|
||||||
|
Version 6.7
|
||||||
|
- Added "SeeThrough Max Depth" option. Limits the visibility of the see-through effect to certain distance from the occluders
|
||||||
|
- Added "SeeThrough Check Individual Objects" option. If enabled, occlusion test is performed for each individual child of the object, instead of using combined bounds
|
||||||
|
|
||||||
|
Version 6.6
|
||||||
|
- Added "SeeThrough Depth Offset" option. This option allows you to control the minimum distance from the occluder to the object before showing the see-through effect
|
||||||
|
- Added "SeeThrough Non Overlap" option. Enable it only if the see-through effect produces flickering due to overlapping geometry in the hidden object
|
||||||
|
- [Fix] Fixed properties not being reflected in scene immediately when invoking Undo
|
||||||
|
|
||||||
|
Version 6.5.1
|
||||||
|
- Calling ProfileLoad() method will now assign that profile to the highlight effect component in addition to loading its values
|
||||||
|
- Prevents _Time overflow which can cause glitching on some Android devices
|
||||||
|
|
||||||
|
Version 6.5
|
||||||
|
- Name filter now is ignored when effect group is set to Only This Object
|
||||||
|
- New shader "HighlightPlus/Geometry/UIMask" to cancel highlight effects when rendering through a UI Canvas (see documentation)
|
||||||
|
|
||||||
|
Version 6.4
|
||||||
|
- Added "Cameras Layer Mask" to specify which cameras can render the effects
|
||||||
|
- Hit FX color in Highlight Profile now exposes HDR color options
|
||||||
|
|
||||||
|
Version 6.3.1
|
||||||
|
- Added "Single Selection" option to Highlight Manager/Trigger
|
||||||
|
- Added "Toggle" option to Highlight Manager/Trigger
|
||||||
|
- Selection is cleared now when clicking anywhere in the scene (requires Highlight Manager)
|
||||||
|
- API: added SetGlowColor
|
||||||
|
- Improved Highlight Manager inspector
|
||||||
|
|
||||||
|
Version 6.2
|
||||||
|
- Added TargetFX Scale To Object Bounds (defaults to false)
|
||||||
|
- Added support for HDR color to Hit FX color field
|
||||||
|
- Option to list occluders in the inspector when See Through Occluder Mask "Accurate" option is enabled
|
||||||
|
|
||||||
|
Version 6.1
|
||||||
|
- Added more accurate occluder layer system ("Accurate" option)
|
||||||
|
- Added default hit fx settings to inspector & profile
|
||||||
|
- Added hit fx modes (overlay or inner glow)
|
||||||
|
|
||||||
|
Version 6.0
|
||||||
|
- Added Selection feature
|
||||||
|
- Inspector: sections can be now collapsed to reduce screen space
|
||||||
|
- API: added OnObjectSelected / OnObjectUnSelected events
|
||||||
|
|
||||||
|
Version 5.5
|
||||||
|
- Added "Planar" mode to Normals option. Best choice for highlighting 2D meshes (quad/planes)
|
||||||
|
|
||||||
|
Version 5.4 5/Feb/2021
|
||||||
|
- Added Visibility option to targete effect
|
||||||
|
- Stencil mask is no longer computed when only overlay or inner glow is used improving performance
|
||||||
|
|
||||||
|
Version 5.3.5 22/Jan/2021
|
||||||
|
- Added "CustomVertexTransform.cginc" file which can be used to include user-defined vertex transformations
|
||||||
|
- Optimizations to material setters
|
||||||
|
|
||||||
|
Version 5.3.4
|
||||||
|
- Improvements to combine meshes option
|
||||||
|
|
||||||
|
Version 5.3.3
|
||||||
|
- Effects now reflect object transform changes when combines meshes option is enabled
|
||||||
|
|
||||||
|
Version 5.3.2
|
||||||
|
- Memory optimizations
|
||||||
|
|
||||||
|
Version 5.3.1
|
||||||
|
- Optimizations and fixes
|
||||||
|
|
||||||
|
Version 5.3
|
||||||
|
- Added "Combine Meshes" option to profile
|
||||||
|
|
||||||
|
Version 5.2
|
||||||
|
- Added "Object Name Filter" option to profile
|
||||||
|
|
||||||
|
Version 5.0
|
||||||
|
- API: added "TargetFX" method to programmatically start the target effect
|
||||||
|
- [Fix] Depth Clip option can now be used on mobile even with visibility set to Always On Top
|
||||||
|
|
||||||
|
Version 4.9
|
||||||
|
- Added "Medium" quality level
|
||||||
|
|
||||||
|
Version 4.8.1
|
||||||
|
- [Fix] Fixed outline/glow issue on iOS when using Highest Quality mode in Unity 2010.1
|
||||||
|
|
||||||
|
Version 4.8
|
||||||
|
- Added "Outer Glow Blend Passes" option
|
||||||
|
- Added support for HDR colors
|
||||||
|
|
||||||
|
Version 4.7
|
||||||
|
- Added "Normals Option" with Smooth, Preserve and Reorient variants to improve results
|
||||||
|
- Target effect now only renders once per gameobject if a specific target transform is specified
|
||||||
|
- API: added OnTargetAnimates. Allows you to override center, rotation and scale of target effect on a per-frame basis.
|
||||||
|
|
||||||
|
Version 4.6
|
||||||
|
- Added "SubMesh Mask" which allows to exclude certain submeshes
|
||||||
|
- [Fix] Fixed shader compilation issue with Single Pass Instanced mode enabled
|
||||||
|
|
||||||
|
Version 4.5
|
||||||
|
- Added "Preserve Original Mesh" option to inspector and profile
|
||||||
|
|
||||||
|
Version 4.4
|
||||||
|
- Added HitFX effect
|
||||||
|
- Improved quality of outer glow when using Highest Quality mode
|
||||||
|
- Improvements to SeeThrough Occluder when Detection Mode is set to RayCast
|
||||||
|
- API: added SetTargets(transform, renderers)
|
||||||
|
- API: added static method HighlightEffect.DrawEffectsNow() to force render all effects on demand
|
||||||
|
|
||||||
|
Version 4.2
|
||||||
|
- Added GPU Instancing support for outline / glow effects
|
||||||
|
- Highlight Trigger: added volume collision detection
|
||||||
|
|
||||||
|
Version 4.1.1
|
||||||
|
- [Fix] Fixed issue with grouped objects when independent option is enabled and Highest Quality outer glow or outline is used
|
||||||
|
|
||||||
|
Version 4.1
|
||||||
|
- Improved "Outline Independent" option for Highest Quality Mode
|
||||||
|
- Consistency: enabling "Outline Independent" in Highest Quality Mode now also affects Outer Glow is used
|
||||||
|
|
||||||
|
Version 4.0
|
||||||
|
- Start up peformance & memory allocation optimizations
|
||||||
|
- Added "Independent" support to outline in Highest Quality mode
|
||||||
|
- Added "Make Transparent Object Compatible With Depth Clip" option
|
||||||
|
|
||||||
|
Version 3.9
|
||||||
|
- Added "Depth Clip" option (only applies to HQ outline/glow effects)
|
||||||
|
|
||||||
|
Version 3.8
|
||||||
|
- Glow/Outline downsampling and glow blend mode option added to profiles
|
||||||
|
- [Fix] Fixed an issue which marked the scene as dirty
|
||||||
|
- [Fix] Removed VR API usage console warning
|
||||||
|
|
||||||
|
Version 3.7
|
||||||
|
- See Through: added "Occluder Mask" option. When set to a custom layer, it performs a BoxCast check to ensure only objects in the specific layers are occluding the target. Customize this behaviour using the Radius Threshold and Check Interval settings.
|
||||||
|
- Added "Max Distance" to Highlight Trigger
|
||||||
|
- Reduced allocations when averaging normals
|
||||||
|
- [Fix] Fixed flickering of outer glow when used in Highest quality with thin objects
|
||||||
|
|
||||||
|
Version 3.6
|
||||||
|
- Added "Outline Independent" option. Shows full outline regardless of any other highlighted object behind.
|
||||||
|
|
||||||
|
Version 3.5
|
||||||
|
- Improved quality of Outline effect when quality level is set to Highest
|
||||||
|
- Added "SeeThrough Border" feature
|
||||||
|
- Added "Blend Mode" option to Outer Glow for highest quality level
|
||||||
|
- [Fix] Fixed issue during Prefab editor mode
|
||||||
|
|
||||||
|
Version 3.4.4
|
||||||
|
- Added option in occluder script to use raycast instead of stencil buffer to cancel see-through (useful for avoiding terrain triggering see-through effect)
|
||||||
|
- [Fix] Fixed see-through in deferred rendering path
|
||||||
|
|
||||||
|
Version 3.4.2
|
||||||
|
- [Fix] Fixed an issue when adding the effect at runtime with outline/glow in higuest quality
|
||||||
|
|
||||||
|
Version 3.4.1
|
||||||
|
- [Fix] Fixed occluder objects removing glow effect when placed in the background
|
||||||
|
- [Fix] Added missing SeeThrough noise option to Highlight Profile asset
|
||||||
|
|
||||||
|
Version 3.4
|
||||||
|
- Added LayerInChildren option to "Include" filter
|
||||||
|
- Improved occluder system
|
||||||
|
- [Fix] Prevent an error when the mesh normals count does not match the vertex count
|
||||||
|
|
||||||
|
Version 3.3
|
||||||
|
- Outline, Glow and Inner Glow "Always On Top" option expanded to "Normal", "Always On Top" or "Only When Occluded"
|
||||||
|
- Added Noise slider to See-Through effect
|
||||||
|
|
||||||
|
Version 3.2.4
|
||||||
|
- [Fix] Fixed flickering issue when combining mesh & skinned mesh renderers
|
||||||
|
|
||||||
|
Version 3.2.3
|
||||||
|
- General improvements and fixes
|
||||||
|
|
||||||
|
Version 3.2.2
|
||||||
|
- [Fix] Fixed issue when trying to read normals from a non-readable mesh
|
||||||
|
|
||||||
|
Version 3.2.1
|
||||||
|
- [Fix] Fixed glow disappearing when object crosses camera near clip
|
||||||
|
|
||||||
|
Version 3.2
|
||||||
|
- Added "Reflection Probes" option
|
||||||
|
- Internal improvements and fixes
|
||||||
|
|
||||||
|
Version 3.1
|
||||||
|
- Added "Constant Width" option to Glow/Outline in Fastest/High quality level
|
||||||
|
- Added "Optimal Blit" option to Glow/Outline with Debug View
|
||||||
|
|
||||||
|
Version 3.0.2
|
||||||
|
- API: added proxy methods ProfileLoad, ProfileReload, ProfileSaveChanges to load/store profile settings at runtime. You can also load/save changes between effect and profile using the Load/Save methods on the profile object itself.
|
||||||
|
|
||||||
|
Version 3.0.1
|
||||||
|
- [Fix] Fixed an exception when glow was enabled, outline disabled in highest quality level
|
||||||
|
|
||||||
|
Version 3.0
|
||||||
|
- Added HQ Highest quality glow and outline options
|
||||||
|
- Added "Include" option to choose which objects are affected by the effects (same gameobject, children, root to children, or many objects in layer)
|
||||||
|
- Added "Alpha CutOff"
|
||||||
|
|
||||||
|
Version 2.6.1
|
||||||
|
- Minor internal improvements
|
||||||
|
|
||||||
|
Version 2.6
|
||||||
|
- Added Target effect
|
||||||
|
- Improved performance on Skinned Mesh Renderers. Slightly improved performance on normal renderers.
|
||||||
|
|
||||||
|
Version 2.5.2
|
||||||
|
- [Fix] Fixed issue with HQ Outer Glow not showing when there's multiple selected objects parented to the same object
|
||||||
|
|
||||||
|
Version 2.5.1
|
||||||
|
- Added support for orthographic camera
|
||||||
|
|
||||||
|
Version 2.5
|
||||||
|
- Added support for VR Single Pass Instanced
|
||||||
|
- Minor improvements and fixes
|
||||||
|
|
||||||
|
Version 2.4
|
||||||
|
- New HighlightSeeThroughOccluder script. Add it to any object to cancel any see-through effect
|
||||||
|
- Added "Fade In Duration" / "Fade Out Duration" to create smooth transition states
|
||||||
|
- Added "Glow HQ" to produce better outer glow on certain shapes
|
||||||
|
- Added "OnRendererHighlightStart" event
|
||||||
|
- API: added "OverlayOnShot" method for impact effects
|
||||||
|
|
||||||
|
Version 2.3
|
||||||
|
- Added "Raycast Source" to Highlight Trigger and Manager components
|
||||||
|
- Added "Skinned Mesh Bake Mode" to optimize highlight on many models
|
||||||
|
|
||||||
|
Version 2.2
|
||||||
|
- Added "Always On Top" option to Outline, Outer and Inner Glow
|
||||||
|
- Added "Trigger Mode" to Highlight Trigger to support complex objects
|
||||||
|
|
||||||
|
Version 2.1
|
||||||
|
- Added "Outline HQ" to inspector. Creates a better outline on certain shapes
|
||||||
|
- Added "Ignore Object Visibility" to enable effects on disabled renderers or hidden objects
|
||||||
|
|
||||||
|
Version 2.0
|
||||||
|
- Profiles. Store/load/share settings across different objects.
|
||||||
|
- [Fix] Fixed issue when copying component values between two objects
|
||||||
|
- [Fix] Fixed effects ignoring culling mask on additional cameras
|
||||||
|
|
||||||
|
Version 1.5
|
||||||
|
- Added "Inner Glow" effect
|
||||||
|
|
||||||
|
Version 1.4
|
||||||
|
- Added "Overlay Min Intensity" and "Overlay Blending" options
|
||||||
|
- Added "Ignore" option
|
||||||
|
- Minor improvements & fixes
|
||||||
|
|
||||||
|
Version 1.3
|
||||||
|
- Added option to add depth compatibility for transparent shaders
|
||||||
|
|
||||||
|
Version 1.2.4
|
||||||
|
- [Fix] Fix for multiple skinned models
|
||||||
|
- [Fix] Fix for scaled skinned models
|
||||||
|
|
||||||
|
Version 1.2.3
|
||||||
|
- [Fix] Fixes for Steam VR
|
||||||
|
|
||||||
|
Version 1.2.1
|
||||||
|
- Internal improvements and fixes
|
||||||
|
|
||||||
|
Version 1.2.1
|
||||||
|
- [Fix] Fixed script execution order issue with scripts changing transform in LateUpdate()
|
||||||
|
|
||||||
|
Version 1.2
|
||||||
|
- Support for LOD groups
|
||||||
|
|
||||||
|
Version 1.1
|
||||||
|
- Redesigned editor inspector
|
||||||
|
- Minor improvements
|
||||||
|
|
||||||
|
Version 1.0.4
|
||||||
|
- Supports meshes with negative scales
|
||||||
|
|
||||||
|
Version 1.0.3
|
||||||
|
- Support for multiple submeshes
|
||||||
|
|
||||||
|
Version 1.0.2
|
||||||
|
- [Fix] Fixed scale issue with grouped objects
|
||||||
|
|
||||||
|
Version 1.0.1
|
||||||
|
- Supports combined meshes
|
||||||
|
|
||||||
|
Version 1.0 - Nov/2018
|
||||||
|
- Initial release
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
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||||||
|
guid: 53265a9967ed548efaf71f5807638781
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||||||
|
timeCreated: 1542901568
|
||||||
|
licenseType: Pro
|
||||||
|
TextScriptImporter:
|
||||||
|
userData:
|
||||||
|
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|
assetBundleVariant:
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|
fileFormatVersion: 2
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||||||
|
guid: 3a476022645d74299b862c36d0daa1df
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1542876301
|
||||||
|
licenseType: Pro
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
|
|
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||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6bd97436761b94109a0785ed6823647c
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1542893576
|
||||||
|
licenseType: Pro
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,10 @@
|
||||||
|
#ifndef CUSTOM_VERTEX_TRANSFORM_INCLUDED
|
||||||
|
#define CUSTOM_VERTEX_TRANSFORM_INCLUDED
|
||||||
|
|
||||||
|
float4 ComputeVertexPosition(float4 vertex) {
|
||||||
|
// Add here any custom vertex transform
|
||||||
|
float4 pos = UnityObjectToClipPos(vertex);
|
||||||
|
return pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
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|
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|
||||||
|
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|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,49 @@
|
||||||
|
Shader "HighlightPlus/Geometry/JustDepth"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType"="Opaque" }
|
||||||
|
ColorMask 0
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 058a572e30b2d446bade2dda32bcef0f
|
||||||
|
timeCreated: 1515682635
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,43 @@
|
||||||
|
Shader "HighlightPlus/Geometry/DepthClipComp"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Pass {
|
||||||
|
Name "ShadowCaster"
|
||||||
|
Tags { "LightMode" = "ShadowCaster" }
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma target 2.0
|
||||||
|
#pragma multi_compile_shadowcaster
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
V2F_SHADOW_CASTER;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert( appdata_base v ) {
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 frag( v2f i ) : SV_Target {
|
||||||
|
SHADOW_CASTER_FRAGMENT(i)
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0917f634da79a4983ad78bac83d5a715
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,158 @@
|
||||||
|
Shader "HighlightPlus/Geometry/BlurGlow" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_BlurScale("Blur Scale", Float) = 2.0
|
||||||
|
_Speed("Speed", Float) = 1
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
ZTest Always
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
CGINCLUDE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||||
|
float4 _MainTex_TexelSize;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
float _BlurScale, _Speed;
|
||||||
|
|
||||||
|
struct appdata {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 texcoord : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2fCross {
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float2 uv: TEXCOORD0;
|
||||||
|
float2 uv1: TEXCOORD1;
|
||||||
|
float2 uv2: TEXCOORD2;
|
||||||
|
float2 uv3: TEXCOORD3;
|
||||||
|
float2 uv4: TEXCOORD4;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2fCross vertCross(appdata v) {
|
||||||
|
v2fCross o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_UV_STARTS_AT_TOP
|
||||||
|
if (_MainTex_TexelSize.y < 0) {
|
||||||
|
// Texture is inverted WRT the main texture
|
||||||
|
v.texcoord.y = 1.0 - v.texcoord.y;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
o.uv = v.texcoord;
|
||||||
|
float3 offsets = _MainTex_TexelSize.xyx * float3(1,1,-1);
|
||||||
|
o.uv1 = v.texcoord - offsets.xy;
|
||||||
|
o.uv2 = v.texcoord - offsets.zy;
|
||||||
|
o.uv3 = v.texcoord + offsets.zy;
|
||||||
|
o.uv4 = v.texcoord + offsets.xy;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
v2fCross vertBlurH(appdata v) {
|
||||||
|
v2fCross o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_UV_STARTS_AT_TOP
|
||||||
|
if (_MainTex_TexelSize.y < 0) {
|
||||||
|
// Texture is inverted WRT the main texture
|
||||||
|
v.texcoord.y = 1.0 - v.texcoord.y;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
|
||||||
|
o.uv = v.texcoord;
|
||||||
|
float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * animatedWidth, 0);
|
||||||
|
o.uv1 = v.texcoord - inc;
|
||||||
|
o.uv2 = v.texcoord + inc;
|
||||||
|
float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * animatedWidth, 0);
|
||||||
|
o.uv3 = v.texcoord - inc2;
|
||||||
|
o.uv4 = v.texcoord + inc2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
v2fCross vertBlurV(appdata v) {
|
||||||
|
v2fCross o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_UV_STARTS_AT_TOP
|
||||||
|
if (_MainTex_TexelSize.y < 0) {
|
||||||
|
// Texture is inverted WRT the main texture
|
||||||
|
v.texcoord.y = 1.0 - v.texcoord.y;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
|
||||||
|
o.uv = v.texcoord;
|
||||||
|
float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * animatedWidth);
|
||||||
|
o.uv1 = v.texcoord - inc;
|
||||||
|
o.uv2 = v.texcoord + inc;
|
||||||
|
float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * animatedWidth);
|
||||||
|
o.uv3 = v.texcoord - inc2;
|
||||||
|
o.uv4 = v.texcoord + inc2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 fragBlur (v2fCross i): SV_Target {
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv) * 0.2270270270
|
||||||
|
+ (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2)) * 0.3162162162
|
||||||
|
+ (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4)) * 0.0702702703;
|
||||||
|
return pixel;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 fragResample(v2fCross i) : SV_Target {
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
|
||||||
|
float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
|
||||||
|
float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
|
||||||
|
float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
|
||||||
|
return (c1+c2+c3+c4) * 0.25;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertBlurH
|
||||||
|
#pragma fragment fragBlur
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma target 3.0
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertBlurV
|
||||||
|
#pragma fragment fragBlur
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma target 3.0
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertCross
|
||||||
|
#pragma fragment fragResample
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma target 3.0
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 84c84ee93ec484bdda371ffbdebfcc7c
|
||||||
|
timeCreated: 1556874239
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,156 @@
|
||||||
|
Shader "HighlightPlus/Geometry/BlurOutline" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_BlurScale("Blur Scale", Float) = 2.0
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
|
||||||
|
ZTest Always
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
CGINCLUDE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||||
|
float4 _MainTex_TexelSize;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
float _BlurScale;
|
||||||
|
|
||||||
|
struct appdata {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 texcoord : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct v2fCross {
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float2 uv: TEXCOORD0;
|
||||||
|
float2 uv1: TEXCOORD1;
|
||||||
|
float2 uv2: TEXCOORD2;
|
||||||
|
float2 uv3: TEXCOORD3;
|
||||||
|
float2 uv4: TEXCOORD4;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2fCross vertCross(appdata v) {
|
||||||
|
v2fCross o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_UV_STARTS_AT_TOP
|
||||||
|
if (_MainTex_TexelSize.y < 0) {
|
||||||
|
