init
This commit is contained in:
commit
341a877b4a
2338 changed files with 1346408 additions and 0 deletions
31
Assets/Materials/PostProcessing/Custom_GreyscaleShader.mat
Normal file
31
Assets/Materials/PostProcessing/Custom_GreyscaleShader.mat
Normal file
|
@ -0,0 +1,31 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Custom_GreyscaleShader
|
||||
m_Shader: {fileID: 4800000, guid: 68f022f50f27b1d45af5483d99df55c7, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- _Glossiness: 0.5
|
||||
- _Metallic: 0
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 494fcf36ef1f67d4282a2b7edec0e951
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
32
Assets/Materials/PostProcessing/GrayscaleShader.shader
Normal file
32
Assets/Materials/PostProcessing/GrayscaleShader.shader
Normal file
|
@ -0,0 +1,32 @@
|
|||
Shader "Custom/GreyscaleShader"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
|
||||
|
||||
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
|
||||
float _Blend;
|
||||
|
||||
float4 Frag(VaryingsDefault i) :SV_Target
|
||||
{
|
||||
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
||||
float luminance = dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750));
|
||||
color.rgb = lerp(color.rgb, luminance.xxx, _Blend.xxx);
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
SubShader
|
||||
{
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
|
||||
Pass{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 68f022f50f27b1d45af5483d99df55c7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
21
Assets/Materials/PostProcessing/Greyscale.cs
Normal file
21
Assets/Materials/PostProcessing/Greyscale.cs
Normal file
|
@ -0,0 +1,21 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
[Serializable]
|
||||
[PostProcess(typeof(GrayscaleRenderer), PostProcessEvent.AfterStack, "Custom/Grayscale")]
|
||||
public sealed class Grayscale : PostProcessEffectSettings
|
||||
{
|
||||
[Range(0, 1), Tooltip("Grayscale effect intensity")]
|
||||
public FloatParameter blend = new FloatParameter { value = .5f };
|
||||
}
|
||||
|
||||
public sealed class GrayscaleRenderer : PostProcessEffectRenderer<Grayscale>
|
||||
{
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/Grayscale"));
|
||||
sheet.properties.SetFloat("_Blend", settings.blend);
|
||||
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
|
||||
}
|
||||
}
|
11
Assets/Materials/PostProcessing/Greyscale.cs.meta
Normal file
11
Assets/Materials/PostProcessing/Greyscale.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ffe5de952a302d940b05e5484cf53431
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
78
Assets/Materials/PostProcessing/ScreenTint_RFeature.cs
Normal file
78
Assets/Materials/PostProcessing/ScreenTint_RFeature.cs
Normal file
|
@ -0,0 +1,78 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
public class ScreenTint_RFeature : ScriptableRendererFeature
|
||||
{
|
||||
class CustomRenderPass : ScriptableRenderPass
|
||||
{
|
||||
|
||||
public RenderTargetIdentifier source;
|
||||
|
||||
private Material material;
|
||||
private RenderTargetHandle tempRenderTargetHandle;
|
||||
public CustomRenderPass(Material material)
|
||||
{
|
||||
this.material = material;
|
||||
tempRenderTargetHandle.Init("_TemporaryColorTexture");
|
||||
}
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
||||
// The render pipeline will ensure target setup and clearing happens in an performance manner.
|
||||
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||
{
|
||||
}
|
||||
|
||||
// Here you can implement the rendering logic.
|
||||
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
CommandBuffer commandBuffer = CommandBufferPool.Get("CustomBlitRenderPass");
|
||||
|
||||
commandBuffer.GetTemporaryRT(tempRenderTargetHandle.id, renderingData.cameraData.cameraTargetDescriptor);
|
||||
Blit(commandBuffer, source, tempRenderTargetHandle.Identifier(), material);
|
||||
Blit(commandBuffer, tempRenderTargetHandle.Identifier(), source);
|
||||
|
||||
|
||||
|
||||
context.ExecuteCommandBuffer(commandBuffer);
|
||||
CommandBufferPool.Release(commandBuffer);
|
||||
}
|
||||
|
||||
/// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void FrameCleanup(CommandBuffer cmd)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Settings
|
||||
{
|
||||
public Material material = null;
|
||||
}
|
||||
|
||||
public Settings settings = new Settings();
|
||||
CustomRenderPass m_ScriptablePass;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
m_ScriptablePass = new CustomRenderPass(settings.material);
|
||||
|
||||
// Configures where the render pass should be injected.
|
||||
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
|
||||
}
|
||||
|
||||
// Here you can inject one or multiple render passes in the renderer.
|
||||
// This method is called when setting up the renderer once per-camera.
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
m_ScriptablePass.source = renderer.cameraColorTarget;
|
||||
renderer.EnqueuePass(m_ScriptablePass);
|
||||
}
|
||||
}
|
||||
|
||||
|
11
Assets/Materials/PostProcessing/ScreenTint_RFeature.cs.meta
Normal file
11
Assets/Materials/PostProcessing/ScreenTint_RFeature.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 436d76b5892a5cf44bb30e9fd166e5b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
30
Assets/Materials/PostProcessing/Unlit_shaderTest.mat
Normal file
30
Assets/Materials/PostProcessing/Unlit_shaderTest.mat
Normal file
|
@ -0,0 +1,30 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Unlit_shaderTest
|
||||
m_Shader: {fileID: 4800000, guid: 6948b563038bf544980bf9c9cd58f5c2, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 2800000, guid: 6a0e0628db2e4174983648323b50794d, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats: []
|
||||
m_Colors:
|
||||
- _Col: {r: 1, g: 0, b: 0, a: 1}
|
||||
- _Color: {r: 1, g: 0.8443396, b: 0.851, a: 1}
|
||||
m_BuildTextureStacks: []
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f6be6df89ef968344beea14c75c8db6b
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
60
Assets/Materials/PostProcessing/shaderTest.shader
Normal file
60
Assets/Materials/PostProcessing/shaderTest.shader
Normal file
|
@ -0,0 +1,60 @@
|
|||
Shader "Unlit/myPP_test"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_Col("Color", Color)=(1, 1, 1, 1)
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// make fog work
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
float4 _Col;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 tex = tex2D(_MainTex, i.uv);
|
||||
fixed4 col = tex * _Col;
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Materials/PostProcessing/shaderTest.shader.meta
Normal file
9
Assets/Materials/PostProcessing/shaderTest.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6948b563038bf544980bf9c9cd58f5c2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue