diff --git a/Assets/QuickOutline/Readme.txt b/Assets/QuickOutline/Readme.txt new file mode 100644 index 0000000..16766e8 --- /dev/null +++ b/Assets/QuickOutline/Readme.txt @@ -0,0 +1,26 @@ +QuickOutline +============ + +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.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(). diff --git a/Assets/QuickOutline/Resources/Materials/OutlineFill.mat b/Assets/QuickOutline/Resources/Materials/OutlineFill.mat new file mode 100644 index 0000000..cb02164 --- /dev/null +++ b/Assets/QuickOutline/Resources/Materials/OutlineFill.mat @@ -0,0 +1,25 @@ +%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: OutlineFill + m_Shader: {fileID: 4800000, guid: 4e76d4023d7e0411297c670f878973e2, type: 3} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: [] + m_Floats: + - _OutlineWidth: 2 + - _ZTest: 8 + m_Colors: + - _OutlineColor: {r: 1, g: 1, b: 1, a: 1} diff --git a/Assets/QuickOutline/Resources/Materials/OutlineMask.mat b/Assets/QuickOutline/Resources/Materials/OutlineMask.mat new file mode 100644 index 0000000..80d49fa --- /dev/null +++ b/Assets/QuickOutline/Resources/Materials/OutlineMask.mat @@ -0,0 +1,23 @@ +%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: OutlineMask + m_Shader: {fileID: 4800000, guid: 341b058cd7dee4f5cba5cc59a513619e, type: 3} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: [] + m_Floats: + - _ZTest: 8 + m_Colors: [] diff --git a/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader b/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader new file mode 100644 index 0000000..f546473 --- /dev/null +++ b/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader @@ -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; + float3 normal : NORMAL; + float3 smoothNormal : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 position : SV_POSITION; + fixed4 color : COLOR; + UNITY_VERTEX_OUTPUT_STEREO + }; + + uniform fixed4 _OutlineColor; + uniform float _OutlineWidth; + + v2f vert(appdata input) { + v2f output; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal; + float3 viewPosition = UnityObjectToViewPos(input.vertex); + float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal)); + + output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0); + output.color = _OutlineColor; + + return output; + } + + fixed4 frag(v2f input) : SV_Target { + return input.color; + } + ENDCG + } + } +} diff --git a/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader b/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader new file mode 100644 index 0000000..530d8c0 --- /dev/null +++ b/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader @@ -0,0 +1,33 @@ +// +// OutlineMask.shader +// QuickOutline +// +// Created by Chris Nolet on 2/21/18. +// Copyright © 2018 Chris Nolet. 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All rights reserved. +// + +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +[DisallowMultipleComponent] + +public class Outline : MonoBehaviour { + private static HashSet registeredMeshes = new HashSet(); + + public enum Mode { + OutlineAll, + OutlineVisible, + OutlineHidden, + OutlineAndSilhouette, + SilhouetteOnly + } + + public Mode OutlineMode { + get { return outlineMode; } + set { + outlineMode = value; + needsUpdate = true; + } + } + + public Color OutlineColor { + get { return outlineColor; } + set { + outlineColor = value; + needsUpdate = true; + } + } + + public float OutlineWidth { + get { return outlineWidth; } + set { + outlineWidth = value; + needsUpdate = true; + } + } + + [Serializable] + private class ListVector3 { + public List data; + } + + [SerializeField] + private Mode outlineMode; + + [SerializeField] + private Color outlineColor = Color.white; + + [SerializeField, Range(0f, 10f)] + private float outlineWidth = 2f; + + [Header("Optional")] + + [SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. " + + "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")] + private bool precomputeOutline; + + [SerializeField, HideInInspector] + private List bakeKeys = new List(); + + [SerializeField, HideInInspector] + private List bakeValues = new List(); + + private Renderer[] renderers; + private Material outlineMaskMaterial; + private Material outlineFillMaterial; + + private bool needsUpdate; + + void Awake() { + + // Cache renderers + renderers = GetComponentsInChildren(); + + // Instantiate outline materials + outlineMaskMaterial = Instantiate(Resources.Load(@"Materials/OutlineMask")); + outlineFillMaterial = Instantiate(Resources.Load(@"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) { + + // Append outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Add(outlineMaskMaterial); + materials.Add(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnValidate() { + + // Update material properties + needsUpdate = true; + + // Clear cache when baking is disabled or corrupted + if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) { + bakeKeys.Clear(); + bakeValues.Clear(); + } + + // Generate smooth normals when baking is enabled + if (precomputeOutline && bakeKeys.Count == 0) { + Bake(); + } + } + + void Update() { + if (needsUpdate) { + needsUpdate = false; + + UpdateMaterialProperties(); + } + } + + void OnDisable() { + foreach (var renderer in renderers) { + + // Remove outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Remove(outlineMaskMaterial); + materials.Remove(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnDestroy() { + + // Destroy material instances + Destroy(outlineMaskMaterial); + Destroy(outlineFillMaterial); + } + + void Bake() { + + // Generate smooth normals for each mesh + var bakedMeshes = new HashSet(); + + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip duplicates + if (!bakedMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Serialize smooth normals + var smoothNormals = SmoothNormals(meshFilter.sharedMesh); + + bakeKeys.Add(meshFilter.sharedMesh); + bakeValues.Add(new ListVector3() { data = smoothNormals }); + } + } + + void LoadSmoothNormals() { + + // Retrieve or generate smooth normals + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip if smooth normals have already been adopted + if (!registeredMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Retrieve or generate smooth normals + var index = bakeKeys.IndexOf(meshFilter.sharedMesh); + var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh); + + // Store smooth normals in UV3 + meshFilter.sharedMesh.SetUVs(3, smoothNormals); + } + + // Clear UV3 on skinned mesh renderers + foreach (var skinnedMeshRenderer in GetComponentsInChildren()) { + if (registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) { + skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount]; + } + } + } + + List SmoothNormals(Mesh mesh) { + + // Group vertices by location + var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair(vertex, index)).GroupBy(pair => pair.Key); + + // Copy normals to a new list + var smoothNormals = new List(mesh.normals); + + // Average normals for grouped vertices + foreach (var group in groups) { + + // Skip single vertices + if (group.Count() == 1) { + continue; + } + + // Calculate the average normal + var smoothNormal = Vector3.zero; + + foreach (var pair in group) { + smoothNormal += mesh.normals[pair.Value]; + } + + smoothNormal.Normalize(); + + // Assign smooth normal to each vertex + foreach (var pair in group) { + smoothNormals[pair.Value] = smoothNormal; + } + } + + return smoothNormals; + } + + 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); + 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