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    "content": "﻿using UnityEngine.Rendering.Universal;\n\nnamespace UnityEngine.Experiemntal.Rendering.Universal\n{\n    public class Blit : ScriptableRendererFeature\n    {\n        [System.Serializable]\n        public class BlitSettings\n        {\n            public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;\n            \n            public Material blitMaterial = null;\n            public int blitMaterialPassIndex = -1;\n            public Target destination = Target.Color;\n            public string textureId = \"_BlitPassTexture\";\n        }\n        \n        public enum Target\n        {\n            Color,\n            Texture\n        }\n\n        public BlitSettings settings = new BlitSettings();\n        RenderTargetHandle m_RenderTextureHandle;\n\n        BlitPass blitPass;\n\n        public override void Create()\n        {\n            var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;\n            settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);\n            blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name);\n            m_RenderTextureHandle.Init(settings.textureId);\n        }\n\n        public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)\n        {\n            var src = renderer.cameraColorTarget;\n            var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle;\n\n            if (settings.blitMaterial == null)\n            {\n                Debug.LogWarningFormat(\"Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.\", GetType().Name);\n                return;\n            }\n\n            blitPass.Setup(src, dest);\n            renderer.EnqueuePass(blitPass);\n        }\n    }\n}\n"
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    "content": "﻿using UnityEngine.Rendering;\nusing UnityEngine.Rendering.Universal;\n\nnamespace UnityEngine.Experiemntal.Rendering.Universal\n{\n    /// <summary>\n    /// Copy the given color buffer to the given destination color buffer.\n    ///\n    /// You can use this pass to copy a color buffer to the destination,\n    /// so you can use it later in rendering. For example, you can copy\n    /// the opaque texture to use it for distortion effects.\n    /// </summary>\n    internal class BlitPass : ScriptableRenderPass\n    {\n        public enum RenderTarget\n        {\n            Color,\n            RenderTexture,\n        }\n\n        public Material blitMaterial = null;\n        public int blitShaderPassIndex = 0;\n        public FilterMode filterMode { get; set; }\n\n        private RenderTargetIdentifier source { get; set; }\n        private RenderTargetHandle destination { get; set; }\n\n        RenderTargetHandle m_TemporaryColorTexture;\n        string m_ProfilerTag;\n\n        /// <summary>\n        /// Create the CopyColorPass\n        /// </summary>\n        public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)\n        {\n            this.renderPassEvent = renderPassEvent;\n            this.blitMaterial = blitMaterial;\n            this.blitShaderPassIndex = blitShaderPassIndex;\n            m_ProfilerTag = tag;\n            m_TemporaryColorTexture.Init(\"_TemporaryColorTexture\");\n        }\n\n        /// <summary>\n        /// Configure the pass with the source and destination to execute on.\n        /// </summary>\n        /// <param name=\"source\">Source Render Target</param>\n        /// <param name=\"destination\">Destination Render Target</param>\n        public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)\n        {\n            this.source = source;\n            this.destination = destination;\n        }\n\n        /// <inheritdoc/>\n        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)\n        {\n            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);\n            \n            RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;\n            opaqueDesc.depthBufferBits = 0;\n\n            // Can't read and write to same color target, create a temp render target to blit. \n            if (destination == RenderTargetHandle.CameraTarget)\n            {\n                cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);\n                Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);\n                Blit(cmd, m_TemporaryColorTexture.Identifier(), source);\n            }\n            else\n            {\n                Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);\n            }\n            \n            context.ExecuteCommandBuffer(cmd);\n            CommandBufferPool.Release(cmd);\n        }\n\n        /// <inheritdoc/>\n        public override void FrameCleanup(CommandBuffer cmd)\n        {\n            if (destination == RenderTargetHandle.CameraTarget)\n                cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);\n        }\n    }\n}"
