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Jump flood based outline effect for Unity https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Experimental.Rendering; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[ExecuteInEditMode] | |
public class JumpFloodOutlineRenderer : MonoBehaviour | |
{ | |
[ColorUsageAttribute(true, true)] public Color outlineColor = Color.white; | |
[Range(0.0f, 1000.0f)] public float outlinePixelWidth = 4f; | |
// list of all renderer components you want to have outlined as a single silhouette | |
public List<Renderer> renderers = new List<Renderer>(); | |
// hidden reference to ensure shader gets included with builds | |
// gets auto-assigned with an OnValidate() function later | |
[HideInInspector, SerializeField] private Shader outlineShader; | |
// some hidden settings | |
const string shaderName = "Hidden/JumpFloodOutline"; | |
const CameraEvent cameraEvent = CameraEvent.AfterForwardAlpha; | |
const bool useSeparableAxisMethod = true; | |
// shader pass indices | |
const int SHADER_PASS_INTERIOR_STENCIL = 0; | |
const int SHADER_PASS_SILHOUETTE_BUFFER_FILL = 1; | |
const int SHADER_PASS_JFA_INIT = 2; | |
const int SHADER_PASS_JFA_FLOOD = 3; | |
const int SHADER_PASS_JFA_FLOOD_SINGLE_AXIS = 4; | |
const int SHADER_PASS_JFA_OUTLINE = 5; | |
// render texture IDs | |
private int silhouetteBufferID = Shader.PropertyToID("_SilhouetteBuffer"); | |
private int nearestPointID = Shader.PropertyToID("_NearestPoint"); | |
private int nearestPointPingPongID = Shader.PropertyToID("_NearestPointPingPong"); | |
// shader properties | |
private int outlineColorID = Shader.PropertyToID("_OutlineColor"); | |
private int outlineWidthID = Shader.PropertyToID("_OutlineWidth"); | |
private int stepWidthID = Shader.PropertyToID("_StepWidth"); | |
private int axisWidthID = Shader.PropertyToID("_AxisWidth"); | |
// private variables | |
private CommandBuffer cb; | |
private Material outlineMat; | |
private Camera bufferCam; | |
private Mesh MeshFromRenderer(Renderer r) | |
{ | |
if (r is SkinnedMeshRenderer) | |
return (r as SkinnedMeshRenderer).sharedMesh; | |
else if (r is MeshRenderer) | |
return r.GetComponent<MeshFilter>().sharedMesh; | |
return null; | |
} | |
private void CreateCommandBuffer(Camera cam) | |
{ | |
if (renderers == null || renderers.Count == 0) | |
return; | |
if (cb == null) | |
{ | |
cb = new CommandBuffer(); | |
cb.name = "JumpFloodOutlineRenderer: " + gameObject.name; | |
} | |
else | |
{ | |
cb.Clear(); | |
} | |
if (outlineMat == null) | |
{ | |
outlineMat = new Material(outlineShader != null ? outlineShader : Shader.Find(shaderName)); | |
} | |
// do nothing if no outline will be visible | |
if (outlineColor.a <= (1f/255f) || outlinePixelWidth <= 0f) | |
{ | |
cb.Clear(); | |
return; | |
} | |
// support meshes with sub meshes | |
// can be from having multiple materials, complex skinning rigs, or a lot of vertices | |
int renderersCount = renderers.Count; | |
int[] subMeshCount = new int[renderersCount]; | |
for (int i=0; i<renderersCount; i++) | |
{ | |
var mesh = MeshFromRenderer(renderers[i]); | |
Debug.Assert(mesh != null, "JumpFloodOutlineRenderer's renderer [" + i + "] is missing a valid mesh.", gameObject); | |
if (mesh != null) | |
{ | |
// assume staticly batched meshes only have one sub mesh | |
if (renderers[i].isPartOfStaticBatch) | |
subMeshCount[i] = 1; // hack hack hack | |
else | |
subMeshCount[i] = mesh.subMeshCount; | |
} | |
} | |
// render meshes to main buffer for the interior stencil mask | |
cb.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); | |
for (int i=0; i<renderersCount; i++) | |
{ | |
for (int m = 0; m < subMeshCount[i]; m++) | |
cb.DrawRenderer(renderers[i], outlineMat, m, SHADER_PASS_INTERIOR_STENCIL); | |
} | |
// match current quality settings' MSAA settings | |
// doesn't check if current camera has MSAA enabled | |
// also could just always do MSAA if you so pleased | |
int msaa = Mathf.Max(1,QualitySettings.antiAliasing); | |
int width = cam.scaledPixelWidth; | |
int height = cam.scaledPixelHeight; | |
// setup descriptor for silhouette render texture | |
RenderTextureDescriptor silhouetteRTD = new RenderTextureDescriptor() { | |
dimension = TextureDimension.Tex2D, | |
graphicsFormat = GraphicsFormat.R8_UNorm, | |
width = width, | |
height = height, | |
msaaSamples = msaa, | |
depthBufferBits = 0, | |
sRGB = false, | |
useMipMap = false, | |
autoGenerateMips = false | |
}; | |
// create silhouette buffer and assign it as the current render target | |
cb.GetTemporaryRT(silhouetteBufferID, silhouetteRTD, FilterMode.Point); | |
cb.SetRenderTarget(silhouetteBufferID); | |
cb.ClearRenderTarget(false, true, Color.clear); | |
// render meshes to silhouette buffer | |
for (int i=0; i<renderersCount; i++) | |
{ | |
for (int m = 0; m < subMeshCount[i]; m++) | |
cb.DrawRenderer(renderers[i], outlineMat, m, SHADER_PASS_SILHOUETTE_BUFFER_FILL); | |
} | |
// Humus3D wire trick, keep line 1 pixel wide and fade alpha instead of making line smaller | |
// slightly nicer looking and no more expensive | |
Color adjustedOutlineColor = outlineColor; | |
adjustedOutlineColor.a *= Mathf.Clamp01(outlinePixelWidth); | |
cb.SetGlobalColor(outlineColorID, adjustedOutlineColor.linear); | |
cb.SetGlobalFloat(outlineWidthID, Mathf.Max(1f, outlinePixelWidth)); | |
// setup descriptor for jump flood render textures | |
var jfaRTD = silhouetteRTD; | |
jfaRTD.msaaSamples = 1; | |
jfaRTD.graphicsFormat = GraphicsFormat.R16G16_SNorm; | |
// create jump flood buffers to ping pong between | |
cb.GetTemporaryRT(nearestPointID, jfaRTD, FilterMode.Point); | |
cb.GetTemporaryRT(nearestPointPingPongID, jfaRTD, FilterMode.Point); | |
// calculate the number of jump flood passes needed for the current outline width | |
// + 1.0f to handle half pixel inset of the init pass and antialiasing | |
int numMips = Mathf.CeilToInt(Mathf.Log(outlinePixelWidth + 1.0f, 2f)); | |
int jfaIter = numMips-1; | |
// Alan Wolfe's separable axis JFA - https://www.shadertoy.com/view/Mdy3D3 | |
if (useSeparableAxisMethod) | |
{ | |
// jfa init | |
cb.Blit(silhouetteBufferID, nearestPointID, outlineMat, SHADER_PASS_JFA_INIT); | |
// jfa flood passes | |
for (int i=jfaIter; i>=0; i--) | |
{ | |
// calculate appropriate jump width for each iteration | |
// + 0.5 is just me being cautious to avoid any floating point math rounding errors | |
float stepWidth = Mathf.Pow(2, i) + 0.5f; | |
// the two separable passes, one axis at a time | |
cb.SetGlobalVector(axisWidthID, new Vector2(stepWidth, 0f)); | |
cb.Blit(nearestPointID, nearestPointPingPongID, outlineMat, SHADER_PASS_JFA_FLOOD_SINGLE_AXIS); | |
cb.SetGlobalVector(axisWidthID, new Vector2(0f, stepWidth)); | |
cb.Blit(nearestPointPingPongID, nearestPointID, outlineMat, SHADER_PASS_JFA_FLOOD_SINGLE_AXIS); | |
} | |
} | |
// traditional JFA | |
else | |
{ | |
// choose a starting buffer so we always finish on the same buffer | |
int startBufferID = (jfaIter % 2 == 0) ? nearestPointPingPongID : nearestPointID; | |
// jfa init | |
cb.Blit(silhouetteBufferID, startBufferID, outlineMat, SHADER_PASS_JFA_INIT); | |
// jfa flood passes | |
for (int i=jfaIter; i>=0; i--) | |
{ | |
// calculate appropriate jump width for each iteration | |
// + 0.5 is just me being cautious to avoid any floating point math rounding errors | |
cb.SetGlobalFloat(stepWidthID, Mathf.Pow(2, i) + 0.5f); | |
// ping pong between buffers | |
if (i % 2 == 1) | |
cb.Blit(nearestPointID, nearestPointPingPongID, outlineMat, SHADER_PASS_JFA_FLOOD); | |
else | |
cb.Blit(nearestPointPingPongID, nearestPointID, outlineMat, SHADER_PASS_JFA_FLOOD); | |
} | |
} | |
// jfa decode & outline render | |
cb.Blit(nearestPointID, BuiltinRenderTextureType.CameraTarget, outlineMat, SHADER_PASS_JFA_OUTLINE); | |
cb.ReleaseTemporaryRT(silhouetteBufferID); | |
cb.ReleaseTemporaryRT(nearestPointID); | |
cb.ReleaseTemporaryRT(nearestPointPingPongID); | |
} | |
void ApplyCommandBuffer(Camera cam) | |
{ | |
#if UNITY_EDITOR | |
// hack to avoid rendering in the inspector preview window | |
if (cam.gameObject.name == "Preview Scene Camera") | |
return; | |
#endif | |
if (bufferCam != null) | |
{ | |
if(bufferCam == cam) | |
return; | |
else | |
RemoveCommandBuffer(cam); | |
} | |
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam); | |
// skip rendering if none of the renderers are in view | |
bool visible = false; | |
for (int i=0; i<renderers.Count; i++) | |
{ | |
if (GeometryUtility.TestPlanesAABB(planes, renderers[i].bounds)) | |
{ | |
visible = true; | |
break; | |
} | |
} | |
if (!visible) | |
return; | |
CreateCommandBuffer(cam); | |
if (cb == null) | |
return; | |
bufferCam = cam; | |
bufferCam.AddCommandBuffer(cameraEvent, cb); | |
} | |
void RemoveCommandBuffer(Camera cam) | |
{ | |
if (bufferCam != null && cb != null) | |
{ | |
bufferCam.RemoveCommandBuffer(cameraEvent, cb); | |
bufferCam = null; | |
} | |
} | |
void OnEnable() | |
{ | |
Camera.onPreRender += ApplyCommandBuffer; | |
Camera.onPostRender += RemoveCommandBuffer; | |
} | |
void OnDisable() | |
{ | |
Camera.onPreRender -= ApplyCommandBuffer; | |
Camera.onPostRender -= RemoveCommandBuffer; | |
} | |
#if UNITY_EDITOR | |
void OnValidate() | |
{ | |
if (renderers != null) | |
{ | |
for (int i=renderers.Count-1; i>-1; i--) | |
{ | |
if (renderers[i] == null || (!(renderers[i] is SkinnedMeshRenderer) && !(renderers[i] is MeshRenderer))) | |
renderers.RemoveAt(i); | |
else | |
{ | |
bool foundDuplicate = false; | |
for (int k=0; k<i; k++) | |
{ | |
if (renderers[i] == renderers[k]) | |
{ | |
foundDuplicate = true; | |
break; | |
} | |
} | |
if (foundDuplicate) | |
renderers.RemoveAt(i); | |
} | |
} | |
} | |
if (outlineShader == null) | |
outlineShader = Shader.Find(shaderName); | |
} | |
public void FindActiveMeshes() | |
{ | |
Undo.RecordObject(this, "Filling with all active Renderer components"); | |
GameObject parent = this.gameObject; | |
if (renderers != null) | |
{ | |
foreach (var renderer in renderers) | |
{ | |
if (renderer) | |
{ | |
parent = renderer.transform.parent.gameObject; | |
break; | |
} | |
} | |
} | |
if (parent != null) | |
{ | |
var skinnedMeshes = parent.GetComponentsInChildren<SkinnedMeshRenderer>(true); | |
var meshes = parent.GetComponentsInChildren<MeshRenderer>(true); | |
if (skinnedMeshes.Length > 0 || meshes.Length > 0) | |
{ | |
foreach (var sk in skinnedMeshes) | |
{ | |
if (sk.gameObject.activeSelf) | |
renderers.Add(sk); | |
} | |
foreach (var mesh in meshes) | |
{ | |
if (mesh.gameObject.activeSelf) | |
renderers.Add(mesh); | |
} | |
OnValidate(); | |
} | |
else | |
Debug.LogError("No Active Meshes Found"); | |
} | |
} | |
#endif | |
} | |
#if UNITY_EDITOR | |
[CustomEditor(typeof(JumpFloodOutlineRenderer))] | |
public class JumpFloodOutlineRendererEditor : Editor | |
{ | |
public override void OnInspectorGUI() | |
{ | |
base.OnInspectorGUI(); | |
if (GUILayout.Button("Get Active Children Renderers")) | |
{ | |
UnityEngine.Object[] objs = serializedObject.targetObjects; | |
foreach (var obj in objs) | |
{ | |
var mh = (obj as JumpFloodOutlineRenderer); | |
mh.FindActiveMeshes(); | |
} | |
} | |
} | |
} | |
#endif |
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