Beautify addon

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Williams
2026-08-13 16:49:22 +02:00
parent 4c5f11522d
commit d2d75a6656
140 changed files with 9943 additions and 0 deletions
+8
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using UnityEngine;
using UnityEngine.UI;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace EdgeFusion {
public class CameraOrbit : MonoBehaviour {
[Tooltip("The target object to orbit around")]
public Transform target;
[Tooltip("Rotation speed in degrees per second")]
public float rotationSpeed = 20f;
[Tooltip("Distance from the target")]
public float distance = 5f;
[Tooltip("Height offset from the target")]
public float height = 2f;
[Tooltip("Volume GameObject to toggle with Space key")]
public GameObject volumeObject;
[Tooltip("UI Text label to show current state")] public Text stateLabel;
Vector3 targetPosition;
float currentAngle;
void Start() {
if (target != null) {
targetPosition = target.position;
Vector3 offset = transform.position - targetPosition;
distance = new Vector3(offset.x, 0, offset.z).magnitude;
height = offset.y;
currentAngle = Mathf.Atan2(offset.x, offset.z) * Mathf.Rad2Deg;
}
UpdateStateLabel();
}
void LateUpdate() {
if (target == null) return;
targetPosition = target.position;
currentAngle += rotationSpeed * Time.deltaTime;
float radians = currentAngle * Mathf.Deg2Rad;
float x = Mathf.Sin(radians) * distance;
float z = Mathf.Cos(radians) * distance;
transform.position = targetPosition + new Vector3(x, height, z);
transform.LookAt(targetPosition);
if (volumeObject != null) {
bool toggled = false;
#if ENABLE_INPUT_SYSTEM
if (Keyboard.current != null && Keyboard.current.spaceKey.wasPressedThisFrame) toggled = true;
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
if (!toggled && Input.GetKeyDown(KeyCode.Space)) toggled = true;
#endif
if (toggled) {
volumeObject.SetActive(!volumeObject.activeSelf);
UpdateStateLabel();
}
}
}
void UpdateStateLabel() {
if (stateLabel == null) return;
bool isOn = volumeObject != null && volumeObject.activeSelf;
stateLabel.text = isOn ? "Press Space to Toggle Effect (Currently ON)" : "Press Space to Toggle Effect (Currently OFF)";
}
}
}
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using UnityEngine;
namespace EdgeFusion {
public class RockBob : MonoBehaviour {
[Tooltip("Movement amplitude in meters")] public float amplitude = 0.2f;
[Tooltip("Oscillation period in seconds")] public float period = 2.5f;
[Tooltip("Ease-in/out factor (0=sinusoidal)")] [Range(0f,1f)] public float smooth = 0.25f;
Vector3 initialPosition;
float angularSpeed;
float phase;
void Awake() {
initialPosition = transform.position;
angularSpeed = period > 0f ? (Mathf.PI * 2f) / period : 0f;
phase = Random.value * Mathf.PI * 2f;
}
void OnEnable() {
angularSpeed = period > 0f ? (Mathf.PI * 2f) / period : 0f;
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void Update() {
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float s = Mathf.Sin(phase);
if (smooth > 0f) {
float t = (s + 1f) * 0.5f; // [0..1]
float eased = t * t * (3f - 2f * t);
s = Mathf.LerpUnclamped(-1f, 1f, eased);
}
Vector3 p = initialPosition;
p.y += s * amplitude;
transform.position = p;
}
}
}
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m_OverrideState: 1
m_Value: 0.95
sampleCount:
m_OverrideState: 1
m_Value: 24
jitter:
m_OverrideState: 0
m_Value: 0
maxBlendDistance:
m_OverrideState: 0
m_Value: 50
binarySearchSteps:
m_OverrideState: 0
m_Value: 7
earlyExitHits:
m_OverrideState: 0
m_Value: 5
antiFlicker:
m_OverrideState: 0
m_Value: 0
debugMode:
m_OverrideState: 0
m_Value: 1
depthDebugMultiplier:
m_OverrideState: 0
m_Value: 1
msaaEdgeFixPower:
m_OverrideState: 0
m_Value: 0
compareMode:
m_OverrideState: 0
m_Value: 0
compareSameSide:
m_OverrideState: 0
m_Value: 0
comparePanning:
m_OverrideState: 0
m_Value: 0.5
compareLineAngle:
m_OverrideState: 0
m_Value: 1.4
compareLineWidth:
m_OverrideState: 0
m_Value: 0.002
compareLineColor:
m_OverrideState: 0
m_Value: {r: 1, g: 1, b: 1, a: 1}
maxScreenRadius:
m_OverrideState: 1
m_Value: 0.369
shadowProtection:
m_OverrideState: 1
m_Value: 0
noiseIntensity:
m_OverrideState: 0
m_Value: 0
noiseScale:
m_OverrideState: 1
m_Value: 3.91
noiseContrast:
m_OverrideState: 1
m_Value: 0.312
idExclusionPairs: []
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[InternetShortcut]
