| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201 | using System;using ExternPropertyAttributes;using UnityEngine;using UnityEngine.Rendering.Universal;using Debug = UnityEngine.Debug;// ReSharper disable RedundantDefaultMemberInitializer#if UNITY_2022_3_OR_NEWERnamespace 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;    }}}#elsenamespace 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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