// Texture is inverted WRT the main texture
|
||||||
|
v.texcoord.y = 1.0 - v.texcoord.y;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
o.uv = v.texcoord;
|
||||||
|
float3 offsets = _MainTex_TexelSize.xyx * float3(1,1,-1);
|
||||||
|
o.uv1 = v.texcoord - offsets.xy;
|
||||||
|
o.uv2 = v.texcoord - offsets.zy;
|
||||||
|
o.uv3 = v.texcoord + offsets.zy;
|
||||||
|
o.uv4 = v.texcoord + offsets.xy;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
v2fCross vertBlurH(appdata v) {
|
||||||
|
v2fCross o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_UV_STARTS_AT_TOP
|
||||||
|
if (_MainTex_TexelSize.y < 0) {
|
||||||
|
// Texture is inverted WRT the main texture
|
||||||
|
v.texcoord.y = 1.0 - v.texcoord.y;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
o.uv = v.texcoord;
|
||||||
|
float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * _BlurScale, 0);
|
||||||
|
o.uv1 = v.texcoord - inc;
|
||||||
|
o.uv2 = v.texcoord + inc;
|
||||||
|
float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * _BlurScale, 0);
|
||||||
|
o.uv3 = v.texcoord - inc2;
|
||||||
|
o.uv4 = v.texcoord + inc2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
v2fCross vertBlurV(appdata v) {
|
||||||
|
v2fCross o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_UV_STARTS_AT_TOP
|
||||||
|
if (_MainTex_TexelSize.y < 0) {
|
||||||
|
// Texture is inverted WRT the main texture
|
||||||
|
v.texcoord.y = 1.0 - v.texcoord.y;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
o.uv = v.texcoord;
|
||||||
|
float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * _BlurScale);
|
||||||
|
o.uv1 = v.texcoord - inc;
|
||||||
|
o.uv2 = v.texcoord + inc;
|
||||||
|
float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * _BlurScale);
|
||||||
|
o.uv3 = v.texcoord - inc2;
|
||||||
|
o.uv4 = v.texcoord + inc2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 fragBlur (v2fCross i): SV_Target {
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv) * 0.2270270270
|
||||||
|
+ (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2)) * 0.3162162162
|
||||||
|
+ (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4)) * 0.0702702703;
|
||||||
|
return pixel;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 fragResample(v2fCross i) : SV_Target {
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
|
||||||
|
float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
|
||||||
|
float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
|
||||||
|
float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
|
||||||
|
return (c1+c2+c3+c4) * 0.25;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertBlurH
|
||||||
|
#pragma fragment fragBlur
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma target 3.0
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertBlurV
|
||||||
|
#pragma fragment fragBlur
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma target 3.0
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertCross
|
||||||
|
#pragma fragment fragResample
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma target 3.0
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 74f3491dcf1224f0c91238381c035439
|
||||||
|
timeCreated: 1556874239
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,97 @@
|
||||||
|
Shader "HighlightPlus/ClearStencil"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
Ref 8 // bit 8 is used by HighlightUIMask shader to prevent Clear Stencil passes
|
||||||
|
Comp NotEqual
|
||||||
|
Pass zero
|
||||||
|
ReadMask 8
|
||||||
|
WriteMask 6
|
||||||
|
}
|
||||||
|
ZTest Always
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
ColorMask 0
|
||||||
|
|
||||||
|
Pass // Ordered full screen
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = float4(v.vertex.xy, 0, 0.5);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass // Ordered object-space
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 632d26701d1f14d9ab2950021e6fed87
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,147 @@
|
||||||
|
Shader "HighlightPlus/Geometry/ComposeGlow" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "black" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
[HideInInspector] _Cull ("Cull Mode", Int) = 2
|
||||||
|
[HideInInspector] _ZTest ("ZTest Mode", Int) = 0
|
||||||
|
[HideInInspector] _Flip("Flip", Vector) = (0, 1, 0)
|
||||||
|
[HideInInspector] _BlendSrc("Blend Src", Int) = 1
|
||||||
|
[HideInInspector] _BlendDst("Blend Dst", Int) = 1
|
||||||
|
_Debug("Debug Color", Color) = (0,0,0,0)
|
||||||
|
[HideInInspector] _GlowStencilComp ("Stencil Comp", Int) = 6
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+102" "RenderType"="Transparent" }
|
||||||
|
Blend [_BlendSrc] [_BlendDst]
|
||||||
|
|
||||||
|
// Compose effect on camera target
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZWrite Off
|
||||||
|
ZTest [_ZTest]
|
||||||
|
Cull Off //[_Cull]
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp [_GlowStencilComp]
|
||||||
|
Pass keep
|
||||||
|
ReadMask 2
|
||||||
|
WriteMask 2
|
||||||
|
}
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal);
|
||||||
|
fixed4 _Color;
|
||||||
|
float3 _Flip;
|
||||||
|
fixed4 _Debug;
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float4 scrPos: TEXCOORD0;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
fixed4 glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeGlowFinal, i.scrPos.xy/i.scrPos.w);
|
||||||
|
fixed4 color = _Color;
|
||||||
|
color *= glow.r;
|
||||||
|
color += _Debug;
|
||||||
|
color.a = saturate(color.a);
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compose effect on camera target (full-screen blit)
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZWrite Off
|
||||||
|
ZTest Always //[_ZTest]
|
||||||
|
Cull Off //[_Cull]
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp NotEqual
|
||||||
|
Pass keep
|
||||||
|
ReadMask 2
|
||||||
|
WriteMask 2
|
||||||
|
}
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed4 _Color;
|
||||||
|
float3 _Flip;
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert(appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
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|
||||||
|
o.uv.y = _Flip.x + o.uv.y * _Flip.y;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag(v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
fixed4 glow = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
|
||||||
|
fixed4 color = _Color;
|
||||||
|
color *= glow.r;
|
||||||
|
color.a = saturate(color.a);
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
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}
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|
Shader "HighlightPlus/Geometry/ComposeOutline" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "black" {}
|
||||||
|
_Color("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_Cull("Cull Mode", Int) = 2
|
||||||
|
_ZTest("ZTest Mode", Int) = 0
|
||||||
|
_Flip("Flip", Vector) = (0, 1, 0)
|
||||||
|
_Debug("Debug Color", Color) = (0,0,0,0)
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue" = "Transparent+120" "RenderType" = "Transparent" }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
|
||||||
|
// Compose effect on camera target (optimal quad blit)
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZWrite Off
|
||||||
|
ZTest [_ZTest]
|
||||||
|
Cull Off // [_Cull]
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp NotEqual
|
||||||
|
Pass keep
|
||||||
|
ReadMask 2
|
||||||
|
WriteMask 2
|
||||||
|
}
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|
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||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal);
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
float3 _Flip;
|
||||||
|
fixed4 _Debug;
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float4 scrPos: TEXCOORD0;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
o.scrPos.y = o.scrPos.w * _Flip.x + o.scrPos.y * _Flip.y;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HPComposeOutlineFinal, i.scrPos.xy/i.scrPos.w);
|
||||||
|
fixed4 color = _Color;
|
||||||
|
color.a *= outline.r;
|
||||||
|
color += _Debug;
|
||||||
|
color.a = saturate(color.a);
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compose effect on camera target (full-screen blit)
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZWrite Off
|
||||||
|
ZTest Always // [_ZTest]
|
||||||
|
Cull Off // [_Cull]
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||||||
|
Stencil {
|
||||||
|
Ref 2
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||||||
|
Comp NotEqual
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||||||
|
Pass keep
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||||||
|
ReadMask 2
|
||||||
|
WriteMask 2
|
||||||
|
}
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed4 _Color;
|
||||||
|
float3 _Flip;
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert(appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.uv = UnityStereoScreenSpaceUVAdjust(v.uv, _MainTex_ST);
|
||||||
|
o.uv.y = _Flip.x + o.uv.y * _Flip.y;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag(v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
|
||||||
|
fixed4 color = _Color;
|
||||||
|
color.a *= outline.r;
|
||||||
|
color = saturate(color);
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
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||||||
|
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}
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|
}
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timeCreated: 1544699251
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licenseType: Pro
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|
ShaderImporter:
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%YAML 1.1
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||||||
|
- _GlowZTest: 4
|
||||||
|
- _Metallic: 0
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||||||
|
- _Mode: 0
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||||||
|
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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||||||
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- _SpecularHighlights: 1
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||||||
|
- _SrcBlend: 1
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- _UVSec: 0
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|
- _ZWrite: 1
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||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _Glow: {r: 1, g: 0.025, b: 0.75, a: 0.5}
|
||||||
|
- _Glow2: {r: 0.01, g: 1, b: 0.5, a: 0}
|
||||||
|
- _GlowColor: {r: 1, g: 1, b: 1, a: 1}
|
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|
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Shader "HighlightPlus/Geometry/Glow" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Glow ("Glow", Vector) = (1, 0.025, 0.75, 0.5)
|
||||||
|
_Glow2 ("Glow2", Vector) = (0.01, 1, 0.5, 0)
|
||||||
|
_GlowColor ("Glow Color", Color) = (1,1,1)
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_GlowDirection("GlowDir", Vector) = (1,1,0)
|
||||||
|
_Cull ("Cull Mode", Int) = 2
|
||||||
|
_ConstantWidth ("Constant Width", Float) = 1
|
||||||
|
_GlowZTest ("ZTest", Int) = 4
|
||||||
|
_GlowStencilOp ("Stencil Operation", Int) = 0
|
||||||
|
_GlowStencilComp ("Stencil Comp", Int) = 6
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+102" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
// Glow passes
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp [_GlowStencilComp]
|
||||||
|
Pass [_GlowStencilOp]
|
||||||
|
ReadMask 2
|
||||||
|
WriteMask 2
|
||||||
|
}
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
Cull [_Cull]
|
||||||
|
ZTest [_GlowZTest]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
//float4 _Glow; // x = intensity, y = width, z = magic number 1, w = magic number 2
|
||||||
|
float3 _Glow2; // x = outline width, y = glow speed, z = dither on/off
|
||||||
|
float _ConstantWidth;
|
||||||
|
|
||||||
|
UNITY_INSTANCING_BUFFER_START(Props)
|
||||||
|
UNITY_DEFINE_INSTANCED_PROP(float4, _GlowColor)
|
||||||
|
UNITY_DEFINE_INSTANCED_PROP(float4, _Glow)
|
||||||
|
UNITY_DEFINE_INSTANCED_PROP(float4, _GlowDirection)
|
||||||
|
UNITY_INSTANCING_BUFFER_END(Props)
|
||||||
|
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
|
||||||
|
float4 glowDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowDirection);
|
||||||
|
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
|
||||||
|
glowDirection.x *= 2.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
v.vertex.xyz += v.normal * glowDirection.z;
|
||||||
|
float4 pos = ComputeVertexPosition(v.vertex);
|
||||||
|
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
|
||||||
|
float2 offset = TransformViewToProjection(normalize(norm.xy));
|
||||||
|
|
||||||
|
offset += glowDirection.xy;
|
||||||
|
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z), 2.0, UNITY_MATRIX_P[3][3]);
|
||||||
|
z = _ConstantWidth * (z - 2.0) + 2.0;
|
||||||
|
float outlineWidth = _Glow2.x;
|
||||||
|
|
||||||
|
float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
|
||||||
|
|
||||||
|
float animatedWidth = glow.y * (1.0 + 0.25 * sin(_Time.w * _Glow2.y));
|
||||||
|
offset *= z * (outlineWidth + animatedWidth);
|
||||||
|
pos.xy += offset;
|
||||||
|
o.pos = pos;
|
||||||
|
o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _GlowColor);
|
||||||
|
o.color.a = glow.x;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
fixed4 color = i.color;
|
||||||
|
float4 glow = UNITY_ACCESS_INSTANCED_PROP(Props, _Glow);
|
||||||
|
float2 screenPos = floor( i.pos.xy * glow.z ) * glow.w;
|
||||||
|
color.a *= saturate(_Glow2.z + frac(screenPos.x + screenPos.y));
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 049d9e75e07674a78a703cf1203c07dd
|
||||||
|
timeCreated: 1544699250
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,95 @@
|
||||||
|
Shader "HighlightPlus/Geometry/InnerGlow" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_InnerGlowColor ("Inner Glow Color", Color) = (1,1,1,1)
|
||||||
|
_InnerGlowWidth ("Width", Float) = 1.0
|
||||||
|
_CutOff("CutOff", Float ) = 0.5
|
||||||
|
_Cull ("Cull Mode", Int) = 2
|
||||||
|
_InnerGlowZTest ("ZTest", Int) = 4
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+122" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
// Inner Glow
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
Ref 4
|
||||||
|
ReadMask 4
|
||||||
|
Comp NotEqual
|
||||||
|
Pass keep
|
||||||
|
}
|
||||||
|
Blend SrcAlpha One
|
||||||
|
ZWrite Off
|
||||||
|
ZTest [_InnerGlowZTest]
|
||||||
|
Cull [_Cull]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 wpos : TEXCOORD1;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed _CutOff;
|
||||||
|
fixed4 _InnerGlowColor;
|
||||||
|
fixed _InnerGlowWidth;
|
||||||
|
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
o.pos.z += 0.0001;
|
||||||
|
#else
|
||||||
|
o.pos.z -= 0.0001;
|
||||||
|
#endif
|
||||||
|
o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||||
|
o.normal = UnityObjectToWorldNormal(v.normal);
|
||||||
|
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
#if HP_ALPHACLIP
|
||||||
|
fixed4 color = tex2D(_MainTex, i.uv);
|
||||||
|
clip(color.a - _CutOff);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float3 viewDir = normalize(i.wpos - _WorldSpaceCameraPos.xyz);
|
||||||
|
fixed dx = saturate(_InnerGlowWidth - abs(dot(viewDir, normalize(i.normal)))) / _InnerGlowWidth;
|
||||||
|
fixed4 col = _InnerGlowColor * dx;
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e5a069457bd344391acd5af227c0ce11
|
||||||
|
timeCreated: 1544699250
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,140 @@
|
||||||
|
Shader "HighlightPlus/Geometry/Mask" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_CutOff("CutOff", Float ) = 0.5
|
||||||
|
_Cull ("Cull Mode", Int) = 2
|
||||||
|
_ZTest ("ZTest", Int) = 4
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
CGINCLUDE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
float4 _MainTex_TexelSize;
|
||||||
|
fixed _CutOff;
|
||||||
|
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
#if HP_DEPTHCLIP
|
||||||
|
float4 scrPos : TEXCOORD1;
|
||||||
|
float depth : TEXCOORD2;
|
||||||
|
#endif
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
|
||||||
|
#if HP_DEPTHCLIP
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
COMPUTE_EYEDEPTH(o.depth);
|
||||||
|
#endif
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
o.pos.z += 0.0001;
|
||||||
|
#else
|
||||||
|
o.pos.z -= 0.0001;
|
||||||
|
#endif
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float GetEyeDepth(float rawDepth) {
|
||||||
|
float persp = LinearEyeDepth(rawDepth);
|
||||||
|
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
|
||||||
|
return lerp(persp,ortho,unity_OrthoParams.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
#if HP_ALPHACLIP
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
|
clip(col.a - _CutOff);
|
||||||
|
#endif
|
||||||
|
#if HP_DEPTHCLIP
|
||||||
|
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.scrPos.xy / i.scrPos.w));
|
||||||
|
float sceneDepth = GetEyeDepth(sceneZ);
|
||||||
|
clip(sceneDepth - i.depth * 0.999);
|
||||||
|
#endif
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
// Create mask
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Mask"
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp always
|
||||||
|
Pass replace
|
||||||
|
WriteMask 2
|
||||||
|
ReadMask 2
|
||||||
|
}
|
||||||
|
ColorMask 0
|
||||||
|
ZWrite Off
|
||||||
|
Cull [_Cull] // default Cull Back improves glow in high quality)
|
||||||
|
ZTest [_ZTest]
|
||||||
|
Offset -1, -1 // avoid issues on Quest 2 standalone when using with other render features (ie. Liquid Volume Pro 2 irregular topology)
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
#pragma multi_compile_local _ HP_DEPTHCLIP
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create mask for see-through (the only difference is the ZTest)
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "See-through Mask"
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp always
|
||||||
|
Pass replace
|
||||||
|
WriteMask 2
|
||||||
|
ReadMask 2
|
||||||
|
}
|
||||||
|
ColorMask 0
|
||||||
|
ZWrite Off
|
||||||
|
Cull [_Cull] // default Cull Back improves glow in high quality)
|
||||||
|
ZTest LEqual
|
||||||
|
Offset -1, -1 // avoid issues on Quest 2 standalone when using with other render features (ie. Liquid Volume Pro 2 irregular topology)
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
#pragma multi_compile_local _ HP_DEPTHCLIP
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
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|
guid: e694fa934b6db4a00b8d4b9887115332
|
||||||
|
timeCreated: 1544699251
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,62 @@
|
||||||
|
Shader "HighlightPlus/Geometry/SeeThroughOccluder" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
// Create mask
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp always
|
||||||
|
Pass DecrWrap
|
||||||
|
}
|
||||||
|
ColorMask 0
|
||||||
|
ZWrite Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
o.pos.z += 0.0001;
|
||||||
|
#else
|
||||||
|
o.pos.z -= 0.0001;
|
||||||
|
#endif
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
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|
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@ -0,0 +1,9 @@
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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m_Floats:
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _ConstantWidth: 1
|
||||||
|
- _Cull: 2
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0.5
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _OutlineWidth: 0.01
|
||||||
|
- _OutlineZTest: 4
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _UVSec: 0
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _OutlineDirection: {r: 0, g: 0, b: 0, a: 1}
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 57729312cdd6d4eb685a81a3b0bf8a5b
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,174 @@
|
||||||
|
Shader "HighlightPlus/Geometry/Outline" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Offset", Float) = 0.01
|
||||||
|
_OutlineDirection("Outline Direction", Vector) = (0,0,0)
|
||||||
|
_OutlineGradientTex("Outline Gradient Tex", 2D) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_Cull ("Cull Mode", Int) = 2
|
||||||
|
_ConstantWidth ("Constant Width", Float) = 1
|
||||||
|
_OutlineZTest("ZTest", Int) = 4
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+120" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Outline"
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp NotEqual
|
||||||
|
Pass replace
|
||||||
|
ReadMask 2
|
||||||
|
WriteMask 2
|
||||||
|
}
|
||||||
|
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZWrite On
|
||||||
|
Cull [_Cull]
|
||||||
|
ZTest [_OutlineZTest]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
#pragma multi_compile_local _ HP_OUTLINE_GRADIENT_WS HP_OUTLINE_GRADIENT_LS
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
fixed yt : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
fixed4 _OutlineColor;
|
||||||
|
sampler2D _OutlineGradientTex;
|
||||||
|
|
||||||
|
float _OutlineWidth;
|
||||||
|
float _ConstantWidth;
|
||||||
|
float _OutlineVertexWidth;
|
||||||
|
fixed2 _OutlineVertexData;
