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bec63f45ff
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097635bcd8
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Quick Outline
|
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||||||
=============
|
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||||||
|
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Developed by Chris Nolet (c) 2018
|
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|
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||||||
|
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||||||
Instructions
|
|
||||||
------------
|
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||||||
|
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||||||
To add an outline to an object, drag-and-drop the Outline.cs
|
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||||||
script onto the object. The outline materials will be loaded
|
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at runtime.
|
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|
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You can also add outlines programmatically with:
|
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||||||
|
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var outline = gameObject.AddComponent<Outline>();
|
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|
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outline.OutlineMode = Outline.Mode.OutlineAll;
|
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outline.OutlineColor = Color.yellow;
|
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outline.OutlineWidth = 5f;
|
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|
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The outline script does a small amount of work in Awake().
|
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||||||
For best results, use outline.enabled to toggle the outline.
|
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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.
|
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2. Disable 'Optimize Mesh Data' in the player settings.
|
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|
|||||||
//
|
|
||||||
// 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;
|
|
||||||
}
|
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//
|
|
||||||
// Outline.cs
|
|
||||||
// QuickOutline
|
|
||||||
//
|
|
||||||
// Created by Chris Nolet on 3/30/18.
|
|
||||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
|
||||||
//
|
|
||||||
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[DisallowMultipleComponent]
|
|
||||||
|
|
||||||
public class Outline : MonoBehaviour {
|
|
||||||
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
|
|
||||||
|
|
||||||
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<Vector3> 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<Mesh> bakeKeys = new List<Mesh>();
|
|
||||||
|
|
||||||
[SerializeField, HideInInspector]
|
|
||||||
private List<ListVector3> bakeValues = new List<ListVector3>();
|
|
||||||
|
|
||||||
private Renderer[] renderers;
|
|
||||||
private Material outlineMaskMaterial;
|
|
||||||
private Material outlineFillMaterial;
|
|
||||||
|
|
||||||
private bool needsUpdate;
|
|
||||||
|
|
||||||
void Awake() {
|
|
||||||
|
|
||||||
// Cache renderers
|
|
||||||
renderers = GetComponentsInChildren<Renderer>();
|
|
||||||
|
|
||||||
// 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) {
|
|
||||||
|
|
||||||
// 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<Mesh>();
|
|
||||||
|
|
||||||
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
|
||||||
|
|
||||||
// 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<MeshFilter>()) {
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
|
|
||||||
// Combine submeshes
|
|
||||||
var renderer = meshFilter.GetComponent<Renderer>();
|
|
||||||
|
|
||||||
if (renderer != null) {
|
|
||||||
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clear UV3 on skinned mesh renderers
|
|
||||||
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
|
|
||||||
|
|
||||||
// Skip if UV3 has already been reset
|
|
||||||
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clear UV3
|
|
||||||
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
|
|
||||||
|
|
||||||
// Combine submeshes
|
|
||||||
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
List<Vector3> SmoothNormals(Mesh mesh) {
|
|
||||||
|
|
||||||
// Group vertices by location
|
|
||||||
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
|
|
||||||
|
|
||||||
// Copy normals to a new list
|
|
||||||
var smoothNormals = new List<Vector3>(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 += smoothNormals[pair.Value];
|
|
||||||
}
|
|
||||||
|
|
||||||
smoothNormal.Normalize();
|
|
||||||
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
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Load Diff
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Reference in New Issue
Block a user