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- using System;
- using ExternPropertyAttributes;
- using UnityEngine;
- using UnityEngine.Rendering.Universal;
- using Debug = UnityEngine.Debug;
- // ReSharper disable RedundantDefaultMemberInitializer
- #if UNITY_2022_3_OR_NEWER
- namespace FlatKit {
- [CreateAssetMenu(fileName = "OutlineSettings", menuName = "FlatKit/Outline Settings")]
- public class OutlineSettings : ScriptableObject {
- [Space] // Expandable.
- [Tooltip("The color of the lines. Alpha is used for transparency, " +
- "0 means fully transparent and 1 means fully opaque lines.")]
- public Color edgeColor = Color.white;
- [Range(0, 5)]
- [Tooltip("The width of the lines in screen space. If 'Resolution Invariant' is disabled, " +
- "this is the width in pixels. Otherwise, it is a relative width.")]
- public int thickness = 1;
- [Tooltip("If enabled, the line width will stay constant regardless of the rendering resolution. " +
- "However, some of the lines may appear blurry.")]
- public bool resolutionInvariant = false;
- [Tooltip("If enabled, the outline will become more transparent the further away it is from the camera.")]
- public bool fadeWithDistance = false;
- [ShowIf(nameof(fadeWithDistance))]
- [Label(" Start")]
- [Tooltip("The distance from the camera at which the outline starts to fade. The value is in world units.")]
- public float fadeRangeStart = 10f;
- [ShowIf(nameof(fadeWithDistance))]
- [Label(" End")]
- [Tooltip("The distance from the camera at which the outline is fully transparent. The value is in world units.")]
- public float fadeRangeEnd = 50f;
- [HorizontalLine]
- [Tooltip("Whether to use depth information to draw outlines. This adds lines around objects that are in front of " +
- "other objects.")]
- public bool useDepth = true;
- [ShowIf(nameof(useDepth))]
- [Label(" Min Threshold")]
- [Min(0)]
- [Tooltip("Minimum distance between two pixels to be considered an edge. The outline is drawn almost transparent.")]
- public float minDepthThreshold = 0.1f;
- [ShowIf(nameof(useDepth))]
- [Label(" Max Threshold")]
- [Min(0)]
- [Tooltip("Maximum distance between two pixels to be considered an edge. The outline is drawn fully opaque.")]
- public float maxDepthThreshold = 0.25f;
- [HorizontalLine(1, EColor.Translucent)]
- [Tooltip("Whether to use world-space normals information to draw outlines. This adds lines " +
- "on sharp edges of objects.")]
- public bool useNormals = false;
- [ShowIf(nameof(useNormals))]
- [Label(" Min Threshold")]
- [Min(0)]
- [Tooltip("Minimum angle between two normals to be considered an edge. The outline is drawn almost transparent.")]
- public float minNormalsThreshold = 0.1f;
- [ShowIf(nameof(useNormals))]
- [Label(" Max Threshold")]
- [Min(0)]
- [Tooltip("Maximum angle between two normals to be considered an edge. The outline is drawn fully opaque.")]
- public float maxNormalsThreshold = 0.25f;
- [HorizontalLine(1, EColor.Translucent)]
- [Tooltip("Whether to use color information to draw outlines. This adds lines where the color of the object " +
- "changes.")]
- public bool useColor = false;
- [ShowIf(nameof(useColor))]
- [Label(" Min Threshold")]
- [Min(0)]
- [Tooltip("Minimum difference in color between two pixels to be considered an edge. The outline is drawn almost " +
- "transparent.")]
- public float minColorThreshold = 0.1f;
- [ShowIf(nameof(useColor))]
- [Label(" Max Threshold")]
- [Min(0)]
- [Tooltip("Maximum difference in color between two pixels to be considered an edge. The outline is drawn fully " +
- "opaque.")]
- public float maxColorThreshold = 0.25f;
- [HorizontalLine]
- [Tooltip("The render stage at which the effect is applied. To exclude transparent objects, like water or UI " +
- "elements, set this to \"Before Transparent\".")]
- public RenderPassEvent renderEvent = RenderPassEvent.BeforeRenderingPostProcessing;
- [Tooltip("Only draw the outline, replacing the original color with a complimentary color.")]
- public bool outlineOnly = false;
- [Tooltip("Whether the effect should be applied in the Scene view as well as in the Game view. Please keep in " +
- "mind that Unity always renders the scene view with the default Renderer settings of the URP config.")]
- public bool applyInSceneView = true;
- [HideInInspector]
- public Material effectMaterial;
- internal Action onSettingsChanged;
- internal Action onReset;
- private void OnValidate() {
- if (minDepthThreshold > maxDepthThreshold + float.Epsilon) {
- Debug.LogWarning("<b>[Flat Kit]</b> Outline configuration error: <b>'Min Depth Threshold'</b> must not " +
- "be greater than <b>'Max Depth Threshold'</b>");
- }
- if (minNormalsThreshold > maxNormalsThreshold + float.Epsilon) {
- Debug.LogWarning("<b>[Flat Kit]</b> Outline configuration error: <b>'Min Normals Threshold'</b> must not " +
- "be greater than <b>'Max Normals Threshold'</b>");
- }
- if (minColorThreshold > maxColorThreshold + float.Epsilon) {
- Debug.LogWarning("<b>[Flat Kit]</b> Outline configuration error: <b>'Min Color Threshold'</b> must not " +
- "be greater than <b>'Max Color Threshold'</b>");
- }
- fadeRangeStart = Mathf.Max(0f, Mathf.Min(fadeRangeStart, fadeRangeEnd));
- fadeRangeEnd = Mathf.Max(fadeRangeStart, Mathf.Min(fadeRangeEnd, 1000f));
- onSettingsChanged?.Invoke();
- }
- private void Reset() {
- onReset?.Invoke();
- }
- private void OnDestroy() {
- onSettingsChanged = null;
- onReset = null;
- }
- }
- }
- #else
- namespace FlatKit {
- [CreateAssetMenu(fileName = "OutlineSettings", menuName = "FlatKit/Outline Settings")]
- public class OutlineSettings : ScriptableObject {
- public Color edgeColor = Color.white;
- [Range(0, 5)]
- public int thickness = 1;
- [Tooltip("If enabled, the line width will stay constant regardless of the rendering resolution. " +
- "However, some of the lines may appear blurry.")]
- public bool resolutionInvariant = false;
- [Space]
- public bool useDepth = true;
- public bool useNormals = false;
- public bool useColor = false;
- [Header("Advanced settings")]
- public float minDepthThreshold = 0f;
- public float maxDepthThreshold = 0.25f;
- [Space]
- public float minNormalsThreshold = 0f;
- public float maxNormalsThreshold = 0.25f;
- [Space]
- public float minColorThreshold = 0f;
- public float maxColorThreshold = 0.25f;
- [Space, Tooltip("The render stage at which the effect is applied. To exclude transparent objects, " +
- "like water or UI elements, set this to \"Before Transparent\".")]
- public RenderPassEvent renderEvent = RenderPassEvent.BeforeRenderingPostProcessing;
- public bool outlineOnly = false;
- [Tooltip("Whether the effect should be applied in the Scene view as well as in the Game view. Please keep in " +
- "mind that Unity always renders the scene view with the default Renderer settings of the URP config.")]
- public bool applyInSceneView = true;
- private void OnValidate() {
- if (minDepthThreshold > maxDepthThreshold + float.Epsilon) {
- Debug.LogWarning("<b>[Flat Kit]</b> Outline configuration error: 'Min Depth Threshold' must not " +
- "be greater than 'Max Depth Threshold'");
- }
- if (minNormalsThreshold > maxNormalsThreshold + float.Epsilon) {
- Debug.LogWarning("<b>[Flat Kit]</b> Outline configuration error: 'Min Normals Threshold' must not " +
- "be greater than 'Max Normals Threshold'");
- }
- if (minColorThreshold > maxColorThreshold + float.Epsilon) {
- Debug.LogWarning("<b>[Flat Kit]</b> Outline configuration error: 'Min Color Threshold' must not " +
- "be greater than 'Max Color Threshold'");
- }
- }
- }
- }
- #endif
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