|
||||||
|
|
||||||
|
UNITY_INSTANCING_BUFFER_START(Props)
|
||||||
|
UNITY_DEFINE_INSTANCED_PROP(float4, _OutlineDirection)
|
||||||
|
UNITY_INSTANCING_BUFFER_END(Props)
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
|
||||||
|
#if HP_OUTLINE_GRADIENT_WS
|
||||||
|
float posy = mul(unity_ObjectToWorld, v.vertex).y;
|
||||||
|
o.yt = saturate( (posy - _OutlineVertexData.x) / _OutlineVertexData.y);
|
||||||
|
#else
|
||||||
|
o.yt = saturate( (v.vertex.y - _OutlineVertexData.x) / _OutlineVertexData.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
v.vertex.xyz += v.normal * _OutlineVertexWidth;
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
|
||||||
|
float2 offset = TransformViewToProjection(normalize(norm.xy));
|
||||||
|
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
|
||||||
|
z = _ConstantWidth * (z - 2.0) + 2.0;
|
||||||
|
|
||||||
|
float4 outlineDirection = UNITY_ACCESS_INSTANCED_PROP(Props, _OutlineDirection);
|
||||||
|
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO)
|
||||||
|
outlineDirection.x *= 2.0;
|
||||||
|
#endif
|
||||||
|
o.pos.xy += offset * z * _OutlineWidth + outlineDirection.xy * z;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
#if HP_OUTLINE_GRADIENT_WS || HP_OUTLINE_GRADIENT_LS
|
||||||
|
half4 color = tex2D(_OutlineGradientTex, float2(i.yt, 0));
|
||||||
|
color.a *= _OutlineColor.a;
|
||||||
|
#else
|
||||||
|
half4 color = _OutlineColor;
|
||||||
|
#endif
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Outline Clear Stencil"
|
||||||
|
Stencil {
|
||||||
|
Ref 8 // bit 8 is used by HighlightUIMask shader to prevent Clear Stencil passes
|
||||||
|
Comp NotEqual
|
||||||
|
Pass zero
|
||||||
|
ReadMask 8
|
||||||
|
WriteMask 6
|
||||||
|
}
|
||||||
|
|
||||||
|
ColorMask 0
|
||||||
|
ZWrite Off
|
||||||
|
Cull [_Cull]
|
||||||
|
ZTest Always
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
fixed4 _OutlineColor;
|
||||||
|
float _OutlineWidth;
|
||||||
|
float2 _OutlineDirection;
|
||||||
|
float _ConstantWidth;
|
||||||
|
float _OutlineVertexWidth;
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
v.vertex.xyz += v.normal * _OutlineVertexWidth;
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
|
||||||
|
float2 offset = TransformViewToProjection(normalize(norm.xy));
|
||||||
|
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
|
||||||
|
z = _ConstantWidth * (z - 2.0) + 2.0;
|
||||||
|
o.pos.xy += offset * z * _OutlineWidth + _OutlineDirection * z;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cbbf740e9c8644e8492d08b1a3fd0203
|
||||||
|
timeCreated: 1544699250
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,143 @@
|
||||||
|
Shader "HighlightPlus/Geometry/Overlay" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_OverlayColor ("Overlay Color", Color) = (1,1,1,1)
|
||||||
|
_OverlayBackColor ("Overlay Back Color", Color) = (1,1,1,1)
|
||||||
|
_OverlayData("Overlay Data", Vector) = (1,0.5,1,1)
|
||||||
|
_OverlayHitPosData("Overlay Hit Pos Data", Vector) = (0,0,0,0)
|
||||||
|
_OverlayHitStartTime("Overlay Hit Start Time", Float) = 0
|
||||||
|
_OverlayTexture("Overlay Texture", 2D) = "white" {}
|
||||||
|
_CutOff("CutOff", Float ) = 0.5
|
||||||
|
_Cull ("Cull Mode", Int) = 2
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+121" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
// Overlay
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
Ref 4
|
||||||
|
ReadMask 4
|
||||||
|
Comp NotEqual
|
||||||
|
Pass keep
|
||||||
|
}
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
Cull [_Cull]
|
||||||
|
Offset -1, -1 // avoid issues on Quest 2 standalone when using with other render features (ie. Liquid Volume Pro 2 irregular topology)
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
#pragma multi_compile_local _ HP_TEXTURE_TRIPLANAR HP_TEXTURE_SCREENSPACE HP_TEXTURE_OBJECTSPACE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 norm : NORMAL;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 wpos : TEXCOORD1;
|
||||||
|
#if HP_TEXTURE_TRIPLANAR
|
||||||
|
float3 wnorm : TEXCOORD2;
|
||||||
|
#endif
|
||||||
|
#if HP_TEXTURE_SCREENSPACE
|
||||||
|
float4 scrPos : TEXCOORD3;
|
||||||
|
#endif
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
fixed4 _OverlayColor;
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed4 _OverlayBackColor;
|
||||||
|
fixed4 _OverlayData; // x = speed, y = MinIntensity, z = blend, w = texture scale
|
||||||
|
float4 _OverlayHitPosData;
|
||||||
|
float _OverlayHitStartTime;
|
||||||
|
fixed _CutOff;
|
||||||
|
sampler2D _OverlayTexture;
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
#if HP_TEXTURE_SCREENSPACE
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
o.scrPos.x *= _ScreenParams.x / _ScreenParams.y;
|
||||||
|
#endif
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
o.pos.z += 0.0001;
|
||||||
|
#else
|
||||||
|
o.pos.z -= 0.0001;
|
||||||
|
#endif
|
||||||
|
o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||||
|
#if HP_TEXTURE_TRIPLANAR
|
||||||
|
o.wnorm = UnityObjectToWorldNormal(v.norm);
|
||||||
|
#endif
|
||||||
|
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
fixed4 color = tex2D(_MainTex, i.uv);
|
||||||
|
#if HP_ALPHACLIP
|
||||||
|
clip(color.a - _CutOff);
|
||||||
|
#endif
|
||||||
|
float time = _Time.y % 1000;
|
||||||
|
fixed t = _OverlayData.y + (1.0 - _OverlayData.y) * 2.0 * abs(0.5 - frac(time * _OverlayData.x));
|
||||||
|
fixed4 col = lerp(_OverlayColor, color * _OverlayBackColor * _OverlayColor, _OverlayData.z);
|
||||||
|
col.a *= t;
|
||||||
|
|
||||||
|
if (_OverlayHitPosData.w>0) {
|
||||||
|
float elapsed = _Time.y - _OverlayHitStartTime;
|
||||||
|
float hitDist = distance(i.wpos, _OverlayHitPosData.xyz);
|
||||||
|
float atten = saturate( min(elapsed, _OverlayHitPosData.w) / hitDist );
|
||||||
|
col.a *= atten;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if HP_TEXTURE_TRIPLANAR
|
||||||
|
half3 triblend = saturate(pow(i.wnorm, 4));
|
||||||
|
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
|
||||||
|
|
||||||
|
// triplanar uvs
|
||||||
|
float3 tpos = i.wpos * _OverlayData.w;
|
||||||
|
float2 uvX = tpos.zy;
|
||||||
|
float2 uvY = tpos.xz;
|
||||||
|
float2 uvZ = tpos.xy;
|
||||||
|
|
||||||
|
// albedo textures
|
||||||
|
fixed4 colX = tex2D(_OverlayTexture, uvX);
|
||||||
|
fixed4 colY = tex2D(_OverlayTexture, uvY);
|
||||||
|
fixed4 colZ = tex2D(_OverlayTexture, uvZ);
|
||||||
|
fixed4 tex = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
|
||||||
|
col *= tex;
|
||||||
|
#elif HP_TEXTURE_SCREENSPACE
|
||||||
|
col *= tex2D(_OverlayTexture, (i.scrPos.xy / i.scrPos.w) * _OverlayData.w);
|
||||||
|
#elif HP_TEXTURE_OBJECTSPACE
|
||||||
|
col *= tex2D(_OverlayTexture, i.uv * _OverlayData.w);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d17a98d19ada34bb7b4f86130e590159
|
||||||
|
timeCreated: 1544699250
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,76 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_Name: HighlightPlusDepthClipComp
|
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Shader "HighlightPlus/Geometry/SeeThroughBorder" {
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Properties {
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_MainTex ("Texture", Any) = "white" {}
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_SeeThroughBorderColor ("Outline Color", Color) = (0,0,0,1)
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_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
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|
_CutOff("CutOff", Float ) = 0.5
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|
_SeeThroughBorderWidth ("Outline Offset", Float) = 0.01
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|
_SeeThroughBorderConstantWidth ("Constant Width", Float) = 1
|
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|
_SeeThroughStencilRef ("Stencil Ref", Int) = 2
|
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|
_SeeThroughStencilComp ("Stencil Comp", Int) = 5
|
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|
_SeeThroughDepthOffset ("Depth Offset", Float) = 0
|
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|
_SeeThroughMaxDepth("Max Depth", Float) = 0
|
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|
_SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
|
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|
_SeeThroughOrdered("Ordered", Int) = 1
|
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|
_ZTest("ZTest", Int) = 4
|
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|
}
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SubShader
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{
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Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
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|
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|
Pass
|
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|
{
|
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|
Name "See-through border"
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|
Stencil {
|
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|
ReadMask 3
|
||||||
|
WriteMask 3
|
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|
Ref [_SeeThroughStencilRef]
|
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|
Comp [_SeeThroughStencilComp]
|
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|
Pass [_SeeThroughStencilPassOp]
|
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|
Fail [_SeeThroughStencilPassOp]
|
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|
}
|
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|
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|
ZTest [_ZTest]
|
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|
ZWrite On
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|
Blend SrcAlpha OneMinusSrcAlpha
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|
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|
CGPROGRAM
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|
#pragma vertex vert
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|
#pragma fragment frag
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|
#pragma multi_compile_local _ HP_ALPHACLIP
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|
#pragma multi_compile_local _ HP_DEPTH_OFFSET
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|
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|
#include "UnityCG.cginc"
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|
#include "CustomVertexTransform.cginc"
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|
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|
struct appdata
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|
{
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|
float4 vertex : POSITION;
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|
float2 uv : TEXCOORD0;
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|
float3 normal : NORMAL;
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|
UNITY_VERTEX_INPUT_INSTANCE_ID
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|
};
|
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|
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|
struct v2f
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|
{
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|
float4 pos: SV_POSITION;
|
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|
float2 uv : TEXCOORD0;
|
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|
#if HP_DEPTH_OFFSET
|
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|
float4 scrPos : TEXCOORD1;
|
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|
float depth : TEXCOORD2;
|
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|
#endif
|
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|
UNITY_VERTEX_OUTPUT_STEREO
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|
};
|
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|
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|
sampler2D _MainTex;
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|
float4 _MainTex_ST;
|
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|
fixed4 _SeeThroughBorderColor;
|
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|
fixed _CutOff;
|
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|
float _SeeThroughDepthOffset;
|
||||||
|
float _SeeThroughMaxDepth;
|
||||||
|
int _SeeThroughOrdered;
|
||||||
|
float _SeeThroughBorderWidth;
|
||||||
|
float _SeeThroughBorderConstantWidth;
|
||||||
|
fixed _HP_Fade;
|
||||||
|
|
||||||
|
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
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|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
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|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
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|
#if HP_DEPTH_OFFSET
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
COMPUTE_EYEDEPTH(o.depth);
|
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|
#endif
|
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|
|
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|
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
|
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|
float2 offset = any(norm.xy)!=0 ? TransformViewToProjection(normalize(norm.xy)) : 0.0.xx;
|
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|
float z = lerp(UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z), 2.0, UNITY_MATRIX_P[3][3]);
|
||||||
|
z = _SeeThroughBorderConstantWidth * (z - 2.0) + 2.0;
|
||||||
|
o.pos.xy += offset * z * _SeeThroughBorderWidth;
|
||||||
|
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
o.pos.z -= 0.0001;
|
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|
o.pos.z = _SeeThroughOrdered ? o.pos.w - (o.pos.w - o.pos.z) * 0.001 : o.pos.z;
|
||||||
|
#else
|
||||||
|
o.pos.z += 0.0001;
|
||||||
|
o.pos.z = _SeeThroughOrdered ? -o.pos.w + ( o.pos.z + o.pos.w ) * 0.001 : o.pos.z;
|
||||||
|
#endif
|
||||||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||||
|
return o;
|
||||||
|
}
|
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|
|
||||||
|
float GetEyeDepth(float rawDepth) {
|
||||||
|
float persp = LinearEyeDepth(rawDepth);
|
||||||
|
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
|
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|
return lerp(persp,ortho,unity_OrthoParams.w);
|
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|
}
|
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|
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|
fixed4 frag (v2f i) : SV_Target
|
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|
{
|
||||||
|
#if HP_DEPTH_OFFSET
|
||||||
|
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.scrPos.xy / i.scrPos.w);
|
||||||
|
float sceneDepth = GetEyeDepth(sceneZ);
|
||||||
|
if (i.depth - sceneDepth - _SeeThroughDepthOffset < 0 || i.depth - sceneDepth > _SeeThroughMaxDepth) discard;
|
||||||
|
#endif
|
||||||
|
#if HP_ALPHACLIP
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
|
clip(col.a - _CutOff);
|
||||||
|
#endif
|
||||||
|
fixed4 res = _SeeThroughBorderColor;
|
||||||
|
res.a *= _HP_Fade;
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
ENDCG
|
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|
}
|
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|
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|
}
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|
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|
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|
timeCreated: 1544699250
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|
licenseType: Pro
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|
ShaderImporter:
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|
defaultTextures: []
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|
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@ -0,0 +1,173 @@
|
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|
Shader "HighlightPlus/Geometry/SeeThroughInner" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_SeeThrough ("See Through", Range(0,1)) = 0.8
|
||||||
|
_SeeThroughTintColor ("See Through Tint Color", Color) = (1,0,0,0.8)
|
||||||
|
_SeeThroughNoise("Noise", Float) = 1
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_CutOff("CutOff", Float ) = 0.5
|
||||||
|
_SeeThroughStencilRef ("Stencil Ref", Int) = 2
|
||||||
|
_SeeThroughStencilComp ("Stencil Comp", Int) = 5
|
||||||
|
_SeeThroughStencilPassOp ("Stencil Pass Operation", Int) = 0
|
||||||
|
_SeeThroughDepthOffset ("Depth Offset", Float) = 0
|
||||||
|
_SeeThroughMaxDepth("Max Depth", Float) = 0
|
||||||
|
_SeeThroughOrdered("Ordered", Int) = 1
|
||||||
|
_SeeThroughTexture("Mask Texture", 2D) = "white" {}
|
||||||
|
_SeeThroughTextureScale("Mask Texture Scale", Float) = 1.0
|
||||||
|
_ZTest("ZTest", Int) = 4
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
// See through effect
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "See-through"
|
||||||
|
Stencil {
|
||||||
|
ReadMask 3
|
||||||
|
WriteMask 3
|
||||||
|
Ref [_SeeThroughStencilRef]
|
||||||
|
Comp [_SeeThroughStencilComp]
|
||||||
|
Pass [_SeeThroughStencilPassOp]
|
||||||
|
Fail [_SeeThroughStencilPassOp]
|
||||||
|
}
|
||||||
|
|
||||||
|
ZTest [_ZTest]
|
||||||
|
ZWrite On // Needs to be on so see-through border do not overlap
|
||||||
|
// Cull Off
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
#pragma multi_compile_local _ HP_DEPTH_OFFSET
|
||||||
|
#pragma multi_compile_local _ HP_SEETHROUGH_ONLY_BORDER
|
||||||
|
#pragma multi_compile_local _ HP_TEXTURE_TRIPLANAR HP_TEXTURE_SCREENSPACE HP_TEXTURE_OBJECTSPACE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 norm : NORMAL;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
#if HP_DEPTH_OFFSET || HP_TEXTURE_SCREENSPACE
|
||||||
|
float4 scrPos : TEXCOORD1;
|
||||||
|
#endif
|
||||||
|
#if HP_DEPTH_OFFSET
|
||||||
|
float depth : TEXCOORD2;
|
||||||
|
#endif
|
||||||
|
float3 wpos : TEXCOORD3;
|
||||||
|
#if HP_TEXTURE_TRIPLANAR
|
||||||
|
float3 wnorm : TEXCOORD4;
|
||||||
|
#endif
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed _SeeThrough;
|
||||||
|
fixed4 _SeeThroughTintColor;
|
||||||
|
fixed _CutOff;
|
||||||
|
fixed _SeeThroughNoise;
|
||||||
|
float _SeeThroughDepthOffset;
|
||||||
|
float _SeeThroughMaxDepth;
|
||||||
|
int _SeeThroughOrdered;
|
||||||
|
fixed _HP_Fade;
|
||||||
|
sampler2D _SeeThroughTexture;
|
||||||
|
fixed _SeeThroughTextureScale;
|
||||||
|
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
#if HP_DEPTH_OFFSET || HP_TEXTURE_SCREENSPACE
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
#endif
|
||||||
|
#if HP_DEPTH_OFFSET
|
||||||
|
COMPUTE_EYEDEPTH(o.depth);
|
||||||
|
#endif
|
||||||
|
o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||||||
|
#if HP_TEXTURE_TRIPLANAR
|
||||||
|
o.wnorm = UnityObjectToWorldNormal(v.norm);
|
||||||
|
#endif
|
||||||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float GetEyeDepth(float rawDepth) {
|
||||||
|
float persp = LinearEyeDepth(rawDepth);
|
||||||
|
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
|
||||||
|
return lerp(persp,ortho,unity_OrthoParams.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
#if HP_SEETHROUGH_ONLY_BORDER
|
||||||
|
return 0;
|
||||||
|
#else
|
||||||
|
|
||||||
|
#if HP_DEPTH_OFFSET
|
||||||
|
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.scrPos.xy / i.scrPos.w);
|
||||||
|
float sceneDepth = GetEyeDepth(sceneZ);
|
||||||
|
if (i.depth - sceneDepth - _SeeThroughDepthOffset < 0 || i.depth - sceneDepth > _SeeThroughMaxDepth) discard;
|
||||||
|
#endif
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
|
#if HP_ALPHACLIP
|
||||||
|
clip(col.a - _CutOff);
|
||||||
|
#endif
|
||||||
|
col.rgb = lerp(col.rgb, _SeeThroughTintColor.rgb, _SeeThroughTintColor.a);
|
||||||
|
float scry = i.pos.y;
|
||||||
|
float time = _Time.w % 1.0;
|
||||||
|
col.rgb += _SeeThroughNoise *(frac( scry * time ) * 0.1);
|
||||||
|
col.a = _SeeThrough;
|
||||||
|
col.a = lerp(col.a, col.a * ( (scry % 2) - 1.0 ), _SeeThroughNoise);
|
||||||
|
col.a *= _HP_Fade;
|
||||||
|
|
||||||
|
#if HP_TEXTURE_TRIPLANAR
|
||||||
|
half3 triblend = saturate(pow(i.wnorm, 4));
|
||||||
|
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
|
||||||
|
|
||||||
|
// triplanar uvs
|
||||||
|
float3 tpos = i.wpos * _SeeThroughTextureScale;
|
||||||
|
float2 uvX = tpos.zy;
|
||||||
|
float2 uvY = tpos.xz;
|
||||||
|
float2 uvZ = tpos.xy;
|
||||||
|
|
||||||
|
// albedo textures
|
||||||
|
fixed4 colX = tex2D(_SeeThroughTexture, uvX);
|
||||||
|
fixed4 colY = tex2D(_SeeThroughTexture, uvY);
|
||||||
|
fixed4 colZ = tex2D(_SeeThroughTexture, uvZ);
|
||||||
|
fixed4 tex = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
|
||||||
|
col *= tex;
|
||||||
|
#elif HP_TEXTURE_SCREENSPACE
|
||||||
|
float2 uv = (i.scrPos.xy / i.scrPos.w);
|
||||||
|
uv.x *= _ScreenParams.x / _ScreenParams.y;
|
||||||
|
col *= tex2D(_SeeThroughTexture, uv * _SeeThroughTextureScale);
|
||||||
|
#elif HP_TEXTURE_OBJECTSPACE
|
||||||
|
col *= tex2D(_SeeThroughTexture, i.uv * _SeeThroughTextureScale);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return col;
|
||||||
|
|
||||||
|
#endif // HP_ONLY_BORDER
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f5e95a6a4248649f7ac2ac6127ca0dd1
|
||||||
|
timeCreated: 1544699250
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,61 @@
|
||||||
|
Shader "HighlightPlus/Geometry/SeeThroughMask" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+201" "RenderType"="Transparent" "DisableBatching"="True" }
|
||||||
|
|
||||||
|
// See through effect
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
WriteMask 3
|
||||||
|
Ref 1
|
||||||
|
Comp always
|
||||||
|
Pass replace
|
||||||
|
}
|
||||||
|
|
||||||
|
ZTest Always
|
||||||
|
ZWrite Off
|
||||||
|
ColorMask 0
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 05afe1e2da9484c1f9317f48d5edb58c
|
||||||
|
timeCreated: 1544699251
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,101 @@
|
||||||
|
Shader "HighlightPlus/Geometry/SolidColor" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_CutOff("CutOff", Float ) = 0.5
|
||||||
|
_Cull ("Cull Mode", Int) = 2
|
||||||
|
_ZTest("ZTest", Int) = 4
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
|
||||||
|
|
||||||
|
// Compose effect on camera target
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZWrite Off
|
||||||
|
Cull [_Cull]
|
||||||
|
ZTest [_ZTest]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_local _ HP_ALPHACLIP
|
||||||
|
#pragma multi_compile_local _ HP_DEPTHCLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "CustomVertexTransform.cginc"
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed _CutOff;
|
||||||
|
fixed4 _Color;
|
||||||
|
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos: SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
#if HP_DEPTHCLIP
|
||||||
|
float4 scrPos : TEXCOORD1;
|
||||||
|
float depth : TEXCOORD2;
|
||||||
|
#endif
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = ComputeVertexPosition(v.vertex);
|
||||||
|
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
|
||||||
|
#if HP_DEPTHCLIP
|
||||||
|
o.scrPos = ComputeScreenPos(o.pos);
|
||||||
|
COMPUTE_EYEDEPTH(o.depth);
|
||||||
|
#endif
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
o.pos.z += 0.0001;
|
||||||
|
#else
|
||||||
|
o.pos.z -= 0.0001;
|
||||||
|
#endif
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float GetEyeDepth(float rawDepth) {
|
||||||
|
float persp = LinearEyeDepth(rawDepth);
|
||||||
|
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
|
||||||
|
return lerp(persp,ortho,unity_OrthoParams.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
#if HP_ALPHACLIP
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
|
clip(col.a - _CutOff);
|
||||||
|
#endif
|
||||||
|
#if HP_DEPTHCLIP
|
||||||
|
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.scrPos.xy / i.scrPos.w));
|
||||||
|
float sceneDepth = GetEyeDepth(sceneZ);
|
||||||
|
clip(sceneDepth - i.depth * 0.999);
|
||||||
|
#endif
|
||||||
|
return fixed4(1.0, 1.0, 1.0, 1.0);
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 77643996218224478a471439e0ea5fb4
|
||||||
|
timeCreated: 1544699251
|
||||||
|
licenseType: Pro
|
||||||
|
ShaderImporter:
|
||||||
|
defaultTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,165 @@
|
||||||
|
Shader "HighlightPlus/Geometry/Target" {
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Texture", 2D) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1,1)
|
||||||
|
_ZTest ("ZTest", Int) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType" = "Transparent" "Queue" = "Transparent-1" "DisableBatching" = "True" }
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Target FX Decal"
|
||||||
|
Stencil {
|
||||||
|
Ref 2
|
||||||
|
Comp NotEqual
|
||||||
|
ReadMask 2
|
||||||
|
}
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
ZTest [_ZTest]
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma target 3.0
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 positionOS : POSITION;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 positionCS : SV_POSITION;
|
||||||
|
float4 screenPos : TEXCOORD0;
|
||||||
|
float4 rayVS : TEXCOORD1;
|
||||||
|
float3 camPosVS : TEXCOORD2;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
half4 _Color;
|
||||||
|
float4 _TargetFXRenderData;
|
||||||
|
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||||
|
|
||||||
|
#define GROUND_NORMAL _TargetFXRenderData.xyz
|
||||||
|
#define FADE_POWER _TargetFXRenderData.w
|
||||||
|
|
||||||
|
#define UNITY_MATRIX_I_M unity_WorldToObject
|
||||||
|
|
||||||
|
v2f vert(appdata input)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.positionCS = UnityObjectToClipPos(input.positionOS);
|
||||||
|
o.screenPos = ComputeScreenPos(o.positionCS);
|
||||||
|
|
||||||
|
float3 viewRay = UnityObjectToViewPos(input.positionOS);
|
||||||
|
o.rayVS.w = viewRay.z;
|
||||||
|
float4x4 viewToObject = mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V);
|
||||||
|
o.rayVS.xyz = mul((float3x3)viewToObject, -viewRay);
|
||||||
|
o.camPosVS = mul(viewToObject, float4(0,0,0,1)).xyz;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
half4 frag(v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(i);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
float depth = UNITY_SAMPLE_DEPTH(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthTexture, i.screenPos.xy / i.screenPos.w));
|
||||||
|
float3 decalPos;
|
||||||
|
if(unity_OrthoParams.w) {
|
||||||
|
#if defined(UNITY_REVERSED_Z)
|
||||||
|
depth = 1.0 - depth;
|
||||||
|
#endif
|
||||||
|
float sceneDepthVS = lerp(_ProjectionParams.y, _ProjectionParams.z, depth);
|
||||||
|
float2 rayVSEnd = float2(unity_OrthoParams.xy * (i.screenPos.xy - 0.5) * 2.0);
|
||||||
|
float4 posVS = float4(rayVSEnd, -sceneDepthVS, 1);
|
||||||
|
float3 wpos = mul(UNITY_MATRIX_I_V, posVS).xyz;
|
||||||
|
decalPos = mul(UNITY_MATRIX_I_M, float4(wpos, 1)).xyz;
|
||||||
|
} else {
|
||||||
|
float depthEye = LinearEyeDepth(depth);
|
||||||
|
decalPos = i.camPosVS + (i.rayVS.xyz / i.rayVS.w) * depthEye;
|
||||||
|
}
|
||||||
|
clip(0.5 - abs(decalPos));
|
||||||
|
|
||||||
|
// check normal
|
||||||
|
float3 normal = normalize(cross(ddx(decalPos), -ddy(decalPos)));
|
||||||
|
float slope = dot(normal, GROUND_NORMAL);
|
||||||
|
clip(slope - 0.01);
|
||||||
|
|
||||||
|
float2 uv = decalPos.xz + 0.5;
|
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|
half4 col = tex2D(_MainTex, uv);
|
||||||
|
col *= _Color;
|
||||||
|
|
||||||
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// atten with elevation
|
||||||
|
col.a /= 1.0 + pow(1.0 + max(0, decalPos.y - 0.1), FADE_POWER);
|
||||||
|
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Target FX Regular"
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
ZTest [_ZTest]
|
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|
Cull Off
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
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|
#pragma fragment frag
|
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||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
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|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
fixed4 _Color;
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.uv = v.uv;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
return tex2D(_MainTex, i.uv) * _Color;
|
||||||
|
}
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ENDCG
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}
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Shader "HighlightPlus/UI/Mask" {
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|
Properties {
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|
_MainTex ("Texture", Any) = "white" {}
|
||||||
|
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
|
||||||
|
_CutOff("CutOff", Float ) = 0.5
|
||||||
|
_StencilComp("Stencil Comparison", Float) = 8
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|
_Stencil("Stencil ID", Float) = 0
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||||||
|
_StencilOp("Stencil Operation", Float) = 0
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||||||
|
_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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||||||
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_ColorMask("Color Mask", Float) = 15
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||||||
|
}
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SubShader
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{
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|
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector" = "True" }
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|
|
||||||
|
// Create mask
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Stencil {
|
||||||
|
Ref 14 // bit 8 is used by HighlightUIMask shader to prevent Clear Stencil passes
|
||||||
|
Comp always
|
||||||
|
Pass replace
|
||||||
|
ReadMask 14
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||||||
|
WriteMask 14
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ZFail replace
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}
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ColorMask 0
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ZWrite Off
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Cull Off
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|
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||||||
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CGPROGRAM
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||||||
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#pragma vertex vert
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||||||
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#pragma fragment frag
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||||||
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#include "UnityCG.cginc"
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#include "CustomVertexTransform.cginc"
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||||||
|
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||||||
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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fixed _CutOff;
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||||||
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||||||
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struct appdata
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||||||
|
{
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||||||
|
float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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||||||
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UNITY_VERTEX_INPUT_INSTANCE_ID
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||||||
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};
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struct v2f
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{
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|
float4 pos: SV_POSITION;
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|
float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata v)
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||||||
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{
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||||||
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v2f o;
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||||||
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UNITY_SETUP_INSTANCE_ID(v);
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||||||
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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||||||
|
o.pos = ComputeVertexPosition(v.vertex);
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||||||
|
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
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||||||
|
return o;
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|
}
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||||||
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||||||
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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||||||
|
clip(col.a - _CutOff);
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||||||
|
return 0;
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|
}
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||||||
|
ENDCG
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||||||
|
}
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}
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}
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@ -0,0 +1,86 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public enum HitFxMode {
|
||||||
|
Overlay = 0,
|
||||||
|
InnerGlow = 1,
|
||||||
|
LocalHit = 2
|
||||||
|
}
|
||||||
|
|
||||||
|
public partial class HighlightEffect : MonoBehaviour {
|
||||||
|
|
||||||
|
[Range(0,1)] public float hitFxInitialIntensity;
|
||||||
|
public HitFxMode hitFxMode = HitFxMode.Overlay;
|
||||||
|
public float hitFxFadeOutDuration = 0.25f;
|
||||||
|
[ColorUsage(true, true)] public Color hitFxColor = Color.white;
|
||||||
|
public float hitFxRadius = 0.5f;
|
||||||
|
|
||||||
|
float hitInitialIntensity;
|
||||||
|
float hitStartTime;
|
||||||
|
float hitFadeOutDuration;
|
||||||
|
Color hitColor;
|
||||||
|
bool hitActive;
|
||||||
|
Vector3 hitPosition;
|
||||||
|
float hitRadius;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a hit effect using default values
|
||||||
|
/// </summary>
|
||||||
|
public void HitFX() {
|
||||||
|
HitFX(hitFxColor, hitFxFadeOutDuration, hitFxInitialIntensity);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a hit effect localized at hit position and radius with default values
|
||||||
|
/// </summary>
|
||||||
|
public void HitFX(Vector3 position) {
|
||||||
|
HitFX(hitFxColor, hitFxFadeOutDuration, hitFxInitialIntensity, position, hitFxRadius);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a hit effect using desired color, fade out duration and optionally initial intensity (0-1)
|
||||||
|
/// </summary>
|
||||||
|
public void HitFX(Color color, float fadeOutDuration, float initialIntensity = 1f) {
|
||||||
|
hitInitialIntensity = initialIntensity;
|
||||||
|
hitFadeOutDuration = fadeOutDuration;
|
||||||
|
hitColor = color;
|
||||||
|
hitStartTime = Time.time;
|
||||||
|
hitActive = true;
|
||||||
|
if (overlay == 0) {
|
||||||
|
UpdateMaterialProperties();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a hit effect using desired color, fade out duration, initial intensity (0-1), hit position and radius of effect
|
||||||
|
/// </summary>
|
||||||
|
public void HitFX(Color color, float fadeOutDuration, float initialIntensity, Vector3 position, float radius) {
|
||||||
|
hitInitialIntensity = initialIntensity;
|
||||||
|
hitFadeOutDuration = fadeOutDuration;
|
||||||
|
hitColor = color;
|
||||||
|
hitStartTime = Time.time;
|
||||||
|
hitActive = true;
|
||||||
|
hitPosition = position;
|
||||||
|
hitRadius = radius;
|
||||||
|
if (overlay == 0) {
|
||||||
|
UpdateMaterialProperties();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Initiates the target FX on demand using predefined configuration (see targetFX... properties)
|
||||||
|
/// </summary>
|
||||||
|
public void TargetFX() {
|
||||||
|
targetFxStartTime = Time.time;
|
||||||
|
if (!targetFX) {
|
||||||
|
targetFX = true;
|
||||||
|
UpdateMaterialProperties();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e749f80d0d29a49d49d6e0f4752065cd
|
||||||
|
timeCreated: 1542876337
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,271 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
|
||||||
|
public partial class HighlightEffect : MonoBehaviour {
|
||||||
|
|
||||||
|
static readonly List<HighlightSeeThroughOccluder> occluders = new List<HighlightSeeThroughOccluder>();
|
||||||
|
static readonly Dictionary<Camera, int> occludersFrameCount = new Dictionary<Camera, int>();
|
||||||
|
static CommandBuffer cbOccluder;
|
||||||
|
static Material fxMatSeeThroughOccluder, fxMatDepthWrite;
|
||||||
|
static RaycastHit[] hits;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// True if the see-through is cancelled by an occluder using raycast method
|
||||||
|
/// </summary>
|
||||||
|
public bool IsSeeThroughOccluded(Camera cam) {
|
||||||
|
// Compute bounds
|
||||||
|
Bounds bounds = new Bounds();
|
||||||
|
for (int r = 0; r < rms.Length; r++) {
|
||||||
|
if (rms[r].renderer != null) {
|
||||||
|
if (bounds.size.x == 0) {
|
||||||
|
bounds = rms[r].renderer.bounds;
|
||||||
|
} else {
|
||||||
|
bounds.Encapsulate(rms[r].renderer.bounds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Vector3 pos = bounds.center;
|
||||||
|
Vector3 camPos = cam.transform.position;
|
||||||
|
Vector3 offset = pos - camPos;
|
||||||
|
float maxDistance = Vector3.Distance(pos, camPos);
|
||||||
|
if (hits == null || hits.Length == 0) {
|
||||||
|
hits = new RaycastHit[64];
|
||||||
|
}
|
||||||
|
int occludersCount = occluders.Count;
|
||||||
|
int hitCount = Physics.BoxCastNonAlloc(pos - offset, bounds.extents * 0.9f, offset.normalized, hits, Quaternion.identity, maxDistance);
|
||||||
|
for (int k = 0; k < hitCount; k++) {
|
||||||
|
for (int j = 0; j < occludersCount; j++) {
|
||||||
|
if (hits[k].collider.transform == occluders[j].transform) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void RegisterOccluder(HighlightSeeThroughOccluder occluder) {
|
||||||
|
if (!occluders.Contains(occluder)) {
|
||||||
|
occluders.Add(occluder);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void UnregisterOccluder(HighlightSeeThroughOccluder occluder) {
|
||||||
|
if (occluders.Contains(occluder)) {
|
||||||
|
occluders.Remove(occluder);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test see-through occluders.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="cam">The camera to be tested</param>
|
||||||
|
/// <returns>Returns true if there's no raycast-based occluder cancelling the see-through effect</returns>
|
||||||
|
public bool RenderSeeThroughOccluders(Camera cam) {
|
||||||
|
|
||||||
|
int occludersCount = occluders.Count;
|
||||||
|
if (occludersCount == 0 || rmsCount == 0) return true;
|
||||||
|
|
||||||
|
bool useRayCastCheck = false;
|
||||||
|
// Check if raycast method is needed
|
||||||
|
for (int k = 0; k < occludersCount; k++) {
|
||||||
|
HighlightSeeThroughOccluder occluder = occluders[k];
|
||||||
|
if (occluder == null || !occluder.isActiveAndEnabled) continue;
|
||||||
|
if (occluder.detectionMethod == DetectionMethod.RayCast) {
|
||||||
|
useRayCastCheck = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (useRayCastCheck) {
|
||||||
|
if (IsSeeThroughOccluded(cam)) return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// do not render see-through occluders more than once this frame per camera (there can be many highlight effect scripts in the scene, we only need writing to stencil once)
|
||||||
|
int lastFrameCount;
|
||||||
|
occludersFrameCount.TryGetValue(cam, out lastFrameCount);
|
||||||
|
int currentFrameCount = Time.frameCount;
|
||||||
|
if (currentFrameCount == lastFrameCount) return true;
|
||||||
|
occludersFrameCount[cam] = currentFrameCount;
|
||||||
|
|
||||||
|
if (cbOccluder == null) {
|
||||||
|
cbOccluder = new CommandBuffer();
|
||||||
|
cbOccluder.name = "Occluder";
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fxMatSeeThroughOccluder == null) {
|
||||||
|
InitMaterial(ref fxMatSeeThroughOccluder, "HighlightPlus/Geometry/SeeThroughOccluder");
|
||||||
|
if (fxMatSeeThroughOccluder == null) return true;
|
||||||
|
}
|
||||||
|
if (fxMatDepthWrite == null) {
|
||||||
|
InitMaterial(ref fxMatDepthWrite, "HighlightPlus/Geometry/JustDepth");
|
||||||
|
if (fxMatDepthWrite == null) return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
cbOccluder.Clear();
|
||||||
|
for (int k = 0; k < occludersCount; k++) {
|
||||||
|
HighlightSeeThroughOccluder occluder = occluders[k];
|
||||||
|
if (occluder == null || !occluder.isActiveAndEnabled) continue;
|
||||||
|
if (occluder.detectionMethod == DetectionMethod.Stencil) {
|
||||||
|
if (occluder.meshData == null) continue;
|
||||||
|
int meshDataLength = occluder.meshData.Length;
|
||||||
|
// Per renderer
|
||||||
|
for (int m = 0; m < meshDataLength; m++) {
|
||||||
|
// Per submesh
|
||||||
|
Renderer renderer = occluder.meshData[m].renderer;
|
||||||
|
if (renderer.isVisible) {
|
||||||
|
for (int s = 0; s < occluder.meshData[m].subMeshCount; s++) {
|
||||||
|
cbOccluder.DrawRenderer(renderer, occluder.mode == OccluderMode.BlocksSeeThrough ? fxMatSeeThroughOccluder : fxMatDepthWrite, s);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Graphics.ExecuteCommandBuffer(cbOccluder);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CheckOcclusion(Camera cam) {
|
||||||
|
|
||||||
|
if (!perCameraOcclusionData.TryGetValue(cam, out PerCameraOcclusionData occlusionData)) {
|
||||||
|
occlusionData = new PerCameraOcclusionData();
|
||||||
|
perCameraOcclusionData[cam] = occlusionData;
|
||||||
|
}
|
||||||
|
|
||||||
|
float now = Time.time;
|
||||||
|
int frameCount = Time.frameCount; // ensure all cameras are checked this frame
|
||||||
|
|
||||||
|
if (now - occlusionData.checkLastTime < seeThroughOccluderCheckInterval && Application.isPlaying && occlusionData.occlusionRenderFrame != frameCount) return occlusionData.lastOcclusionTestResult;
|
||||||
|
occlusionData.checkLastTime = now;
|
||||||
|
occlusionData.occlusionRenderFrame = frameCount;
|
||||||
|
|
||||||
|
if (rms == null || rms.Length == 0 || rms[0].renderer == null) return false;
|
||||||
|
|
||||||
|
Vector3 camPos = cam.transform.position;
|
||||||
|
|
||||||
|
if (seeThroughOccluderCheckIndividualObjects) {
|
||||||
|
for (int r = 0; r < rms.Length; r++) {
|
||||||
|
if (rms[r].renderer != null) {
|
||||||
|
Bounds bounds = rms[r].renderer.bounds;
|
||||||
|
Vector3 pos = bounds.center;
|
||||||
|
float maxDistance = Vector3.Distance(pos, camPos);
|
||||||
|
if (Physics.BoxCast(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, Quaternion.identity, maxDistance, seeThroughOccluderMask)) {
|
||||||
|
occlusionData.lastOcclusionTestResult = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
occlusionData.lastOcclusionTestResult = false;
|
||||||
|
return false;
|
||||||
|
} else {
|
||||||
|
// Compute combined bounds
|
||||||
|
Bounds bounds = rms[0].renderer.bounds;
|
||||||
|
for (int r = 1; r < rms.Length; r++) {
|
||||||
|
if (rms[r].renderer != null) {
|
||||||
|
bounds.Encapsulate(rms[r].renderer.bounds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Vector3 pos = bounds.center;
|
||||||
|
float maxDistance = Vector3.Distance(pos, camPos);
|
||||||
|
occlusionData.lastOcclusionTestResult = Physics.BoxCast(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, Quaternion.identity, maxDistance, seeThroughOccluderMask);
|
||||||
|
return occlusionData.lastOcclusionTestResult;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
const int MAX_OCCLUDER_HITS = 50;
|
||||||
|
static RaycastHit[] occluderHits;
|
||||||
|
|
||||||
|
void AddWithoutRepetition<T>(List<T> target, List<T> source) {
|
||||||
|
int sourceCount = source.Count;
|
||||||
|
for (int k = 0; k < sourceCount; k++) {
|
||||||
|
T entry = source[k];
|
||||||
|
if (entry != null && !target.Contains(entry)) {
|
||||||
|
target.Add(entry);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CheckOcclusionAccurate(Camera cam) {
|
||||||
|
|
||||||
|
if (!perCameraOcclusionData.TryGetValue(cam, out PerCameraOcclusionData occlusionData)) {
|
||||||
|
occlusionData = new PerCameraOcclusionData();
|
||||||
|
perCameraOcclusionData[cam] = occlusionData;
|
||||||
|
}
|
||||||
|
|
||||||
|
float now = Time.time;
|
||||||
|
int frameCount = Time.frameCount; // ensure all cameras are checked this frame
|
||||||
|
bool reuse = now - occlusionData.checkLastTime < seeThroughOccluderCheckInterval && Application.isPlaying && occlusionData.occlusionRenderFrame != frameCount;
|
||||||
|
|
||||||
|
if (!reuse) {
|
||||||
|
if (rms == null || rms.Length == 0 || rms[0].renderer == null) return;
|
||||||
|
|
||||||
|
occlusionData.checkLastTime = now;
|
||||||
|
occlusionData.occlusionRenderFrame = frameCount;
|
||||||
|
Quaternion quaternionIdentity = Quaternion.identity;
|
||||||
|
Vector3 camPos = cam.transform.position;
|
||||||
|
|
||||||
|
occlusionData.cachedOccluders.Clear();
|
||||||
|
|
||||||
|
if (occluderHits == null || occluderHits.Length < MAX_OCCLUDER_HITS) {
|
||||||
|
occluderHits = new RaycastHit[MAX_OCCLUDER_HITS];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (seeThroughOccluderCheckIndividualObjects) {
|
||||||
|
for (int r = 0; r < rms.Length; r++) {
|
||||||
|
if (rms[r].renderer != null) {
|
||||||
|
Bounds bounds = rms[r].renderer.bounds;
|
||||||
|
Vector3 pos = bounds.center;
|
||||||
|
float maxDistance = Vector3.Distance(pos, camPos);
|
||||||
|
int numOccluderHits = Physics.BoxCastNonAlloc(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, occluderHits, quaternionIdentity, maxDistance, seeThroughOccluderMask);
|
||||||
|
for (int k = 0; k < numOccluderHits; k++) {
|
||||||
|
occluderHits[k].collider.transform.root.GetComponentsInChildren(tempRR);
|
||||||
|
AddWithoutRepetition(occlusionData.cachedOccluders, tempRR);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Compute combined bounds
|
||||||
|
Bounds bounds = rms[0].renderer.bounds;
|
||||||
|
for (int r = 1; r < rms.Length; r++) {
|
||||||
|
if (rms[r].renderer != null) {
|
||||||
|
bounds.Encapsulate(rms[r].renderer.bounds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Vector3 pos = bounds.center;
|
||||||
|
float maxDistance = Vector3.Distance(pos, camPos);
|
||||||
|
int numOccluderHits = Physics.BoxCastNonAlloc(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, occluderHits, quaternionIdentity, maxDistance, seeThroughOccluderMask);
|
||||||
|
for (int k = 0; k < numOccluderHits; k++) {
|
||||||
|
occluderHits[k].collider.transform.root.GetComponentsInChildren(tempRR);
|
||||||
|
AddWithoutRepetition(occlusionData.cachedOccluders, tempRR);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// render occluders
|
||||||
|
int occluderRenderersCount = occlusionData.cachedOccluders.Count;
|
||||||
|
if (occluderRenderersCount > 0) {
|
||||||
|
cbSeeThrough.Clear();
|
||||||
|
for (int k = 0; k < occluderRenderersCount; k++) {
|
||||||
|
Renderer r = occlusionData.cachedOccluders[k];
|
||||||
|
if (r != null) {
|
||||||
|
cbSeeThrough.DrawRenderer(r, fxMatSeeThroughMask);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Graphics.ExecuteCommandBuffer(cbSeeThrough);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public List<Renderer> GetOccluders(Camera camera) {
|
||||||
|
if (perCameraOcclusionData.TryGetValue(camera, out PerCameraOcclusionData occlusionData)) {
|
||||||
|
return occlusionData.cachedOccluders;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0bc1f04199a64e66ae9630062b3a6ad
|
||||||
|
timeCreated: 1542876337
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,420 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public delegate bool OnObjectSelectionEvent(GameObject obj);
|
||||||
|
|
||||||
|
|
||||||
|
[RequireComponent(typeof(HighlightEffect))]
|
||||||
|
[DefaultExecutionOrder(100)]
|
||||||
|
[HelpURL("https://kronnect.com/guides/highlight-plus-introduction/")]
|
||||||
|
public class HighlightManager : MonoBehaviour {
|
||||||
|
|
||||||
|
[Tooltip("Enables highlight when pointer is over this object.")]
|
||||||
|
public bool highlightOnHover = true;
|
||||||
|
|
||||||
|
public LayerMask layerMask = -1;
|
||||||
|
public Camera raycastCamera;
|
||||||
|
public RayCastSource raycastSource = RayCastSource.MousePosition;
|
||||||
|
[Tooltip("Minimum distance for target.")]
|
||||||
|
public float minDistance;
|
||||||
|
[Tooltip("Maximum distance for target. 0 = infinity")]
|
||||||
|
public float maxDistance;
|
||||||
|
[Tooltip("Blocks interaction if pointer is over an UI element")]
|
||||||
|
public bool respectUI = true;
|
||||||
|
|
||||||
|
[Tooltip("If the object will be selected by clicking with mouse or tapping on it.")]
|
||||||
|
public bool selectOnClick;
|
||||||
|
[Tooltip("Optional profile for objects selected by clicking on them")]
|
||||||
|
public HighlightProfile selectedProfile;
|
||||||
|
[Tooltip("Profile to use whtn object is selected and highlighted.")]
|
||||||
|
public HighlightProfile selectedAndHighlightedProfile;
|
||||||
|
[Tooltip("Automatically deselects other previously selected objects")]
|
||||||
|
public bool singleSelection;
|
||||||
|
[Tooltip("Toggles selection on/off when clicking object")]
|
||||||
|
public bool toggle;
|
||||||
|
[Tooltip("Keeps current selection when clicking outside of any selectable object")]
|
||||||
|
public bool keepSelection = true;
|
||||||
|
|
||||||
|
HighlightEffect baseEffect, currentEffect;
|
||||||
|
Transform currentObject;
|
||||||
|
|
||||||
|
public readonly static List<HighlightEffect> selectedObjects = new List<HighlightEffect>();
|
||||||
|
public event OnObjectSelectionEvent OnObjectSelected;
|
||||||
|
public event OnObjectSelectionEvent OnObjectUnSelected;
|
||||||
|
public event OnObjectHighlightEvent OnObjectHighlightStart;
|
||||||
|
public event OnObjectHighlightEvent OnObjectHighlightEnd;
|
||||||
|
public static int lastTriggerFrame;
|
||||||
|
|
||||||
|
static HighlightManager _instance;
|
||||||
|
public static HighlightManager instance {
|
||||||
|
get {
|
||||||
|
if (_instance == null) {
|
||||||
|
_instance = FindObjectOfType<HighlightManager>();
|
||||||
|
}
|
||||||
|
return _instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[RuntimeInitializeOnLoadMethod]
|
||||||
|
void DomainReloadDisabledSupport() {
|
||||||
|
selectedObjects.Clear();
|
||||||
|
lastTriggerFrame = 0;
|
||||||
|
_instance = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
currentObject = null;
|
||||||
|
currentEffect = null;
|
||||||
|
if (baseEffect == null) {
|
||||||
|
baseEffect = GetComponent<HighlightEffect>();
|
||||||
|
if (baseEffect == null) {
|
||||||
|
baseEffect = gameObject.AddComponent<HighlightEffect>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
raycastCamera = GetComponent<Camera>();
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
raycastCamera = GetCamera();
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
Debug.LogError("Highlight Manager: no camera found!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
InputProxy.Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void OnDisable() {
|
||||||
|
SwitchesCollider(null);
|
||||||
|
internal_DeselectAll();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update() {
|
||||||
|
if (raycastCamera == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
if (respectUI) {
|
||||||
|
EventSystem es = EventSystem.current;
|
||||||
|
if (es == null) {
|
||||||
|
es = CreateEventSystem();
|
||||||
|
}
|
||||||
|
List<RaycastResult> raycastResults = new List<RaycastResult>();
|
||||||
|
PointerEventData eventData = new PointerEventData(es);
|
||||||
|
Vector3 cameraPos = raycastCamera.transform.position;
|
||||||
|
if (raycastSource == RayCastSource.MousePosition) {
|
||||||
|
eventData.position = InputProxy.mousePosition;
|
||||||
|
} else {
|
||||||
|
eventData.position = new Vector2(raycastCamera.pixelWidth * 0.5f, raycastCamera.pixelHeight * 0.5f);
|
||||||
|
}
|
||||||
|
es.RaycastAll(eventData, raycastResults);
|
||||||
|
int hitCount = raycastResults.Count;
|
||||||
|
// check UI blocker
|
||||||
|
bool blocked = false;
|
||||||
|
for (int k = 0; k < hitCount; k++) {
|
||||||
|
RaycastResult rr = raycastResults[k];
|
||||||
|
if (rr.module is UnityEngine.UI.GraphicRaycaster) {
|
||||||
|
blocked = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (blocked) return;
|
||||||
|
|
||||||
|
// look for our gameobject
|
||||||
|
for (int k = 0; k < hitCount; k++) {
|
||||||
|
RaycastResult rr = raycastResults[k];
|
||||||
|
float distance = Vector3.Distance(rr.worldPosition, cameraPos);
|
||||||
|
if (distance < minDistance || (maxDistance > 0 && distance > maxDistance)) continue;
|
||||||
|
|
||||||
|
GameObject theGameObject = rr.gameObject;
|
||||||
|
if ((layerMask & (1 << rr.gameObject.layer)) == 0) continue;
|
||||||
|
|
||||||
|
// is this object state controller by Highlight Trigger?
|
||||||
|
HighlightTrigger trigger = theGameObject.GetComponent<HighlightTrigger>();
|
||||||
|
if (trigger != null) return;
|
||||||
|
|
||||||
|
// Toggles selection
|
||||||
|
Transform t = theGameObject.transform;
|
||||||
|
if (InputProxy.GetMouseButtonDown(0)) {
|
||||||
|
if (selectOnClick) {
|
||||||
|
ToggleSelection(t, !toggle);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Check if the object has a Highlight Effect
|
||||||
|
if (t != currentObject) {
|
||||||
|
SwitchesCollider(t);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// if not blocked by UI and no hit found, fallback to raycast (required if no PhysicsRaycaster is present on the camera)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
Ray ray;
|
||||||
|
if (raycastSource == RayCastSource.MousePosition) {
|
||||||
|
#if !ENABLE_INPUT_SYSTEM
|
||||||
|
if (!CanInteract()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
ray = raycastCamera.ScreenPointToRay(InputProxy.mousePosition);
|
||||||
|
} else {
|
||||||
|
ray = new Ray(raycastCamera.transform.position, raycastCamera.transform.forward);
|
||||||
|
}
|
||||||
|
RaycastHit hitInfo;
|
||||||
|
if (Physics.Raycast(ray, out hitInfo, maxDistance > 0 ? maxDistance : raycastCamera.farClipPlane, layerMask) && Vector3.Distance(hitInfo.point, ray.origin) >= minDistance) {
|
||||||
|
Transform t = hitInfo.collider.transform;
|
||||||
|
// is this object state controller by Highlight Trigger?
|
||||||
|
HighlightTrigger trigger = t.GetComponent<HighlightTrigger>();
|
||||||
|
if (trigger != null) return;
|
||||||
|
|
||||||
|
// Toggles selection
|
||||||
|
if (InputProxy.GetMouseButtonDown(0)) {
|
||||||
|
if (selectOnClick) {
|
||||||
|
ToggleSelection(t, !toggle);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Check if the object has a Highlight Effect
|
||||||
|
if (t != currentObject) {
|
||||||
|
SwitchesCollider(t);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// no hit
|
||||||
|
if (selectOnClick && !keepSelection && InputProxy.GetMouseButtonDown(0) && lastTriggerFrame < Time.frameCount) {
|
||||||
|
internal_DeselectAll();
|
||||||
|
}
|
||||||
|
SwitchesCollider(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
EventSystem CreateEventSystem() {
|
||||||
|
GameObject eo = new GameObject("Event System created by Highlight Plus", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule));
|
||||||
|
return eo.GetComponent<EventSystem>();
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
void SwitchesCollider(Transform newObject) {
|
||||||
|
if (currentEffect != null) {
|
||||||
|
if (highlightOnHover) {
|
||||||
|
Highlight(false);
|
||||||
|
}
|
||||||
|
currentEffect = null;
|
||||||
|
}
|
||||||
|
currentObject = newObject;
|
||||||
|
if (newObject == null) return;
|
||||||
|
HighlightTrigger ht = newObject.GetComponent<HighlightTrigger>();
|
||||||
|
if (ht != null && ht.enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
HighlightEffect otherEffect = newObject.GetComponent<HighlightEffect>();
|
||||||
|
if (otherEffect == null) {
|
||||||
|
// Check if there's a parent highlight effect that includes this object
|
||||||
|
HighlightEffect parentEffect = newObject.GetComponentInParent<HighlightEffect>();
|
||||||
|
if (parentEffect != null && parentEffect.Includes(newObject)) {
|
||||||
|
currentEffect = parentEffect;
|
||||||
|
if (highlightOnHover) {
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
currentEffect = otherEffect != null ? otherEffect : baseEffect;
|
||||||
|
baseEffect.enabled = currentEffect == baseEffect;
|
||||||
|
currentEffect.SetTarget(currentObject);
|
||||||
|
|
||||||
|
if (highlightOnHover) {
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool CanInteract() {
|
||||||
|
if (!respectUI) return true;
|
||||||
|
EventSystem es = EventSystem.current;
|
||||||
|
if (es == null) return true;
|
||||||
|
if (Application.isMobilePlatform && InputProxy.touchCount > 0 && es.IsPointerOverGameObject(InputProxy.GetFingerIdFromTouch(0))) {
|
||||||
|
return false;
|
||||||
|
} else if (es.IsPointerOverGameObject(-1))
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void ToggleSelection(Transform t, bool forceSelection) {
|
||||||
|
|
||||||
|
// We need a highlight effect on each selected object
|
||||||
|
HighlightEffect hb = t.GetComponent<HighlightEffect>();
|
||||||
|
if (hb == null) {
|
||||||
|
HighlightEffect parentEffect = t.GetComponentInParent<HighlightEffect>();
|
||||||
|
if (parentEffect != null && parentEffect.Includes(t)) {
|
||||||
|
hb = parentEffect;
|
||||||
|
if (hb.previousSettings == null) {
|
||||||
|
hb.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
|
||||||
|
}
|
||||||
|
hb.previousSettings.Save(hb);
|
||||||
|
} else {
|
||||||
|
hb = t.gameObject.AddComponent<HighlightEffect>();
|
||||||
|
hb.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
|
||||||
|
// copy default highlight effect settings from this manager into this highlight plus component
|
||||||
|
hb.previousSettings.Save(baseEffect);
|
||||||
|
hb.previousSettings.Load(hb);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool currentState = hb.isSelected;
|
||||||
|
bool newState = forceSelection ? true : !currentState;
|
||||||
|
if (newState == currentState) return;
|
||||||
|
|
||||||
|
if (newState) {
|
||||||
|
if (OnObjectSelected != null && !OnObjectSelected(t.gameObject)) return;
|
||||||
|
} else {
|
||||||
|
if (OnObjectUnSelected != null && !OnObjectUnSelected(t.gameObject)) return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (singleSelection) {
|
||||||
|
internal_DeselectAll();
|
||||||
|
}
|
||||||
|
|
||||||
|
currentEffect = hb;
|
||||||
|
currentEffect.isSelected = newState;
|
||||||
|
baseEffect.enabled = false;
|
||||||
|
|
||||||
|
if (currentEffect.isSelected) {
|
||||||
|
if (currentEffect.previousSettings == null) {
|
||||||
|
currentEffect.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
|
||||||
|
}
|
||||||
|
hb.previousSettings.Save(hb);
|
||||||
|
|
||||||
|
if (!selectedObjects.Contains(currentEffect)) {
|
||||||
|
selectedObjects.Add(currentEffect);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (currentEffect.previousSettings != null) {
|
||||||
|
currentEffect.previousSettings.Load(hb);
|
||||||
|
}
|
||||||
|
if (selectedObjects.Contains(currentEffect)) {
|
||||||
|
selectedObjects.Remove(currentEffect);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Highlight(bool state) {
|
||||||
|
if (state) {
|
||||||
|
if (!currentEffect.highlighted) {
|
||||||
|
if (OnObjectHighlightStart != null && currentEffect.target != null) {
|
||||||
|
if (!OnObjectHighlightStart(currentEffect.target.gameObject)) return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (currentEffect.highlighted) {
|
||||||
|
if (OnObjectHighlightEnd != null && currentEffect.target != null) {
|
||||||
|
OnObjectHighlightEnd(currentEffect.target.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selectOnClick || currentEffect.isSelected) {
|
||||||
|
if (currentEffect.isSelected) {
|
||||||
|
if (state && selectedAndHighlightedProfile != null) {
|
||||||
|
selectedAndHighlightedProfile.Load(currentEffect);
|
||||||
|
} else if (selectedProfile != null) {
|
||||||
|
selectedProfile.Load(currentEffect);
|
||||||
|
} else {
|
||||||
|
currentEffect.previousSettings.Load(currentEffect);
|
||||||
|
}
|
||||||
|
if (currentEffect.highlighted) {
|
||||||
|
currentEffect.UpdateMaterialProperties();
|
||||||
|
} else {
|
||||||
|
currentEffect.SetHighlighted(true);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
} else if (!highlightOnHover) {
|
||||||
|
currentEffect.SetHighlighted(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
currentEffect.SetHighlighted(state);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Camera GetCamera() {
|
||||||
|
Camera raycastCamera = Camera.main;
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
raycastCamera = FindObjectOfType<Camera>();
|
||||||
|
}
|
||||||
|
return raycastCamera;
|
||||||
|
}
|
||||||
|
|
||||||
|
void internal_DeselectAll() {
|
||||||
|
foreach (HighlightEffect hb in selectedObjects) {
|
||||||
|
if (hb != null && hb.gameObject != null) {
|
||||||
|
if (OnObjectUnSelected != null) {
|
||||||
|
if (!OnObjectUnSelected(hb.gameObject)) continue;
|
||||||
|
}
|
||||||
|
hb.RestorePreviousHighlightEffectSettings();
|
||||||
|
hb.isSelected = false;
|
||||||
|
hb.SetHighlighted(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
selectedObjects.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public static void DeselectAll() {
|
||||||
|
foreach (HighlightEffect hb in selectedObjects) {
|
||||||
|
if (hb != null && hb.gameObject != null) {
|
||||||
|
hb.isSelected = false;
|
||||||
|
if (hb.highlighted && _instance != null) {
|
||||||
|
_instance.Highlight(false);
|
||||||
|
} else {
|
||||||
|
hb.SetHighlighted(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
selectedObjects.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Manually causes highlight manager to select an object
|
||||||
|
/// </summary>
|
||||||
|
public void SelectObject(Transform t) {
|
||||||
|
ToggleSelection(t, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Manually causes highlight manager to toggle selection on an object
|
||||||
|
/// </summary>
|
||||||
|
public void ToggleObject(Transform t) {
|
||||||
|
ToggleSelection(t, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Manually causes highlight manager to unselect an object
|
||||||
|
/// </summary>
|
||||||
|
public void UnselectObject(Transform t) {
|
||||||
|
if (t == null) return;
|
||||||
|
HighlightEffect hb = t.GetComponent<HighlightEffect>();
|
||||||
|
if (hb == null) return;
|
||||||
|
|
||||||
|
if (selectedObjects.Contains(hb)) {
|
||||||
|
if (OnObjectUnSelected != null) {
|
||||||
|
if (!OnObjectUnSelected(hb.gameObject)) return;
|
||||||
|
}
|
||||||
|
hb.isSelected = false;
|
||||||
|
hb.SetHighlighted(false);
|
||||||
|
selectedObjects.Remove(hb);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: af4d46fd89b9543e5be2358ac0c9ced0
|
||||||
|
timeCreated: 1542876337
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,387 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
[CreateAssetMenu(menuName = "Highlight Plus Profile", fileName = "Highlight Plus Profile", order = 100)]
|
||||||
|
[HelpURL("https://www.dropbox.com/s/v9qgn68ydblqz8x/Documentation.pdf?dl=0")]
|
||||||
|
public class HighlightProfile : ScriptableObject {
|
||||||
|
|
||||||
|
[Tooltip("Different options to specify which objects are affected by this Highlight Effect component.")]
|
||||||
|
public TargetOptions effectGroup = TargetOptions.Children;
|
||||||
|
[Tooltip("The layer that contains the affected objects by this effect when effectGroup is set to LayerMask.")]
|
||||||
|
public LayerMask effectGroupLayer = -1;
|
||||||
|
[Tooltip("Only include objects whose names contains this text.")]
|
||||||
|
public string effectNameFilter;
|
||||||
|
[Tooltip("Combine meshes of all objects in this group affected by Highlight Effect reducing draw calls.")]
|
||||||
|
public bool combineMeshes;
|
||||||
|
[Tooltip("The alpha threshold for transparent cutout objects. Pixels with alpha below this value will be discarded.")]
|
||||||
|
[Range(0, 1)]
|
||||||
|
public float alphaCutOff;
|
||||||
|
[Tooltip("If back facing triangles are ignored.Backfaces triangles are not visible but you may set this property to false to force highlight effects to act on those triangles as well.")]
|
||||||
|
public bool cullBackFaces = true;
|
||||||
|
public bool depthClip;
|
||||||
|
[Tooltip("Normals handling option:\nPreserve original: use original mesh normals.\nSmooth: average normals to produce a smoother outline/glow mesh based effect.\nReorient: recomputes normals based on vertex direction to centroid.")]
|
||||||
|
public NormalsOption normalsOption;
|
||||||
|
|
||||||
|
public float fadeInDuration;
|
||||||
|
public float fadeOutDuration;
|
||||||
|
|
||||||
|
[Tooltip("Fades out effects based on distance to camera")]
|
||||||
|
public bool cameraDistanceFade;
|
||||||
|
|
||||||
|
[Tooltip("The closest distance particles can get to the camera before they fade from the camera’s view.")]
|
||||||
|
public float cameraDistanceFadeNear;
|
||||||
|
|
||||||
|
[Tooltip("The farthest distance particles can get away from the camera before they fade from the camera’s view.")]
|
||||||
|
public float cameraDistanceFadeFar = 1000;
|
||||||
|
|
||||||
|
[Tooltip("Keeps the outline/glow size unaffected by object distance.")]
|
||||||
|
public bool constantWidth = true;
|
||||||
|
|
||||||
|
[Range(0, 1)]
|
||||||
|
[Tooltip("Intensity of the overlay effect. A value of 0 disables the overlay completely.")]
|
||||||
|
public float overlay;
|
||||||
|
public OverlayMode overlayMode = OverlayMode.WhenHighlighted;
|
||||||
|
[ColorUsage(true, true)] public Color overlayColor = Color.yellow;
|
||||||
|
public float overlayAnimationSpeed = 1f;
|
||||||
|
[Range(0, 1)]
|
||||||
|
public float overlayMinIntensity = 0.5f;
|
||||||
|
[Range(0, 1)]
|
||||||
|
[Tooltip("Controls the blending or mix of the overlay color with the natural colors of the object.")]
|
||||||
|
public float overlayBlending = 1.0f;
|
||||||
|
[Tooltip("Optional overlay texture.")]
|
||||||
|
public Texture2D overlayTexture;
|
||||||
|
public TextureUVSpace overlayTextureUVSpace;
|
||||||
|
public float overlayTextureScale = 1f;
|
||||||
|
|
||||||
|
[Range(0, 1)]
|
||||||
|
[Tooltip("Intensity of the outline. A value of 0 disables the outline completely.")]
|
||||||
|
public float outline = 1f;
|
||||||
|
[ColorUsage(true, true)] public Color outlineColor = Color.black;
|
||||||
|
public ColorStyle outlineColorStyle = ColorStyle.SingleColor;
|
||||||
|
[GradientUsage(hdr: true, ColorSpace.Linear)] public Gradient outlineGradient;
|
||||||
|
public bool outlineGradientInLocalSpace;
|
||||||
|
public float outlineWidth = 0.45f;
|
||||||
|
public QualityLevel outlineQuality = QualityLevel.High;
|
||||||
|
[Range(1, 8)]
|
||||||
|
[Tooltip("Reduces the quality of the outline but improves performance a bit.")]
|
||||||
|
public int outlineDownsampling = 2;
|
||||||
|
public bool outlineOptimalBlit = true;
|
||||||
|
public Visibility outlineVisibility = Visibility.Normal;
|
||||||
|
[Tooltip("If enabled, this object won't combine the outline with other objects.")]
|
||||||
|
public bool outlineIndependent;
|
||||||
|
|
||||||
|
[Range(0, 5)]
|
||||||
|
[Tooltip("The intensity of the outer glow effect. A value of 0 disables the glow completely.")]
|
||||||
|
public float glow;
|
||||||
|
public float glowWidth = 0.4f;
|
||||||
|
public QualityLevel glowQuality = QualityLevel.High;
|
||||||
|
[Range(1, 8)]
|
||||||
|
[Tooltip("Reduces the quality of the glow but improves performance a bit.")]
|
||||||
|
public int glowDownsampling = 2;
|
||||||
|
[ColorUsage(true, true)] public Color glowHQColor = new Color (0.64f, 1f, 0f, 1f);
|
||||||
|
[Tooltip("When enabled, outer glow renders with dithering. When disabled, glow appears as a solid color.")]
|
||||||
|
public bool glowDithering = true;
|
||||||
|
public bool glowOptimalBlit = true;
|
||||||
|
[Tooltip("Seed for the dithering effect")]
|
||||||
|
public float glowMagicNumber1 = 0.75f;
|
||||||
|
[Tooltip("Another seed for the dithering effect that combines with first seed to create different patterns")]
|
||||||
|
public float glowMagicNumber2 = 0.5f;
|
||||||
|
public float glowAnimationSpeed = 1f;
|
||||||
|
public Visibility glowVisibility = Visibility.Normal;
|
||||||
|
public GlowBlendMode glowBlendMode = GlowBlendMode.Additive;
|
||||||
|
[Tooltip("Blends glow passes one after another. If this option is disabled, glow passes won't overlap (in this case, make sure the glow pass 1 has a smaller offset than pass 2, etc.)")]
|
||||||
|
public bool glowBlendPasses = true;
|
||||||
|
public GlowPassData[] glowPasses;
|
||||||
|
[Tooltip("If enabled, glow effect will not use a stencil mask. This can be used to render the glow effect alone.")]
|
||||||
|
public bool glowIgnoreMask;
|
||||||
|
|
||||||
|
[Range(0, 5f)]
|
||||||
|
[Tooltip("The intensity of the inner glow effect. A value of 0 disables the glow completely.")]
|
||||||
|
public float innerGlow;
|
||||||
|
[Range(0, 2)]
|
||||||
|
public float innerGlowWidth = 1f;
|
||||||
|
[ColorUsage(true, true)] public Color innerGlowColor = Color.white;
|
||||||
|
public Visibility innerGlowVisibility = Visibility.Normal;
|
||||||
|
|
||||||
|
[Tooltip("Enables the targetFX effect. This effect draws an animated sprite over the object.")]
|
||||||
|
public bool targetFX;
|
||||||
|
public Texture2D targetFXTexture;
|
||||||
|
[ColorUsage(true, true)] public Color targetFXColor = Color.white;
|
||||||
|
public float targetFXRotationSpeed = 50f;
|
||||||
|
public float targetFXInitialScale = 4f;
|
||||||
|
public float targetFXEndScale = 1.5f;
|
||||||
|
[Tooltip("Makes target scale relative to object renderer bounds.")]
|
||||||
|
public bool targetFXScaleToRenderBounds;
|
||||||
|
[Tooltip("Places target FX sprite at the bottom of the highlighted object.")]
|
||||||
|
public bool targetFXAlignToGround;
|
||||||
|
[Tooltip("Max distance from the center of the highlighted object to the ground.")]
|
||||||
|
public float targetFXGroundMaxDistance = 15f;
|
||||||
|
public LayerMask targetFXGroundLayerMask = -1;
|
||||||
|
[Tooltip("Fade out effect with altitude")]
|
||||||
|
public float targetFXFadePower = 32;
|
||||||
|
public float targetFXTransitionDuration = 0.5f;
|
||||||
|
public float targetFXStayDuration = 1.5f;
|
||||||
|
public Visibility targetFXVisibility = Visibility.AlwaysOnTop;
|
||||||
|
|
||||||
|
[Tooltip("See-through mode for this Highlight Effect component.")]
|
||||||
|
public SeeThroughMode seeThrough = SeeThroughMode.Never;
|
||||||
|
[Tooltip("This mask setting let you specify which objects will be considered as occluders and cause the see-through effect for this Highlight Effect component. For example, you assign your walls to a different layer and specify that layer here, so only walls and not other objects, like ground or ceiling, will trigger the see-through effect.")]
|
||||||
|
public LayerMask seeThroughOccluderMask = -1;
|
||||||
|
[Tooltip("Uses stencil buffers to ensure pixel-accurate occlusion test. If this option is disabled, only physics raycasting is used to test for occlusion.")]
|
||||||
|
public bool seeThroughOccluderMaskAccurate;
|
||||||
|
[Tooltip("A multiplier for the occluder volume size which can be used to reduce the actual size of occluders when Highlight Effect checks if they're occluding this object.")]
|
||||||
|
[Range(0.01f, 0.9f)] public float seeThroughOccluderThreshold = 0.4f;
|
||||||
|
[Tooltip("The interval of time between occlusion tests.")]
|
||||||
|
public float seeThroughOccluderCheckInterval = 1f;
|
||||||
|
[Tooltip("If enabled, occlusion test is performed for each children element. If disabled, the bounds of all children is combined and a single occlusion test is performed for the combined bounds.")]
|
||||||
|
public bool seeThroughOccluderCheckIndividualObjects;
|
||||||
|
[Tooltip("Shows the see-through effect only if the occluder if at this 'offset' distance from the object.")]
|
||||||
|
public float seeThroughDepthOffset;
|
||||||
|
[Tooltip("Hides the see-through effect if the occluder is further than this distance from the object (0 = infinite)")]
|
||||||
|
public float seeThroughMaxDepth;
|
||||||
|
[Range(0, 5f)] public float seeThroughIntensity = 0.8f;
|
||||||
|
[Range(0, 1)] public float seeThroughTintAlpha = 0.5f;
|
||||||
|
public Color seeThroughTintColor = Color.red;
|
||||||
|
[Range(0, 1)] public float seeThroughNoise = 1f;
|
||||||
|
[Range(0, 1)] public float seeThroughBorder;
|
||||||
|
public Color seeThroughBorderColor = Color.black;
|
||||||
|
public float seeThroughBorderWidth = 0.45f;
|
||||||
|
[Tooltip("Only display the border instead of the full see-through effect.")]
|
||||||
|
public bool seeThroughBorderOnly;
|
||||||
|
[Tooltip("Renders see-through effect on overlapping objects in a sequence that's relative to the distance to the camera")]
|
||||||
|
public bool seeThroughOrdered = true;
|
||||||
|
[Tooltip("Optional see-through mask effect texture.")]
|
||||||
|
public Texture2D seeThroughTexture;
|
||||||
|
public TextureUVSpace seeThroughTextureUVSpace;
|
||||||
|
public float seeThroughTextureScale = 1f;
|
||||||
|
|
||||||
|
[Range(0, 1)] public float hitFxInitialIntensity;
|
||||||
|
public HitFxMode hitFxMode = HitFxMode.Overlay;
|
||||||
|
public float hitFxFadeOutDuration = 0.25f;
|
||||||
|
[ColorUsage(true, true)] public Color hitFxColor = Color.white;
|
||||||
|
public float hitFxRadius = 0.5f;
|
||||||
|
|
||||||
|
public void Load(HighlightEffect effect) {
|
||||||
|
effect.effectGroup = effectGroup;
|
||||||
|
effect.effectGroupLayer = effectGroupLayer;
|
||||||
|
effect.effectNameFilter = effectNameFilter;
|
||||||
|
effect.combineMeshes = combineMeshes;
|
||||||
|
effect.alphaCutOff = alphaCutOff;
|
||||||
|
effect.cullBackFaces = cullBackFaces;
|
||||||
|
effect.depthClip = depthClip;
|
||||||
|
effect.normalsOption = normalsOption;
|
||||||
|
effect.fadeInDuration = fadeInDuration;
|
||||||
|
effect.fadeOutDuration = fadeOutDuration;
|
||||||
|
effect.cameraDistanceFade = cameraDistanceFade;
|
||||||
|
effect.cameraDistanceFadeFar = cameraDistanceFadeFar;
|
||||||
|
effect.cameraDistanceFadeNear = cameraDistanceFadeNear;
|
||||||
|
effect.constantWidth = constantWidth;
|
||||||
|
effect.overlay = overlay;
|
||||||
|
effect.overlayMode = overlayMode;
|
||||||
|
effect.overlayColor = overlayColor;
|
||||||
|
effect.overlayAnimationSpeed = overlayAnimationSpeed;
|
||||||
|
effect.overlayMinIntensity = overlayMinIntensity;
|
||||||
|
effect.overlayBlending = overlayBlending;
|
||||||
|
effect.overlayTexture = overlayTexture;
|
||||||
|
effect.overlayTextureUVSpace = overlayTextureUVSpace;
|
||||||
|
effect.overlayTextureScale = overlayTextureScale;
|
||||||
|
effect.outline = outline;
|
||||||
|
effect.outlineColor = outlineColor;
|
||||||
|
effect.outlineColorStyle = outlineColorStyle;
|
||||||
|
effect.outlineGradient = outlineGradient;
|
||||||
|
effect.outlineGradientInLocalSpace = outlineGradientInLocalSpace;
|
||||||
|
effect.outlineWidth = outlineWidth;
|
||||||
|
effect.outlineQuality = outlineQuality;
|
||||||
|
effect.outlineOptimalBlit = outlineOptimalBlit;
|
||||||
|
effect.outlineDownsampling = outlineDownsampling;
|
||||||
|
effect.outlineVisibility = outlineVisibility;
|
||||||
|
effect.outlineIndependent = outlineIndependent;
|
||||||
|
effect.glow = glow;
|
||||||
|
effect.glowWidth = glowWidth;
|
||||||
|
effect.glowQuality = glowQuality;
|
||||||
|
effect.glowOptimalBlit = glowOptimalBlit;
|
||||||
|
effect.glowDownsampling = glowDownsampling;
|
||||||
|
effect.glowHQColor = glowHQColor;
|
||||||
|
effect.glowDithering = glowDithering;
|
||||||
|
effect.glowMagicNumber1 = glowMagicNumber1;
|
||||||
|
effect.glowMagicNumber2 = glowMagicNumber2;
|
||||||
|
effect.glowAnimationSpeed = glowAnimationSpeed;
|
||||||
|
effect.glowVisibility = glowVisibility;
|
||||||
|
effect.glowBlendMode = glowBlendMode;
|
||||||
|
effect.glowBlendPasses = glowBlendPasses;
|
||||||
|
effect.glowPasses = GetGlowPassesCopy(glowPasses);
|
||||||
|
effect.glowIgnoreMask = glowIgnoreMask;
|
||||||
|
effect.innerGlow = innerGlow;
|
||||||
|
effect.innerGlowWidth = innerGlowWidth;
|
||||||
|
effect.innerGlowColor = innerGlowColor;
|
||||||
|
effect.innerGlowVisibility = innerGlowVisibility;
|
||||||
|
effect.targetFX = targetFX;
|
||||||
|
effect.targetFXColor = targetFXColor;
|
||||||
|
effect.targetFXInitialScale = targetFXInitialScale;
|
||||||
|
effect.targetFXEndScale = targetFXEndScale;
|
||||||
|
effect.targetFXScaleToRenderBounds = targetFXScaleToRenderBounds;
|
||||||
|
effect.targetFXAlignToGround = targetFXAlignToGround;
|
||||||
|
effect.targetFXGroundMaxDistance = targetFXGroundMaxDistance;
|
||||||
|
effect.targetFXGroundLayerMask = targetFXGroundLayerMask;
|
||||||
|
effect.targetFXFadePower = targetFXFadePower;
|
||||||
|
effect.targetFXRotationSpeed = targetFXRotationSpeed;
|
||||||
|
effect.targetFXStayDuration = targetFXStayDuration;
|
||||||
|
effect.targetFXTexture = targetFXTexture;
|
||||||
|
effect.targetFXTransitionDuration = targetFXTransitionDuration;
|
||||||
|
effect.targetFXVisibility = targetFXVisibility;
|
||||||
|
effect.seeThrough = seeThrough;
|
||||||
|
effect.seeThroughOccluderMask = seeThroughOccluderMask;
|
||||||
|
effect.seeThroughOccluderMaskAccurate = seeThroughOccluderMaskAccurate;
|
||||||
|
effect.seeThroughOccluderThreshold = seeThroughOccluderThreshold;
|
||||||
|
effect.seeThroughOccluderCheckInterval = seeThroughOccluderCheckInterval;
|
||||||
|
effect.seeThroughOccluderCheckIndividualObjects = seeThroughOccluderCheckIndividualObjects;
|
||||||
|
effect.seeThroughIntensity = seeThroughIntensity;
|
||||||
|
effect.seeThroughTintAlpha = seeThroughTintAlpha;
|
||||||
|
effect.seeThroughTintColor = seeThroughTintColor;
|
||||||
|
effect.seeThroughNoise = seeThroughNoise;
|
||||||
|
effect.seeThroughBorder = seeThroughBorder;
|
||||||
|
effect.seeThroughBorderColor = seeThroughBorderColor;
|
||||||
|
effect.seeThroughBorderWidth = seeThroughBorderWidth;
|
||||||
|
effect.seeThroughBorderOnly = seeThroughBorderOnly;
|
||||||
|
effect.seeThroughDepthOffset = seeThroughDepthOffset;
|
||||||
|
effect.seeThroughMaxDepth = seeThroughMaxDepth;
|
||||||
|
effect.seeThroughOrdered = seeThroughOrdered;
|
||||||
|
effect.seeThroughTexture = seeThroughTexture;
|
||||||
|
effect.seeThroughTextureScale = seeThroughTextureScale;
|
||||||
|
effect.seeThroughTextureUVSpace = seeThroughTextureUVSpace;
|
||||||
|
effect.hitFxInitialIntensity = hitFxInitialIntensity;
|
||||||
|
effect.hitFxMode = hitFxMode;
|
||||||
|
effect.hitFxFadeOutDuration = hitFxFadeOutDuration;
|
||||||
|
effect.hitFxColor = hitFxColor;
|
||||||
|
effect.hitFxRadius = hitFxRadius;
|
||||||
|
effect.UpdateMaterialProperties();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Save(HighlightEffect effect) {
|
||||||
|
effectGroup = effect.effectGroup;
|
||||||
|
effectGroupLayer = effect.effectGroupLayer;
|
||||||
|
effectNameFilter = effect.effectNameFilter;
|
||||||
|
combineMeshes = effect.combineMeshes;
|
||||||
|
alphaCutOff = effect.alphaCutOff;
|
||||||
|
cullBackFaces = effect.cullBackFaces;
|
||||||
|
depthClip = effect.depthClip;
|
||||||
|
normalsOption = effect.normalsOption;
|
||||||
|
fadeInDuration = effect.fadeInDuration;
|
||||||
|
fadeOutDuration = effect.fadeOutDuration;
|
||||||
|
cameraDistanceFade = effect.cameraDistanceFade;
|
||||||
|
cameraDistanceFadeFar = effect.cameraDistanceFadeFar;
|
||||||
|
cameraDistanceFadeNear = effect.cameraDistanceFadeNear;
|
||||||
|
constantWidth = effect.constantWidth;
|
||||||
|
overlay = effect.overlay;
|
||||||
|
overlayMode = effect.overlayMode;
|
||||||
|
overlayColor = effect.overlayColor;
|
||||||
|
overlayAnimationSpeed = effect.overlayAnimationSpeed;
|
||||||
|
overlayMinIntensity = effect.overlayMinIntensity;
|
||||||
|
overlayBlending = effect.overlayBlending;
|
||||||
|
overlayTexture = effect.overlayTexture;
|
||||||
|
overlayTextureUVSpace = effect.overlayTextureUVSpace;
|
||||||
|
overlayTextureScale = effect.overlayTextureScale;
|
||||||
|
outline = effect.outline;
|
||||||
|
outlineColor = effect.outlineColor;
|
||||||
|
outlineColorStyle = effect.outlineColorStyle;
|
||||||
|
outlineGradient = effect.outlineGradient;
|
||||||
|
outlineGradientInLocalSpace = effect.outlineGradientInLocalSpace;
|
||||||
|
outlineWidth = effect.outlineWidth;
|
||||||
|
outlineQuality = effect.outlineQuality;
|
||||||
|
outlineDownsampling = effect.outlineDownsampling;
|
||||||
|
outlineVisibility = effect.outlineVisibility;
|
||||||
|
outlineIndependent = effect.outlineIndependent;
|
||||||
|
outlineOptimalBlit = effect.outlineOptimalBlit;
|
||||||
|
glow = effect.glow;
|
||||||
|
glowWidth = effect.glowWidth;
|
||||||
|
glowQuality = effect.glowQuality;
|
||||||
|
glowOptimalBlit = effect.glowOptimalBlit;
|
||||||
|
glowDownsampling = effect.glowDownsampling;
|
||||||
|
glowHQColor = effect.glowHQColor;
|
||||||
|
glowDithering = effect.glowDithering;
|
||||||
|
glowMagicNumber1 = effect.glowMagicNumber1;
|
||||||
|
glowMagicNumber2 = effect.glowMagicNumber2;
|
||||||
|
glowAnimationSpeed = effect.glowAnimationSpeed;
|
||||||
|
glowVisibility = effect.glowVisibility;
|
||||||
|
glowBlendMode = effect.glowBlendMode;
|
||||||
|
glowBlendPasses = effect.glowBlendPasses;
|
||||||
|
glowPasses = GetGlowPassesCopy(effect.glowPasses);
|
||||||
|
glowIgnoreMask = effect.glowIgnoreMask;
|
||||||
|
innerGlow = effect.innerGlow;
|
||||||
|
innerGlowWidth = effect.innerGlowWidth;
|
||||||
|
innerGlowColor = effect.innerGlowColor;
|
||||||
|
innerGlowVisibility = effect.innerGlowVisibility;
|
||||||
|
targetFX = effect.targetFX;
|
||||||
|
targetFXColor = effect.targetFXColor;
|
||||||
|
targetFXInitialScale = effect.targetFXInitialScale;
|
||||||
|
targetFXEndScale = effect.targetFXEndScale;
|
||||||
|
targetFXScaleToRenderBounds = effect.targetFXScaleToRenderBounds;
|
||||||
|
targetFXAlignToGround = effect.targetFXAlignToGround;
|
||||||
|
targetFXGroundMaxDistance = effect.targetFXGroundMaxDistance;
|
||||||
|
targetFXGroundLayerMask = effect.targetFXGroundLayerMask;
|
||||||
|
targetFXFadePower = effect.targetFXFadePower;
|
||||||
|
targetFXRotationSpeed = effect.targetFXRotationSpeed;
|
||||||
|
targetFXStayDuration = effect.targetFXStayDuration;
|
||||||
|
targetFXTexture = effect.targetFXTexture;
|
||||||
|
targetFXTransitionDuration = effect.targetFXTransitionDuration;
|
||||||
|
targetFXVisibility = effect.targetFXVisibility;
|
||||||
|
seeThrough = effect.seeThrough;
|
||||||
|
seeThroughOccluderMask = effect.seeThroughOccluderMask;
|
||||||
|
seeThroughOccluderMaskAccurate = effect.seeThroughOccluderMaskAccurate;
|
||||||
|
seeThroughOccluderThreshold = effect.seeThroughOccluderThreshold;
|
||||||
|
seeThroughOccluderCheckInterval = effect.seeThroughOccluderCheckInterval;
|
||||||
|
seeThroughOccluderCheckIndividualObjects = effect.seeThroughOccluderCheckIndividualObjects;
|
||||||
|
seeThroughIntensity = effect.seeThroughIntensity;
|
||||||
|
seeThroughTintAlpha = effect.seeThroughTintAlpha;
|
||||||
|
seeThroughTintColor = effect.seeThroughTintColor;
|
||||||
|
seeThroughNoise = effect.seeThroughNoise;
|
||||||
|
seeThroughBorder = effect.seeThroughBorder;
|
||||||
|
seeThroughBorderColor = effect.seeThroughBorderColor;
|
||||||
|
seeThroughBorderWidth = effect.seeThroughBorderWidth;
|
||||||
|
seeThroughDepthOffset = effect.seeThroughDepthOffset;
|
||||||
|
seeThroughBorderOnly = effect.seeThroughBorderOnly;
|
||||||
|
seeThroughMaxDepth = effect.seeThroughMaxDepth;
|
||||||
|
seeThroughOrdered = effect.seeThroughOrdered;
|
||||||
|
seeThroughTexture = effect.seeThroughTexture;
|
||||||
|
seeThroughTextureScale = effect.seeThroughTextureScale;
|
||||||
|
seeThroughTextureUVSpace = effect.seeThroughTextureUVSpace;
|
||||||
|
hitFxInitialIntensity = effect.hitFxInitialIntensity;
|
||||||
|
hitFxMode = effect.hitFxMode;
|
||||||
|
hitFxFadeOutDuration = effect.hitFxFadeOutDuration;
|
||||||
|
hitFxColor = effect.hitFxColor;
|
||||||
|
hitFxRadius = effect.hitFxRadius;
|
||||||
|
}
|
||||||
|
|
||||||
|
GlowPassData[] GetGlowPassesCopy(GlowPassData[] glowPasses) {
|
||||||
|
if (glowPasses == null) {
|
||||||
|
return new GlowPassData[0];
|
||||||
|
}
|
||||||
|
GlowPassData[] pd = new GlowPassData[glowPasses.Length];
|
||||||
|
for (int k = 0; k < glowPasses.Length; k++) {
|
||||||
|
pd[k].alpha = glowPasses[k].alpha;
|
||||||
|
pd[k].color = glowPasses[k].color;
|
||||||
|
pd[k].offset = glowPasses[k].offset;
|
||||||
|
}
|
||||||
|
return pd;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnValidate() {
|
||||||
|
seeThroughDepthOffset = Mathf.Max(0, seeThroughDepthOffset);
|
||||||
|
seeThroughMaxDepth = Mathf.Max(0, seeThroughMaxDepth);
|
||||||
|
seeThroughBorderWidth = Mathf.Max(0, seeThroughBorderWidth);
|
||||||
|
targetFXFadePower = Mathf.Max(0, targetFXFadePower);
|
||||||
|
cameraDistanceFadeNear = Mathf.Max(0, cameraDistanceFadeNear);
|
||||||
|
cameraDistanceFadeFar = Mathf.Max(0, cameraDistanceFadeFar);
|
||||||
|
if (glowPasses == null || glowPasses.Length == 0) {
|
||||||
|
glowPasses = new GlowPassData[4];
|
||||||
|
glowPasses[0] = new GlowPassData() { offset = 4, alpha = 0.1f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||||||
|
glowPasses[1] = new GlowPassData() { offset = 3, alpha = 0.2f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||||||
|
glowPasses[2] = new GlowPassData() { offset = 2, alpha = 0.3f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||||||
|
glowPasses[3] = new GlowPassData() { offset = 1, alpha = 0.4f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e9253636bf2648bd813257f451f8486
|
||||||
|
timeCreated: 1549831900
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,78 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public struct MeshData {
|
||||||
|
public Renderer renderer;
|
||||||
|
public int subMeshCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum OccluderMode {
|
||||||
|
BlocksSeeThrough,
|
||||||
|
TriggersSeeThrough
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum DetectionMethod {
|
||||||
|
Stencil = 0,
|
||||||
|
RayCast = 1
|
||||||
|
}
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
public class HighlightSeeThroughOccluder : MonoBehaviour {
|
||||||
|
|
||||||
|
public OccluderMode mode = OccluderMode.BlocksSeeThrough;
|
||||||
|
|
||||||
|
public DetectionMethod detectionMethod = DetectionMethod.Stencil;
|
||||||
|
|
||||||
|
[NonSerialized]
|
||||||
|
public MeshData[] meshData;
|
||||||
|
|
||||||
|
List<Renderer> rr;
|
||||||
|
|
||||||
|
void OnEnable () {
|
||||||
|
if (gameObject.activeInHierarchy) {
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Init() {
|
||||||
|
|
||||||
|
if (detectionMethod == DetectionMethod.RayCast) {
|
||||||
|
HighlightEffect.RegisterOccluder(this);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rr == null) {
|
||||||
|
rr = new List<Renderer>();
|
||||||
|
} else {
|
||||||
|
rr.Clear();
|
||||||
|
}
|
||||||
|
GetComponentsInChildren(rr);
|
||||||
|
int rrCount = rr.Count;
|
||||||
|
meshData = new MeshData[rrCount];
|
||||||
|
for (int k = 0; k < rrCount; k++) {
|
||||||
|
meshData[k].renderer = rr[k];
|
||||||
|
meshData[k].subMeshCount = 1;
|
||||||
|
if (rr[k] is MeshRenderer) {
|
||||||
|
MeshFilter mf = rr[k].GetComponent<MeshFilter>();
|
||||||
|
if (mf != null && mf.sharedMesh != null) {
|
||||||
|
meshData[k].subMeshCount = mf.sharedMesh.subMeshCount;
|
||||||
|
}
|
||||||
|
} else if (rr[k] is SkinnedMeshRenderer) {
|
||||||
|
SkinnedMeshRenderer smr = (SkinnedMeshRenderer)rr[k];
|
||||||
|
meshData[k].subMeshCount = smr.sharedMesh.subMeshCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (rrCount > 0) {
|
||||||
|
HighlightEffect.RegisterOccluder(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable () {
|
||||||
|
HighlightEffect.UnregisterOccluder(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8dd965ceab19c4729a9dabd8aeb2972a
|
||||||
|
timeCreated: 1542876337
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,409 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public enum TriggerMode {
|
||||||
|
ColliderEventsOnlyOnThisObject = 0,
|
||||||
|
RaycastOnThisObjectAndChildren = 1,
|
||||||
|
Volume = 2
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum RayCastSource {
|
||||||
|
MousePosition = 0,
|
||||||
|
CameraDirection = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
[RequireComponent(typeof(HighlightEffect))]
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
[HelpURL("https://kronnect.com/guides/highlight-plus-introduction/")]
|
||||||
|
public class HighlightTrigger : MonoBehaviour {
|
||||||
|
|
||||||
|
[Tooltip("Enables highlight when pointer is over this object.")]
|
||||||
|
public bool highlightOnHover = true;
|
||||||
|
[Tooltip("Used to trigger automatic highlighting including children objects.")]
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
public TriggerMode triggerMode = TriggerMode.RaycastOnThisObjectAndChildren;
|
||||||
|
#else
|
||||||
|
public TriggerMode triggerMode = TriggerMode.ColliderEventsOnlyOnThisObject;
|
||||||
|
#endif
|
||||||
|
public Camera raycastCamera;
|
||||||
|
public RayCastSource raycastSource = RayCastSource.MousePosition;
|
||||||
|
public LayerMask raycastLayerMask = -1;
|
||||||
|
[Tooltip("Minimum distance for target.")]
|
||||||
|
public float minDistance;
|
||||||
|
[Tooltip("Maximum distance for target. 0 = infinity")]
|
||||||
|
public float maxDistance;
|
||||||
|
[Tooltip("Blocks interaction if pointer is over an UI element")]
|
||||||
|
public bool respectUI = true;
|
||||||
|
public LayerMask volumeLayerMask;
|
||||||
|
|
||||||
|
const int MAX_RAYCAST_HITS = 100;
|
||||||
|
|
||||||
|
|
||||||
|
[Tooltip("If the object will be selected by clicking with mouse or tapping on it.")]
|
||||||
|
public bool selectOnClick;
|
||||||
|
[Tooltip("Profile to use when object is selected by clicking on it.")]
|
||||||
|
public HighlightProfile selectedProfile;
|
||||||
|
[Tooltip("Profile to use whtn object is selected and highlighted.")]
|
||||||
|
public HighlightProfile selectedAndHighlightedProfile;
|
||||||
|
[Tooltip("Automatically deselects any other selected object prior selecting this one")]
|
||||||
|
public bool singleSelection;
|
||||||
|
[Tooltip("Toggles selection on/off when clicking object")]
|
||||||
|
public bool toggle;
|
||||||
|
[Tooltip("Keeps current selection when clicking outside of any selectable object")]
|
||||||
|
public bool keepSelection = true;
|
||||||
|
|
||||||
|
[NonSerialized] public Collider[] colliders;
|
||||||
|
|
||||||
|
Collider currentCollider;
|
||||||
|
static RaycastHit[] hits;
|
||||||
|
HighlightEffect hb;
|
||||||
|
|
||||||
|
public HighlightEffect highlightEffect { get { return hb; } }
|
||||||
|
|
||||||
|
public event OnObjectSelectionEvent OnObjectSelected;
|
||||||
|
public event OnObjectSelectionEvent OnObjectUnSelected;
|
||||||
|
public event OnObjectHighlightEvent OnObjectHighlightStart;
|
||||||
|
public event OnObjectHighlightEvent OnObjectHighlightEnd;
|
||||||
|
|
||||||
|
TriggerMode currentTriggerMode;
|
||||||
|
|
||||||
|
[RuntimeInitializeOnLoadMethod]
|
||||||
|
void DomainReloadDisabledSupport() {
|
||||||
|
HighlightManager.selectedObjects.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnValidate() {
|
||||||
|
if (currentTriggerMode != triggerMode) {
|
||||||
|
currentTriggerMode = triggerMode;
|
||||||
|
if (currentTriggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
|
||||||
|
colliders = GetComponentsInChildren<Collider>();
|
||||||
|
if (hits == null || hits.Length != MAX_RAYCAST_HITS) {
|
||||||
|
hits = new RaycastHit[MAX_RAYCAST_HITS];
|
||||||
|
}
|
||||||
|
if (Application.isPlaying) {
|
||||||
|
StopAllCoroutines();
|
||||||
|
if (gameObject.activeInHierarchy) {
|
||||||
|
StartCoroutine(DoRayCast());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Init() {
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
raycastCamera = HighlightManager.GetCamera();
|
||||||
|
}
|
||||||
|
currentTriggerMode = triggerMode;
|
||||||
|
if (triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
|
||||||
|
colliders = GetComponentsInChildren<Collider>();
|
||||||
|
}
|
||||||
|
if (hb == null) {
|
||||||
|
hb = GetComponent<HighlightEffect>();
|
||||||
|
}
|
||||||
|
InputProxy.Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start() {
|
||||||
|
if (triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
raycastCamera = HighlightManager.GetCamera();
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
Debug.LogError("Highlight Trigger on " + gameObject.name + ": no camera found!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (colliders != null && colliders.Length > 0) {
|
||||||
|
hits = new RaycastHit[MAX_RAYCAST_HITS];
|
||||||
|
if (Application.isPlaying) {
|
||||||
|
StopAllCoroutines();
|
||||||
|
StartCoroutine(DoRayCast());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
Collider collider = GetComponent<Collider>();
|
||||||
|
if (collider == null) {
|
||||||
|
if (GetComponent<MeshFilter>() != null) {
|
||||||
|
gameObject.AddComponent<MeshCollider>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
IEnumerator DoRayCast() {
|
||||||
|
yield return null;
|
||||||
|
WaitForEndOfFrame w = new WaitForEndOfFrame();
|
||||||
|
while (triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) {
|
||||||
|
if (raycastCamera == null) {
|
||||||
|
yield return null;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
int hitCount;
|
||||||
|
bool hit = false;
|
||||||
|
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
|
||||||
|
if (respectUI) {
|
||||||
|
EventSystem es = EventSystem.current;
|
||||||
|
if (es == null) {
|
||||||
|
es = CreateEventSystem();
|
||||||
|
}
|
||||||
|
List<RaycastResult> raycastResults = new List<RaycastResult>();
|
||||||
|
PointerEventData eventData = new PointerEventData(es);
|
||||||
|
Vector3 cameraPos = raycastCamera.transform.position;
|
||||||
|
if (raycastSource == RayCastSource.MousePosition) {
|
||||||
|
eventData.position = InputProxy.mousePosition;
|
||||||
|
} else {
|
||||||
|
eventData.position = new Vector2(raycastCamera.pixelWidth * 0.5f, raycastCamera.pixelHeight * 0.5f);
|
||||||
|
}
|
||||||
|
es.RaycastAll(eventData, raycastResults);
|
||||||
|
hitCount = raycastResults.Count;
|
||||||
|
// check UI blocker
|
||||||
|
bool blocked = false;
|
||||||
|
for (int k = 0; k < hitCount; k++) {
|
||||||
|
RaycastResult rr = raycastResults[k];
|
||||||
|
if (rr.module is UnityEngine.UI.GraphicRaycaster) {
|
||||||
|
blocked = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (blocked) {
|
||||||
|
yield return null;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// look for our gameobject
|
||||||
|
for (int k = 0; k < hitCount; k++) {
|
||||||
|
RaycastResult rr = raycastResults[k];
|
||||||
|
float distance = Vector3.Distance(rr.worldPosition, cameraPos);
|
||||||
|
if (distance < minDistance || (maxDistance > 0 && distance > maxDistance)) continue;
|
||||||
|
|
||||||
|
GameObject theGameObject = rr.gameObject;
|
||||||
|
for (int c = 0; c < colliders.Length; c++) {
|
||||||
|
if (colliders[c].gameObject == theGameObject) {
|
||||||
|
Collider theCollider = colliders[c];
|
||||||
|
hit = true;
|
||||||
|
if (selectOnClick && InputProxy.GetMouseButtonDown(0)) {
|
||||||
|
ToggleSelection();
|
||||||
|
break;
|
||||||
|
} else if (theCollider != currentCollider) {
|
||||||
|
SwitchCollider(theCollider);
|
||||||
|
k = hitCount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// if not blocked by UI and no hit found, fallback to raycast (required if no PhysicsRaycaster is present on the camera)
|
||||||
|
|
||||||
|
#endif
|
||||||
|
Ray ray;
|
||||||
|
if (raycastSource == RayCastSource.MousePosition) {
|
||||||
|
#if !ENABLE_INPUT_SYSTEM
|
||||||
|
|
||||||
|
if (!CanInteract()) {
|
||||||
|
yield return null;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
ray = raycastCamera.ScreenPointToRay(InputProxy.mousePosition);
|
||||||
|
} else {
|
||||||
|
ray = new Ray(raycastCamera.transform.position, raycastCamera.transform.forward);
|
||||||
|
}
|
||||||
|
if (maxDistance > 0) {
|
||||||
|
hitCount = Physics.RaycastNonAlloc(ray, hits, maxDistance, raycastLayerMask);
|
||||||
|
} else {
|
||||||
|
hitCount = Physics.RaycastNonAlloc(ray, hits, float.MaxValue, raycastLayerMask);
|
||||||
|
}
|
||||||
|
bool isMouseButonDown = InputProxy.GetMouseButtonDown(0);
|
||||||
|
for (int k = 0; k < hitCount; k++) {
|
||||||
|
if (Vector3.Distance(hits[k].point, ray.origin) < minDistance) continue;
|
||||||
|
Collider theCollider = hits[k].collider;
|
||||||
|
for (int c = 0; c < colliders.Length; c++) {
|
||||||
|
if (colliders[c] == theCollider) {
|
||||||
|
hit = true;
|
||||||
|
if (selectOnClick && isMouseButonDown) {
|
||||||
|
ToggleSelection();
|
||||||
|
break;
|
||||||
|
} else if (theCollider != currentCollider) {
|
||||||
|
SwitchCollider(theCollider);
|
||||||
|
k = hitCount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (!hit && currentCollider != null) {
|
||||||
|
SwitchCollider(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (selectOnClick && isMouseButonDown && !keepSelection && !hit) {
|
||||||
|
yield return w; // wait for other potential triggers to act
|
||||||
|
if (HighlightManager.lastTriggerFrame < Time.frameCount) {
|
||||||
|
HighlightManager.DeselectAll();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
EventSystem CreateEventSystem() {
|
||||||
|
GameObject eo = new GameObject("Event System created by Highlight Plus", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule));
|
||||||
|
return eo.GetComponent<EventSystem>();
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void SwitchCollider(Collider newCollider) {
|
||||||
|
if (!highlightOnHover && !hb.isSelected) return;
|
||||||
|
|
||||||
|
currentCollider = newCollider;
|
||||||
|
if (currentCollider != null) {
|
||||||
|
Highlight(true);
|
||||||
|
} else {
|
||||||
|
Highlight(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CanInteract() {
|
||||||
|
if (!respectUI) return true;
|
||||||
|
EventSystem es = EventSystem.current;
|
||||||
|
if (es == null) return true;
|
||||||
|
if (Application.isMobilePlatform && InputProxy.touchCount > 0 && es.IsPointerOverGameObject(InputProxy.GetFingerIdFromTouch(0))) {
|
||||||
|
return false;
|
||||||
|
} else if (es.IsPointerOverGameObject(-1))
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void OnMouseDown() {
|
||||||
|
if (isActiveAndEnabled && triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
|
||||||
|
if (!CanInteract()) return;
|
||||||
|
if (selectOnClick && InputProxy.GetMouseButtonDown(0)) {
|
||||||
|
ToggleSelection();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnMouseEnter() {
|
||||||
|
if (isActiveAndEnabled && triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
|
||||||
|
if (!CanInteract()) return;
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnMouseExit() {
|
||||||
|
if (isActiveAndEnabled && triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) {
|
||||||
|
if (!CanInteract()) return;
|
||||||
|
Highlight(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Highlight(bool state) {
|
||||||
|
if (state) {
|
||||||
|
if (!hb.highlighted) {
|
||||||
|
if (OnObjectHighlightStart != null && hb.target != null) {
|
||||||
|
if (!OnObjectHighlightStart(hb.target.gameObject)) return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
if (hb.highlighted) {
|
||||||
|
if (OnObjectHighlightEnd != null && hb.target != null) {
|
||||||
|
OnObjectHighlightEnd(hb.target.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selectOnClick || hb.isSelected) {
|
||||||
|
if (hb.isSelected) {
|
||||||
|
if (state && selectedAndHighlightedProfile != null) {
|
||||||
|
selectedAndHighlightedProfile.Load(hb);
|
||||||
|
} else if (selectedProfile != null) {
|
||||||
|
selectedProfile.Load(hb);
|
||||||
|
} else {
|
||||||
|
hb.previousSettings.Load(hb);
|
||||||
|
}
|
||||||
|
if (hb.highlighted) {
|
||||||
|
hb.UpdateMaterialProperties();
|
||||||
|
} else {
|
||||||
|
hb.SetHighlighted(true);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
} else if (!highlightOnHover) {
|
||||||
|
hb.SetHighlighted(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
hb.SetHighlighted(state);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void ToggleSelection() {
|
||||||
|
|
||||||
|
HighlightManager.lastTriggerFrame = Time.frameCount;
|
||||||
|
|
||||||
|
bool newState = toggle ? !hb.isSelected : true;
|
||||||
|
if (newState) {
|
||||||
|
if (OnObjectSelected != null && !OnObjectSelected(gameObject)) return;
|
||||||
|
} else {
|
||||||
|
if (OnObjectUnSelected != null && !OnObjectUnSelected(gameObject)) return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (singleSelection && newState) {
|
||||||
|
HighlightManager.DeselectAll();
|
||||||
|
}
|
||||||
|
hb.isSelected = newState;
|
||||||
|
if (newState && !HighlightManager.selectedObjects.Contains(hb)) {
|
||||||
|
HighlightManager.selectedObjects.Add(hb);
|
||||||
|
} else if (!newState && HighlightManager.selectedObjects.Contains(hb)) {
|
||||||
|
HighlightManager.selectedObjects.Remove(hb);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hb.isSelected) {
|
||||||
|
if (hb.previousSettings == null) {
|
||||||
|
hb.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
|
||||||
|
}
|
||||||
|
hb.previousSettings.Save(hb);
|
||||||
|
} else {
|
||||||
|
hb.RestorePreviousHighlightEffectSettings();
|
||||||
|
}
|
||||||
|
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnTriggerEnter(Collider other) {
|
||||||
|
if (triggerMode == TriggerMode.Volume) {
|
||||||
|
if ((volumeLayerMask & (1 << other.gameObject.layer)) != 0) {
|
||||||
|
Highlight(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnTriggerExit(Collider other) {
|
||||||
|
if (triggerMode == TriggerMode.Volume) {
|
||||||
|
if ((volumeLayerMask & (1 << other.gameObject.layer)) != 0) {
|
||||||
|
Highlight(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5009cbb7e54994bb586cde7a70f34e6b
|
||||||
|
timeCreated: 1542876337
|
||||||
|
licenseType: Pro
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,90 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.InputSystem.Controls;
|
||||||
|
using EnhancedTouch = UnityEngine.InputSystem.EnhancedTouch;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public static class InputProxy {
|
||||||
|
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
|
||||||
|
static Vector3 lastPointerPosition;
|
||||||
|
|
||||||
|
public static void Init() {
|
||||||
|
if (!EnhancedTouch.EnhancedTouchSupport.enabled) {
|
||||||
|
EnhancedTouch.EnhancedTouchSupport.Enable();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3 mousePosition {
|
||||||
|
get {
|
||||||
|
if (touchCount > 0) {
|
||||||
|
lastPointerPosition = EnhancedTouch.Touch.activeTouches[0].screenPosition;
|
||||||
|
} else {
|
||||||
|
Mouse m = Mouse.current;
|
||||||
|
if (m != null) {
|
||||||
|
lastPointerPosition = m.position.ReadValue();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return lastPointerPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetMouseButtonDown(int buttonIndex) {
|
||||||
|
if (touchCount > 0) {
|
||||||
|
return EnhancedTouch.Touch.activeTouches[0].phase == UnityEngine.InputSystem.TouchPhase.Began;
|
||||||
|
} else {
|
||||||
|
Mouse m = Mouse.current;
|
||||||
|
if (m == null) return false;
|
||||||
|
switch (buttonIndex) {
|
||||||
|
case 1: return m.rightButton.wasPressedThisFrame;
|
||||||
|
case 2: return m.middleButton.wasPressedThisFrame;
|
||||||
|
default: return m.leftButton.wasPressedThisFrame;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int touchCount { get { return EnhancedTouch.Touch.activeTouches.Count; } }
|
||||||
|
|
||||||
|
public static int GetFingerIdFromTouch(int touchIndex) {
|
||||||
|
EnhancedTouch.Touch touch = EnhancedTouch.Touch.activeTouches[touchIndex];
|
||||||
|
return touch.finger.index;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetKeyDown(string name) {
|
||||||
|
return ((KeyControl)Keyboard.current[name]).wasPressedThisFrame;
|
||||||
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
public static void Init() {}
|
||||||
|
|
||||||
|
public static Vector3 mousePosition {
|
||||||
|
get {
|
||||||
|
return Input.mousePosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetMouseButtonDown(int buttonIndex) {
|
||||||
|
return Input.GetMouseButtonDown(buttonIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int touchCount {
|
||||||
|
get { return Input.touchCount; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int GetFingerIdFromTouch(int touchIndex) {
|
||||||
|
return Input.GetTouch(touchIndex).fingerId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetKeyDown(string name) {
|
||||||
|
return Input.GetKeyDown(name);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dc62c86f3459d4fc29db51cfe5ecb977
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,84 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace HighlightPlus {
|
||||||
|
|
||||||
|
public static class ShaderParams {
|
||||||
|
|
||||||
|
// general uniforms
|
||||||
|
public static int Cull = Shader.PropertyToID("_Cull");
|
||||||
|
public static int BlurScale = Shader.PropertyToID("_BlurScale");
|
||||||
|
public static int Speed = Shader.PropertyToID("_Speed");
|
||||||
|
public static int ConstantWidth = Shader.PropertyToID("_ConstantWidth");
|
||||||
|
public static int CutOff = Shader.PropertyToID("_CutOff");
|
||||||
|
public static int ZTest = Shader.PropertyToID("_ZTest");
|
||||||
|
public static int Flip = Shader.PropertyToID("_Flip");
|
||||||
|
public static int Debug = Shader.PropertyToID("_Debug");
|
||||||
|
public static int Color = Shader.PropertyToID("_Color");
|
||||||
|
public static int MainTex = Shader.PropertyToID("_MainTex");
|
||||||
|
public static int BlendSrc = Shader.PropertyToID("_BlendSrc");
|
||||||
|
public static int BlendDst = Shader.PropertyToID("_BlendDst");
|
||||||
|
public static int FadeFactor = Shader.PropertyToID("_HP_Fade");
|
||||||
|
|
||||||
|
// outline uniforms
|
||||||
|
public static int OutlineWidth = Shader.PropertyToID("_OutlineWidth");
|
||||||
|
public static int OutlineZTest = Shader.PropertyToID("_OutlineZTest");
|
||||||
|
public static int OutlineDirection = Shader.PropertyToID("_OutlineDirection");
|
||||||
|
public static int OutlineColor = Shader.PropertyToID("_OutlineColor");
|
||||||
|
public static int OutlineVertexWidth = Shader.PropertyToID("_OutlineVertexWidth");
|
||||||
|
public static int OutlineGradientTex = Shader.PropertyToID("_OutlineGradientTex");
|
||||||
|
public static int OutlineVertexData = Shader.PropertyToID("_OutlineVertexData");
|
||||||
|
|
||||||
|
// glow uniforms
|
||||||
|
public static int GlowZTest = Shader.PropertyToID("_GlowZTest");
|
||||||
|
public static int GlowStencilComp = Shader.PropertyToID("_GlowStencilComp");
|
||||||
|
public static int GlowStencilOp = Shader.PropertyToID("_GlowStencilOp");
|
||||||
|
public static int GlowDirection = Shader.PropertyToID("_GlowDirection");
|
||||||
|
public static int Glow = Shader.PropertyToID("_Glow");
|
||||||
|
public static int GlowColor = Shader.PropertyToID("_GlowColor");
|
||||||
|
public static int Glow2 = Shader.PropertyToID("_Glow2");
|
||||||
|
|
||||||
|
// see-through uniforms
|
||||||
|
public static int SeeThrough = Shader.PropertyToID("_SeeThrough");
|
||||||
|
public static int SeeThroughNoise = Shader.PropertyToID("_SeeThroughNoise");
|
||||||
|
public static int SeeThroughBorderWidth = Shader.PropertyToID("_SeeThroughBorderWidth");
|
||||||
|
public static int SeeThroughBorderConstantWidth = Shader.PropertyToID("_SeeThroughBorderConstantWidth");
|
||||||
|
public static int SeeThroughTintColor = Shader.PropertyToID("_SeeThroughTintColor");
|
||||||
|
public static int SeeThroughBorderColor = Shader.PropertyToID("_SeeThroughBorderColor");
|
||||||
|
public static int SeeThroughStencilRef = Shader.PropertyToID("_SeeThroughStencilRef");
|
||||||
|
public static int SeeThroughStencilComp = Shader.PropertyToID("_SeeThroughStencilComp");
|
||||||
|
public static int SeeThroughStencilPassOp = Shader.PropertyToID("_SeeThroughStencilPassOp");
|
||||||
|
public static int SeeThroughDepthOffset = Shader.PropertyToID("_SeeThroughDepthOffset");
|
||||||
|
public static int SeeThroughMaxDepth = Shader.PropertyToID("_SeeThroughMaxDepth");
|
||||||
|
public static int SeeThroughOrdered = Shader.PropertyToID("_SeeThroughOrdered");
|
||||||
|
public static int SeeThroughTexture = Shader.PropertyToID("_SeeThroughTexture");
|
||||||
|
public static int SeeThroughTextureScale = Shader.PropertyToID("_SeeThroughTextureScale");
|
||||||
|
|
||||||
|
// inner glow uniforms
|
||||||
|
public static int InnerGlowWidth = Shader.PropertyToID("_InnerGlowWidth");
|
||||||
|
public static int InnerGlowZTest = Shader.PropertyToID("_InnerGlowZTest");
|
||||||
|
public static int InnerGlowColor = Shader.PropertyToID("_InnerGlowColor");
|
||||||
|
|
||||||
|
// overlay uniforms
|
||||||
|
public static int OverlayData = Shader.PropertyToID("_OverlayData");
|
||||||
|
public static int OverlayBackColor = Shader.PropertyToID("_OverlayBackColor");
|
||||||
|
public static int OverlayColor = Shader.PropertyToID("_OverlayColor");
|
||||||
|
public static int OverlayHitPosData = Shader.PropertyToID("_OverlayHitPosData");
|
||||||
|
public static int OverlayHitStartTime = Shader.PropertyToID("_OverlayHitStartTime");
|
||||||
|
public static int OverlayTexture = Shader.PropertyToID("_OverlayTexture");
|
||||||
|
|
||||||
|
// target uniforms
|
||||||
|
public static int TargetFXRenderData = Shader.PropertyToID("_TargetFXRenderData");
|
||||||
|
|
||||||
|
// keywords
|
||||||
|
public const string SKW_ALPHACLIP = "HP_ALPHACLIP";
|
||||||
|
public const string SKW_OUTLINE_GRADIENT_WS = "HP_OUTLINE_GRADIENT_WS";
|
||||||
|
public const string SKW_OUTLINE_GRADIENT_LS = "HP_OUTLINE_GRADIENT_LS";
|
||||||
|
public const string SKW_DEPTHCLIP = "HP_DEPTHCLIP";
|
||||||
|
public const string SKW_DEPTH_OFFSET = "HP_DEPTH_OFFSET";
|
||||||
|
public const string SKW_TEXTURE_TRIPLANAR = "HP_TEXTURE_TRIPLANAR";
|
||||||
|
public const string SKW_TEXTURE_SCREENSPACE = "HP_TEXTURE_SCREENSPACE";
|
||||||
|
public const string SKW_TEXTURE_OBJECTSPACE = "HP_TEXTURE_OBJECTSPACE";
|
||||||
|
public const string SKW_SEETHROUGH_ONLY_BORDER = "HP_SEETHROUGH_ONLY_BORDER";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 43d6485e67bc3460fabef0a5962f8e42
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 18ac8ddb43ab6754aa502191a1fbb3a7
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,36 @@
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
|
[RequireComponent(typeof(RectTransform))]
|
||||||
|
public class AutoResizeImage : MonoBehaviour
|
||||||
|
{
|
||||||
|
public TMP_Text contentText;
|
||||||
|
private RectTransform backgroundImageRect;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
backgroundImageRect = GetComponent<RectTransform>();
|
||||||
|
AdjustImageWidth();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
AdjustImageWidth();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void AdjustImageWidth()
|
||||||
|
{
|
||||||
|
// 获取 Text 组件的首选宽度
|
||||||
|
float preferredWidth = contentText.preferredWidth;
|
||||||
|
|
||||||
|
|
||||||
|
// 设置 Image 的宽度为 Text 的首选宽度,加上一些 padding(假设为 20)
|
||||||
|
backgroundImageRect.sizeDelta = new Vector2(preferredWidth + (contentText.text == "" ? 0 : 30), backgroundImageRect.sizeDelta.y);
|
||||||
|
contentText.GetComponent<RectTransform>().sizeDelta = new Vector2(preferredWidth + (contentText.text == "" ? 0 : 30), 52);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d601e98274ca3e140b00c5b91cc8d51b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue