9/19/2023 0 Comments Unity cross![]() You can also divide by this value to recover the scene's chromaticity, with the shading removed. First we want to clamp the image into the 0-1 range (sorry HDR - we're gonna ignore you for simplicity in our first attempt), and dot it with the relative luminance constants to reduce it to greyscale, weighting the brighter green channel much more heavily than the dark blue channel. Okay, let's break that down step by step. This both allows us to control the intensity of the effect, and helps with debugging the graph, by letting us peek at the unmodified input when we need to. The hatching swatch texture we want to useĪ "crossfade" variable we can use to blend between our stylized version and the original. The _MainTex scene texture we want to stylize (it helps to take a screenshot of your game render and use this as the default texture, so you get a representative preview in the shader graph editor) We'll start by creating a new unlit shader graph, and configure properties for. Now for the graph! For starters, here's the shading texture I'm using, a leftover from a shader workshop a few years back: It will get the rendered scene texture passed to it as its _MainTex, and whatever it outputs will be the result passed down the rest of the pipeline. Here we've exposed a Material parameter we can assign to do the work of the image effect. This will let you select the renderer asset you're using and choose "Add Renderer Feature" to add a new image effect into your pipeline. M_ScriptablePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget) Public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) M_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing M_ScriptablePass = new CustomRenderPass(material) If (destination = RenderTargetHandle.CameraTarget)Ĭmd.ReleaseTemporaryRT(_temporar圜olorTexture.id) ĭebug.LogWarning("Missing Image Effect Material", this) Public override void FrameCleanup(CommandBuffer cmd) Private RenderTargetIdentifier source else Blit(cmd, source, destination.Identifier(), material, 0) Public class ImageEffectFeature : ScriptableRendererFeatureĬlass CustomRenderPass : ScriptableRenderPass Based on the example here, we can write something like this: using UnityEngine ![]() Using the scriptable render pipeline, you need to define a Renderer Feature that will inject this new pass into the pipe. Output the result back into the rendering pipeline for any subsequent passes. Interpolate between the two swatch samples according to your brightness within the range. Once for the swatch at the dark end of the range, and once for the swatch at the bright end. Sample from your swatch texture twice, using screenspace UV coordinates. Read the resulting image as a texture, and compute the brightness of each pixel.Ĭlamp that brightness into ranges, one for each pair of consecutive hatching swatches in your texture. Render the wholes scene with normal lighting, benefitting from all of Unity's built-in shading features that you might want to use. Usually I approach this kind of effect as a post-process image effect: ![]()
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