mirror of
https://projects.caleb-brown.dev/UDRI-XRT/UDRIGEEKCup2024.git
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Merge branch 'development' into feature/image-position-tracking
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fileFormatVersion: 2
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guid: 15e68a2e3bfc044ed8779d99d4b42e1d
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37
Assets/QuickOutline/Readme.txt
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37
Assets/QuickOutline/Readme.txt
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|
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Quick Outline
|
||||
=============
|
||||
|
||||
Developed by Chris Nolet (c) 2018
|
||||
|
||||
|
||||
Instructions
|
||||
------------
|
||||
|
||||
To add an outline to an object, drag-and-drop the Outline.cs
|
||||
script onto the object. The outline materials will be loaded
|
||||
at runtime.
|
||||
|
||||
You can also add outlines programmatically with:
|
||||
|
||||
var outline = gameObject.AddComponent<Outline>();
|
||||
|
||||
outline.OutlineMode = Outline.Mode.OutlineAll;
|
||||
outline.OutlineColor = Color.yellow;
|
||||
outline.OutlineWidth = 5f;
|
||||
|
||||
The outline script does a small amount of work in Awake().
|
||||
For best results, use outline.enabled to toggle the outline.
|
||||
Avoid removing and re-adding the component if possible.
|
||||
|
||||
For large meshes, you may also like to enable 'Precompute
|
||||
Outline' in the editor. This will reduce the amount of work
|
||||
performed in Awake().
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
If the outline appears off-center, please try the following:
|
||||
|
||||
1. Set 'Read/Write Enabled' on each model's import settings.
|
||||
2. Disable 'Optimize Mesh Data' in the player settings.
|
9
Assets/QuickOutline/Readme.txt.meta
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Assets/QuickOutline/Resources/Materials.meta
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25
Assets/QuickOutline/Resources/Materials/OutlineFill.mat
Normal file
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Normal file
@ -0,0 +1,25 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_Name: OutlineFill
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m_ShaderKeywords:
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
|
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stringTagMap: {}
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disabledShaderPasses: []
|
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m_SavedProperties:
|
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serializedVersion: 3
|
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m_TexEnvs: []
|
||||
m_Floats:
|
||||
- _OutlineWidth: 2
|
||||
- _ZTest: 8
|
||||
m_Colors:
|
||||
- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
10
Assets/QuickOutline/Resources/Materials/OutlineFill.mat.meta
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Assets/QuickOutline/Resources/Materials/OutlineFill.mat.meta
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|
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23
Assets/QuickOutline/Resources/Materials/OutlineMask.mat
Normal file
23
Assets/QuickOutline/Resources/Materials/OutlineMask.mat
Normal file
@ -0,0 +1,23 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!21 &2100000
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|
||||
serializedVersion: 6
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: OutlineMask
|
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m_Shader: {fileID: 4800000, guid: 341b058cd7dee4f5cba5cc59a513619e, type: 3}
|
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m_ShaderKeywords:
|
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
|
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
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stringTagMap: {}
|
||||
disabledShaderPasses: []
|
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m_SavedProperties:
|
||||
serializedVersion: 3
|
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m_TexEnvs: []
|
||||
m_Floats:
|
||||
- _ZTest: 8
|
||||
m_Colors: []
|
10
Assets/QuickOutline/Resources/Materials/OutlineMask.mat.meta
Normal file
10
Assets/QuickOutline/Resources/Materials/OutlineMask.mat.meta
Normal file
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|
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fileFormatVersion: 2
|
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guid: 106f3ff43a17d4967a2b64c7a92e49ec
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10
Assets/QuickOutline/Resources/Shaders.meta
Normal file
10
Assets/QuickOutline/Resources/Shaders.meta
Normal file
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fileFormatVersion: 2
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81
Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
Normal file
81
Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
Normal file
@ -0,0 +1,81 @@
|
||||
//
|
||||
// OutlineFill.shader
|
||||
// QuickOutline
|
||||
//
|
||||
// Created by Chris Nolet on 2/21/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||
//
|
||||
|
||||
Shader "Custom/Outline Fill" {
|
||||
Properties {
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
||||
|
||||
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
|
||||
_OutlineWidth("Outline Width", Range(0, 10)) = 2
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "Transparent+110"
|
||||
"RenderType" = "Transparent"
|
||||
"DisableBatching" = "True"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Fill"
|
||||
Cull Off
|
||||
ZTest [_ZTest]
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
|
||||
Stencil {
|
||||
Ref 1
|
||||
Comp NotEqual
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
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10
Assets/QuickOutline/Scripts.meta
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309
Assets/QuickOutline/Scripts/Outline.cs
Normal file
309
Assets/QuickOutline/Scripts/Outline.cs
Normal file
@ -0,0 +1,309 @@
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//
|
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// Outline.cs
|
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// QuickOutline
|
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//
|
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// Created by Chris Nolet on 3/30/18.
|
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// Copyright © 2018 Chris Nolet. All rights reserved.
|
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//
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using System;
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||||
using System.Collections.Generic;
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using System.Linq;
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||||
using UnityEngine;
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||||
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||||
[DisallowMultipleComponent]
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public class Outline : MonoBehaviour {
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private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
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public enum Mode {
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||||
OutlineAll,
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OutlineVisible,
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OutlineHidden,
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||||
OutlineAndSilhouette,
|
||||
SilhouetteOnly
|
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}
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|
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public Mode OutlineMode {
|
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get { return outlineMode; }
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set {
|
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outlineMode = value;
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needsUpdate = true;
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}
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}
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|
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public Color OutlineColor {
|
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get { return outlineColor; }
|
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set {
|
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outlineColor = value;
|
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needsUpdate = true;
|
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}
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}
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|
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public float OutlineWidth {
|
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get { return outlineWidth; }
|
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set {
|
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outlineWidth = value;
|
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needsUpdate = true;
|
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}
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}
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[Serializable]
|
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private class ListVector3 {
|
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public List<Vector3> data;
|
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}
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[SerializeField]
|
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private Mode outlineMode;
|
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|
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[SerializeField]
|
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private Color outlineColor = Color.white;
|
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[SerializeField, Range(0f, 10f)]
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private float outlineWidth = 2f;
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[Header("Optional")]
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[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
|
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+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
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private bool precomputeOutline;
|
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|
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[SerializeField, HideInInspector]
|
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private List<Mesh> bakeKeys = new List<Mesh>();
|
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|
||||
[SerializeField, HideInInspector]
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private List<ListVector3> bakeValues = new List<ListVector3>();
|
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|
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private Renderer[] renderers;
|
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private Material outlineMaskMaterial;
|
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private Material outlineFillMaterial;
|
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|
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private bool needsUpdate;
|
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|
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void Awake() {
|
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|
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// Cache renderers
|
||||
renderers = GetComponentsInChildren<Renderer>();
|
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|
||||
// Instantiate outline materials
|
||||
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
|
||||
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
|
||||
|
||||
outlineMaskMaterial.name = "OutlineMask (Instance)";
|
||||
outlineFillMaterial.name = "OutlineFill (Instance)";
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
LoadSmoothNormals();
|
||||
|
||||
// Apply material properties immediately
|
||||
needsUpdate = true;
|
||||
}
|
||||
|
||||
void OnEnable() {
|
||||
foreach (var renderer in renderers) {
|
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|
||||
// Append outline shaders
|
||||
var materials = renderer.sharedMaterials.ToList();
|
||||
|
||||
materials.Add(outlineMaskMaterial);
|
||||
materials.Add(outlineFillMaterial);
|
||||
|
||||
renderer.materials = materials.ToArray();
|
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}
|
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}
|
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|
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void OnValidate() {
|
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|
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// Update material properties
|
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needsUpdate = true;
|
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|
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// Clear cache when baking is disabled or corrupted
|
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if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
|
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bakeKeys.Clear();
|
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bakeValues.Clear();
|
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}
|
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|
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// Generate smooth normals when baking is enabled
|
||||
if (precomputeOutline && bakeKeys.Count == 0) {
|
||||
Bake();
|
||||
}
|
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}
|
||||
|
||||
void Update() {
|
||||
if (needsUpdate) {
|
||||
needsUpdate = false;
|
||||
|
||||
UpdateMaterialProperties();
|
||||
}
|
||||
}
|
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|
||||
void OnDisable() {
|
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foreach (var renderer in renderers) {
|
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|
||||
// Remove outline shaders
|
||||
var materials = renderer.sharedMaterials.ToList();
|
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|
||||
materials.Remove(outlineMaskMaterial);
|
||||
materials.Remove(outlineFillMaterial);
|
||||
|
||||
renderer.materials = materials.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
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|
||||
// Destroy material instances
|
||||
Destroy(outlineMaskMaterial);
|
||||
Destroy(outlineFillMaterial);
|
||||
}
|
||||
|
||||
void Bake() {
|
||||
|
||||
// Generate smooth normals for each mesh
|
||||
var bakedMeshes = new HashSet<Mesh>();
|
||||
|
||||
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
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|
||||
// Skip duplicates
|
||||
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
|
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continue;
|
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}
|
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|
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// Serialize smooth normals
|
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var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
|
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|
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bakeKeys.Add(meshFilter.sharedMesh);
|
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bakeValues.Add(new ListVector3() { data = smoothNormals });
|
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}
|
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}
|
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|
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void LoadSmoothNormals() {
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|
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// Retrieve or generate smooth normals
|
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foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||
|
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// Skip if smooth normals have already been adopted
|
||||
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
|
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continue;
|
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}
|
||||
|
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// Retrieve or generate smooth normals
|
||||
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
|
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var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
|
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|
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// Store smooth normals in UV3
|
||||
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
|
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|
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// Combine submeshes
|
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var renderer = meshFilter.GetComponent<Renderer>();
|
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|
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if (renderer != null) {
|
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CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
|
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}
|
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}
|
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|
||||
// Clear UV3 on skinned mesh renderers
|
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foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
|
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|
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// Skip if UV3 has already been reset
|
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if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
|
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continue;
|
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}
|
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|
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// Clear UV3
|
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skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
|
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|
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// Combine submeshes
|
||||
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
|
||||
}
|
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}
|
||||
|
||||
List<Vector3> SmoothNormals(Mesh mesh) {
|
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|
||||
// Group vertices by location
|
||||
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
|
||||
|
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// Copy normals to a new list
|
||||
var smoothNormals = new List<Vector3>(mesh.normals);
|
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|
||||
// Average normals for grouped vertices
|
||||
foreach (var group in groups) {
|
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|
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// Skip single vertices
|
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if (group.Count() == 1) {
|
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continue;
|
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}
|
||||
|
||||
// Calculate the average normal
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||||
var smoothNormal = Vector3.zero;
|
||||
|
||||
foreach (var pair in group) {
|
||||
smoothNormal += smoothNormals[pair.Value];
|
||||
}
|
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|
||||
smoothNormal.Normalize();
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||||
|
||||
// Assign smooth normal to each vertex
|
||||
foreach (var pair in group) {
|
||||
smoothNormals[pair.Value] = smoothNormal;
|
||||
}
|
||||
}
|
||||
|
||||
return smoothNormals;
|
||||
}
|
||||
|
||||
void CombineSubmeshes(Mesh mesh, Material[] materials) {
|
||||
|
||||
// Skip meshes with a single submesh
|
||||
if (mesh.subMeshCount == 1) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip if submesh count exceeds material count
|
||||
if (mesh.subMeshCount > materials.Length) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Append combined submesh
|
||||
mesh.subMeshCount++;
|
||||
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
|
||||
}
|
||||
|
||||
void UpdateMaterialProperties() {
|
||||
|
||||
// Apply properties according to mode
|
||||
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
|
||||
|
||||
switch (outlineMode) {
|
||||
case Mode.OutlineAll:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.OutlineVisible:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.OutlineHidden:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.OutlineAndSilhouette:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.SilhouetteOnly:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
13
Assets/QuickOutline/Scripts/Outline.cs.meta
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Assets/QuickOutline/Scripts/Outline.cs.meta
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stencilSettings:
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||||
overrideStencilState: 0
|
||||
stencilReference: 0
|
||||
stencilCompareFunction: 8
|
||||
passOperation: 0
|
||||
failOperation: 0
|
||||
zFailOperation: 0
|
||||
cameraSettings:
|
||||
overrideCamera: 0
|
||||
restoreCamera: 1
|
||||
offset: {x: 0, y: 0, z: 0, w: 0}
|
||||
cameraFieldOfView: 60
|
||||
--- !u!114 &3239328064754543239
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -161,6 +205,48 @@ MonoBehaviour:
|
||||
m_Name: ARBackgroundRendererFeature
|
||||
m_EditorClassIdentifier:
|
||||
m_Active: 1
|
||||
--- !u!114 &3402217898498061902
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 6b3d386ba5cd94485973aee1479b272e, type: 3}
|
||||
m_Name: ArrowTransparent
|
||||
m_EditorClassIdentifier:
|
||||
m_Active: 1
|
||||
settings:
|
||||
passTag: ArrowTransparent
|
||||
Event: 500
|
||||
filterSettings:
|
||||
RenderQueueType: 1
|
||||
LayerMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 256
|
||||
PassNames: []
|
||||
overrideMaterial: {fileID: 0}
|
||||
overrideMaterialPassIndex: 0
|
||||
overrideShader: {fileID: 0}
|
||||
overrideShaderPassIndex: 0
|
||||
overrideMode: 0
|
||||
overrideDepthState: 1
|
||||
depthCompareFunction: 8
|
||||
enableWrite: 1
|
||||
stencilSettings:
|
||||
overrideStencilState: 0
|
||||
stencilReference: 0
|
||||
stencilCompareFunction: 8
|
||||
passOperation: 0
|
||||
failOperation: 0
|
||||
zFailOperation: 0
|
||||
cameraSettings:
|
||||
overrideCamera: 0
|
||||
restoreCamera: 1
|
||||
offset: {x: 0, y: 0, z: 0, w: 0}
|
||||
cameraFieldOfView: 60
|
||||
--- !u!114 &4908369937859052871
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -13,8 +13,8 @@ TagManager:
|
||||
- UI
|
||||
- Ground
|
||||
- Hole
|
||||
-
|
||||
-
|
||||
- Arrow
|
||||
- Ball
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
Reference in New Issue
Block a user