ether shader modified to work with spectrum
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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#if UNITY_EDITOR
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using UnityEditor.Rendering.HighDefinition;
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using UnityEditor;
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[CustomPassDrawerAttribute(typeof(TIPS))]
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class TIPSEditor : CustomPassDrawer
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{
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private class Styles
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{
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public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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public static GUIContent mesh = new GUIContent("Mesh", "Mesh used for the scanner effect.");
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public static GUIContent size = new GUIContent("Size", "Size of the effect.");
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public static GUIContent rotationSpeed = new GUIContent("Speed", "Speed of rotation.");
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public static GUIContent edgeThreshold = new GUIContent("Edge Threshold", "Edge detect effect threshold.");
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public static GUIContent edgeRadius = new GUIContent("Edge Radius", "Radius of the edge detect effect.");
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public static GUIContent glowColor = new GUIContent("Color", "Color of the effect");
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}
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SerializedProperty mesh;
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SerializedProperty size;
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SerializedProperty rotationSpeed;
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SerializedProperty edgeDetectThreshold;
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SerializedProperty edgeRadius;
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SerializedProperty glowColor;
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protected override void Initialize(SerializedProperty customPass)
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{
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mesh = customPass.FindPropertyRelative("mesh");
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size = customPass.FindPropertyRelative("size");
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rotationSpeed = customPass.FindPropertyRelative("rotationSpeed");
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edgeDetectThreshold = customPass.FindPropertyRelative("edgeDetectThreshold");
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edgeRadius = customPass.FindPropertyRelative("edgeRadius");
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glowColor = customPass.FindPropertyRelative("glowColor");
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}
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// We only need the name to be displayed, the rest is controlled by the TIPS effect
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protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name;
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protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
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{
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mesh.objectReferenceValue = EditorGUI.ObjectField(rect, Styles.mesh, mesh.objectReferenceValue, typeof(Mesh), false);
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rect.y += Styles.defaultLineSpace;
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size.floatValue = EditorGUI.Slider(rect, Styles.size, size.floatValue, 0.2f, TIPS.kMaxDistance);
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rect.y += Styles.defaultLineSpace;
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rotationSpeed.floatValue = EditorGUI.Slider(rect, Styles.rotationSpeed, rotationSpeed.floatValue, 0f, 30f);
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rect.y += Styles.defaultLineSpace;
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edgeDetectThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeThreshold, edgeDetectThreshold.floatValue, 0.1f, 5f);
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rect.y += Styles.defaultLineSpace;
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edgeRadius.intValue = EditorGUI.IntSlider(rect, Styles.edgeRadius, edgeRadius.intValue, 1, 6);
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rect.y += Styles.defaultLineSpace;
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glowColor.colorValue = EditorGUI.ColorField(rect, Styles.glowColor, glowColor.colorValue, true, false, true);
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}
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protected override float GetPassHeight(SerializedProperty customPass) => Styles.defaultLineSpace * 6;
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}
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#endif
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class TIPS : CustomPass
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{
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public Mesh mesh = null;
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public float size = 5;
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public float rotationSpeed = 5;
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public float edgeDetectThreshold = 1;
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public int edgeRadius = 2;
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public Color glowColor = Color.white;
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public const float kMaxDistance = 1000;
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public Material tipsMeshMaterial;
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Material fullscreenMaterial;
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RTHandle tipsBuffer; // additional render target for compositing the custom and camera color buffers
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int compositingPass;
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int blurPass;
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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tipsMeshMaterial = Resources.Load<Material>("Shader Graphs_TIPS_Effect");
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fullscreenMaterial = CoreUtils.CreateEngineMaterial("FullScreen/TIPS");
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tipsBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, useDynamicScale: true, name: "TIPS Buffer");
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compositingPass = fullscreenMaterial.FindPass("Compositing");
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blurPass = fullscreenMaterial.FindPass("Blur");
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targetColorBuffer = TargetBuffer.Custom;
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targetDepthBuffer = TargetBuffer.Custom;
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clearFlags = ClearFlag.All;
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}
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protected override void Execute(CustomPassContext ctx)
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{
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if (fullscreenMaterial == null)
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return ;
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if (mesh != null && tipsMeshMaterial != null)
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{
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Transform cameraTransform = ctx.hdCamera.camera.transform;
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Matrix4x4 trs = Matrix4x4.TRS(cameraTransform.position, Quaternion.Euler(0f, Time.realtimeSinceStartup * rotationSpeed, Time.realtimeSinceStartup * rotationSpeed * 0.5f), Vector3.one * size);
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tipsMeshMaterial.SetFloat("_Intensity", (0.2f / size) * kMaxDistance);
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ctx.cmd.DrawMesh(mesh, trs, tipsMeshMaterial, 0, tipsMeshMaterial.FindPass("ForwardOnly"));
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}
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ctx.propertyBlock.SetFloat("_EdgeDetectThreshold", edgeDetectThreshold);
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ctx.propertyBlock.SetColor("_GlowColor", glowColor);
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ctx.propertyBlock.SetFloat("_EdgeRadius", (float)edgeRadius);
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ctx.propertyBlock.SetFloat("_BypassMeshDepth", (mesh != null) ? 0 : size);
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CoreUtils.SetRenderTarget(ctx.cmd, tipsBuffer, ClearFlag.Color);
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CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: compositingPass, properties: ctx.propertyBlock);
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ctx.propertyBlock.SetTexture("_TIPSBuffer", tipsBuffer);
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CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer);
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CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: blurPass, properties: ctx.propertyBlock);
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}
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protected override void Cleanup()
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{
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CoreUtils.Destroy(fullscreenMaterial);
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tipsBuffer.Release();
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}
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}
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