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    "content": "﻿using UnityEngine;\nusing UnityEngine.Rendering;\nusing UnityEngine.Rendering.Universal;\n\npublic class DepthNormalsFeature : ScriptableRendererFeature\n{\n    class DepthNormalsPass : ScriptableRenderPass\n    {\n        private RenderTargetHandle destination { get; set; }\n\n        private Material depthNormalsMaterial = null;\n        private FilteringSettings m_FilteringSettings;\n        ShaderTagId m_ShaderTagId = new ShaderTagId(\"DepthOnly\");\n\n        public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)\n        {\n            m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);\n            this.depthNormalsMaterial = material;\n        }\n\n        public void Setup(RenderTargetHandle destination)\n        {\n            this.destination = destination;\n        }\n\n        // This method is called before executing the render pass.\n        // It can be used to configure render targets and their clear state. Also to create temporary render target textures.\n        // When empty this render pass will render to the active camera render target.\n        // You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.\n        // The render pipeline will ensure target setup and clearing happens in an performance manner.\n        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)\n        {\n            RenderTextureDescriptor descriptor = cameraTextureDescriptor;\n            descriptor.depthBufferBits = 32;\n            descriptor.colorFormat = RenderTextureFormat.ARGB32;\n\n            cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);\n            ConfigureTarget(destination.Identifier());\n            ConfigureClear(ClearFlag.All, Color.black);\n        }\n\n        // Here you can implement the rendering logic.\n        // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers\n        // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html\n        // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.\n        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)\n        {\n            CommandBuffer cmd = CommandBufferPool.Get(\"DepthNormals Prepass\");\n\n            using (new ProfilingSample(cmd, \"DepthNormals Prepass\"))\n            {\n                context.ExecuteCommandBuffer(cmd);\n                cmd.Clear();\n\n                var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;\n                var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);\n                drawSettings.perObjectData = PerObjectData.None;\n\n                ref CameraData cameraData = ref renderingData.cameraData;\n                Camera camera = cameraData.camera;\n                if (cameraData.isStereoEnabled)\n                    context.StartMultiEye(camera);\n\n\n                drawSettings.overrideMaterial = depthNormalsMaterial;\n\n\n                context.DrawRenderers(renderingData.cullResults, ref drawSettings,\n                    ref m_FilteringSettings);\n\n                cmd.SetGlobalTexture(\"_CameraDepthNormalsTexture\", destination.id);\n            }\n\n            context.ExecuteCommandBuffer(cmd);\n            CommandBufferPool.Release(cmd);\n        }\n\n        /// Cleanup any allocated resources that were created during the execution of this render pass.\n        public override void FrameCleanup(CommandBuffer cmd)\n        {\n            if (destination != RenderTargetHandle.CameraTarget)\n            {\n                cmd.ReleaseTemporaryRT(destination.id);\n                destination = RenderTargetHandle.CameraTarget;\n            }\n        }\n    }\n\n    DepthNormalsPass depthNormalsPass;\n    RenderTargetHandle depthNormalsTexture;\n    Material depthNormalsMaterial;\n\n    public override void Create()\n    {\n        depthNormalsMaterial = CoreUtils.CreateEngineMaterial(\"Hidden/Internal-DepthNormalsTexture\");\n        depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);\n        depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;\n        depthNormalsTexture.Init(\"_CameraDepthNormalsTexture\");\n    }\n\n    // Here you can inject one or multiple render passes in the renderer.\n    // This method is called when setting up the renderer once per-camera.\n    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)\n    {\n        depthNormalsPass.Setup(depthNormalsTexture);\n        renderer.EnqueuePass(depthNormalsPass);\n    }\n}\n\n\n"
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    "content": "\nvoid MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)\n{\n    Direction = half3(0.5, 0.5, 0);\n    Color = 1;\n    DistanceAtten = 1;\n    ShadowAtten = 1;\n\n    #ifndef SHADERGRAPH_PREVIEW\n        #if SHADOWS_SCREEN\n            half4 clipPos = TransformWorldToHClip(WorldPos);\n            half4 shadowCoord = ComputeScreenPos(clipPos);\n        #else\n            half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);\n        #endif\n            Light mainLight = GetMainLight(shadowCoord);\n            Direction = mainLight.direction;\n            Color = mainLight.color;\n            DistanceAtten = mainLight.distanceAttenuation;\n\n        #if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)\n            ShadowAtten = 1.0h;\n        #endif\n\n        #if SHADOWS_SCREEN\n            ShadowAtten = SampleScreenSpaceShadowmap(shadowCoord);\n        #else\n            \n            ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();\n            half shadowStrength = GetMainLightShadowStrength();\n            ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);\n        #endif\n    #endif\n}"
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    "content": "TEXTURE2D(_CameraColorTexture);\nSAMPLER(sampler_CameraColorTexture);\nfloat4 _CameraColorTexture_TexelSize;\n\nTEXTURE2D(_CameraDepthTexture);\nSAMPLER(sampler_CameraDepthTexture);\n\nTEXTURE2D(_CameraDepthNormalsTexture);\nSAMPLER(sampler_CameraDepthNormalsTexture);\n \nfloat3 DecodeNormal(float4 enc)\n{\n    float kScale = 1.7777;\n    float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);\n    float g = 2.0 / dot(nn.xyz,nn.xyz);\n    float3 n;\n    n.xy = g*nn.xy;\n    n.z = g-1;\n    return n;\n}\n\nvoid Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, \n    out float4 Out, out float3 Normals, out float3 Original, out float Outlines, out float DepthNormalsOutlines, out float AlphaOutlines, out float ColorOutlines, out float SceneDepth)\n{\n    float halfScaleFloor = floor(OutlineThickness * 0.5);\n    float halfScaleCeil = ceil(OutlineThickness * 0.5);\n    float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w);\n\n    float2 uvSamples[4];\n    float depthSamples[4];\n    float3 normalSamples[4];\n    float4 colorSamples[4]; \n\n    uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor;\n    uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil;\n    uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor);\n    uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil);\n\n    for(int i = 0; i < 4 ; i++)\n    {\n        depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;\n        normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));\n        colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]);\n    }\n\n    // Depth\n    float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];\n    float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];\n    float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;\n    float depthThreshold = (1/DepthSensitivity) * depthSamples[0];\n    edgeDepth = edgeDepth > depthThreshold ? 1 : 0;\n\n    // Normals\n    float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];\n    float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];\n    float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));\n    edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;\n\n    // Alpha\n    float4 colorFiniteDifference0 = colorSamples[1] - colorSamples[0];\n    float4 colorFiniteDifference1 = colorSamples[3] - colorSamples[2];\n\n\t\n    float edgeAlpha = sqrt(dot(colorFiniteDifference0.a, colorFiniteDifference0.a) + dot(colorFiniteDifference1.a, colorFiniteDifference1.a));\n    AlphaOutlines = edgeAlpha;\n\n\n    // Color ignore alpha delta\n    float edgeColor = sqrt(dot(colorFiniteDifference0.xyz, colorFiniteDifference0.xyz) + dot(colorFiniteDifference1.xyz, colorFiniteDifference1.xyz));\n    edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0;\n\n    ColorOutlines = edgeColor;\n\n    // zero alpha on an opaque material is a flag for no outlines (stars in the skybox for example)\n    if (colorSamples[0].a == 0 || colorSamples[1].a == 0 || colorSamples[2].a == 0 || colorSamples[3].a == 0)\n    {\n        ColorOutlines = 0;\n    }\n\n    DepthNormalsOutlines = max(edgeDepth, edgeNormal);\n\n\n    float edge = max(edgeDepth, max(edgeNormal, edgeColor));\n\n\n    float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]);\t\n    Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor,  OutlineColor.a));\n\n    Normals = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, UV));\n    Original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, UV);\n\n    Outlines = edge;\n    SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r;\n}\n\n\n"
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