URL=https://kronnect.com/guides/edge-fusion-introduction/
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@@ -0,0 +1,212 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace EdgeFusion {
public class ContactUsWindow : EditorWindow {
const string OnlineGuidesUrl = "https://kronnect.com/guides";
const string SupportUrl = "https://kronnect.com/support";
const string YoutubeUrl = "https://youtube.com/@kronnect";
const string TwitterUrl = "https://twitter.com/kronnect";
const string KronnectUrl = "https://assetstore.unity.com/publishers/15018?aid=1101lGsd";
const string ReferralInfo = "?aid=1101lGsd&pubref=edgefusion";
Texture2D kronnectLogo, welcomeBanner;
GUIStyle headerStyle, bannerStyle;
readonly List<AssetCategory> assetCategories = new List<AssetCategory>
{
new AssetCategory
{
name = "Image Effects",
assets = new List<Asset>
{
new Asset { name = "Beautify 3 - Advanced Post Processing", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-3-advanced-post-processing-233073" },
new Asset { name = "Frame Pack for Beautify", url = "https://assetstore.unity.com/packages/2d/gui/frame-pack-204058" },
new Asset { name = "LUT Pack for Beautify", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/lut-pack-for-beautify-202502" },
new Asset { name = "Beautify HDRP", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-hdrp-165411" },
new Asset { name = "Cloud Shadows FX", url = "https://assetstore.unity.com/packages/vfx/shaders/cloud-shadows-fx-267702" },
new Asset { name = "Dynamic Fog & Mist 2", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/dynamic-fog-mist-2-48200" },
new Asset { name = "Edge Fusion", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/edge-fusion-smooth-surface-contacts-334484" },
new Asset { name = "Global Snow 2", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/global-snow-2-248191" },
new Asset { name = "Luma Based Ambient Occlusion (SSAO 2D)", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/luma-based-ambient-occlusion-2-ssao-2d-249066" },
new Asset { name = "Radiant Global Illumination", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/radiant-global-illumination-225934" },
new Asset { name = "Shiny SSR 2", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/shiny-ssr-2-screen-space-reflections-188638" },
new Asset { name = "Sun Flares HDRP", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/sun-flares-hdrp-171177" },
new Asset { name = "Umbra Soft Shadows", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/umbra-soft-shadows-better-directional-contact-shadows-for-urp-282485" },
new Asset { name = "Volumetric Fog & Mist 2", url = "https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/volumetric-fog-mist-2-162694" },
new Asset { name = "Volumetric Lights 2", url = "https://assetstore.unity.com/packages/vfx/shaders/volumetric-lights-2-234539" },
new Asset { name = "Volumetric Lights Set", url = "https://assetstore.unity.com/packages/3d/props/volumetric-lights-set-237873" },
new Asset { name = "Volumetric Lights 2 HDRP", url = "https://assetstore.unity.com/packages/vfx/shaders/volumetric-lights-2-hdrp-243807" },
}
},
new AssetCategory
{
name = "Tools & Shaders",
assets = new List<Asset>
{
new Asset { name = "Compass Navigator Pro 2", url = "https://assetstore.unity.com/packages/tools/gui/compass-navigator-pro-2-273662" },
new Asset { name = "Highlight Plus", url = "https://assetstore.unity.com/packages/vfx/shaders/highlight-plus-all-in-one-outline-selection-effects-134149" },
new Asset { name = "Highlight Plus 2D", url = "https://assetstore.unity.com/packages/vfx/shaders/highlight-plus-2d-138383" },
new Asset { name = "Liquid Volume 2", url = "https://assetstore.unity.com/packages/vfx/shaders/liquid-volume-2-249127" },
new Asset { name = "Liquid Volume Pro 2", url = "https://assetstore.unity.com/packages/vfx/shaders/liquid-volume-pro-2-129967" },
new Asset { name = "Liquid Volume Pro 2 HDRP", url = "https://assetstore.unity.com/packages/vfx/shaders/liquid-volume-pro-2-hdrp-253786" },
new Asset { name = "Potions & Volumetric Liquid", url = "https://assetstore.unity.com/packages/slug/123474" },
new Asset { name = "Shader Control", url = "https://assetstore.unity.com/packages/vfx/shaders/shader-control-74817" },
new Asset { name = "Split Screen Pro", url = "https://assetstore.unity.com/packages/tools/camera/split-screen-pro-207149" },
new Asset { name = "Skybox Plus", url = "https://assetstore.unity.com/packages/2d/environments/skybox-plus-182966" },
new Asset { name = "Trails FX", url = "https://assetstore.unity.com/packages/vfx/shaders/trails-fx-146898" },
new Asset { name = "Transitions Plus", url = "https://assetstore.unity.com/packages/tools/camera/transitions-plus-266067" },
new Asset { name = "Tunnel FX 2", url = "https://assetstore.unity.com/packages/vfx/shaders/tunnel-fx-2-86544" },
new Asset { name = "Voxel Play 3", url = "https://assetstore.unity.com/packages/tools/game-toolkits/voxel-play-3-310775" },
new Asset { name = "Pirates of Voxel Play", url = "https://assetstore.unity.com/packages/tools/game-toolkits/pirates-of-voxel-play-189096" },
new Asset { name = "X-Frame FPS Accelerator", url = "https://assetstore.unity.com/packages/tools/camera/x-frame-fps-accelerator-63965" }
}
},
new AssetCategory
{
name = "Grids & Maps",
assets = new List<Asset>
{
new Asset { name = "Grids 2D", url = "https://assetstore.unity.com/packages/tools/game-toolkits/grids-2d-59981" },
new Asset { name = "Hexasphere Grid System", url = "https://assetstore.unity.com/packages/tools/modeling/hexasphere-grid-system-89112" },
new Asset { name = "Terrain Grid System 2", url = "https://assetstore.unity.com/packages/tools/terrain/terrain-grid-system-2-244921" },
new Asset { name = "World Map 2D Edition 2", url = "https://assetstore.unity.com/packages/tools/gui/world-map-2d-edition-2-151238" },
new Asset { name = "World Map Globe Edition 2", url = "https://assetstore.unity.com/packages/tools/gui/world-map-globe-edition-2-150643" },
new Asset { name = "World Map Strategy Kit 2", url = "https://assetstore.unity.com/packages/tools/game-toolkits/world-map-strategy-kit-2-150938" },
new Asset { name = "World Maps & Weather Symbols", url = "https://assetstore.unity.com/packages/2d/textures-materials/world-flags-and-weather-symbols-69010" },
new Asset { name = "Military Units 2D", url = "https://assetstore.unity.com/packages/2d/textures-materials/military-units-the-stylized-art-collection-187769" },
new Asset { name = "Military Units 3D", url = "https://assetstore.unity.com/packages/3d/vehicles/military-units-3d-246876" },
}
}
};
void OnEnable () {
kronnectLogo = Resources.Load<Texture2D>("kronnectLogo");
welcomeBanner = Resources.Load<Texture2D>("welcomeBanner");
}
void DrawHeader (string title) {
if (headerStyle == null) {
GUIStyle skurikenModuleTitleStyle = "ShurikenModuleTitle";
headerStyle = new GUIStyle(skurikenModuleTitleStyle) {
contentOffset = new Vector2(5f, -2f),
normal = { textColor = Color.white },
fixedHeight = 24,
fontSize = 13
};
}
GUILayout.Label(title, headerStyle);
}
void OnGUI () {
GUILayout.BeginHorizontal();
GUILayout.Space(10);
GUILayout.BeginVertical();
GUILayout.Space(10);
DrawHeader("Online Resources");
GUILayout.BeginHorizontal();
GUILayout.Space(10);
GUILayout.BeginVertical();
if (GUILayout.Button("Asset Documentation", EditorStyles.linkLabel)) {
Application.OpenURL(OnlineGuidesUrl);
}
if (GUILayout.Button("Support & Community", EditorStyles.linkLabel)) {
Application.OpenURL(SupportUrl);
}
if (GUILayout.Button("YouTube Channel", EditorStyles.linkLabel)) {
Application.OpenURL(YoutubeUrl);
}
if (GUILayout.Button("X / Twitter", EditorStyles.linkLabel)) {
Application.OpenURL(TwitterUrl);
}
if (GUILayout.Button("Kronnect Asset Store", EditorStyles.linkLabel)) {
Application.OpenURL(KronnectUrl);
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal();
if (bannerStyle == null) {
bannerStyle = new GUIStyle(GUI.skin.button);
bannerStyle.normal.background = welcomeBanner;
bannerStyle.normal.scaledBackgrounds = new[] { welcomeBanner };
}
const float width = 1100 / 2;
const float height = 200 / 2;
if (GUILayout.Button("", bannerStyle, GUILayout.Width(width), GUILayout.Height(height))) {
Application.OpenURL(KronnectUrl);
}
GUILayout.EndHorizontal();
GUILayout.EndHorizontal();
GUILayout.Space(20);
DrawHeader("Kronnect Assets");
GUIStyle textStyle = new GUIStyle(EditorStyles.wordWrappedLabel) {
fontSize = 11
};
GUILayout.Label("Thank you for using this asset!\nWe invite you to explore more assets and complete your collection by visiting the affiliated links below to the Asset Store:", textStyle);
EditorGUILayout.Space(10);
GUILayout.BeginHorizontal();
foreach (var category in assetCategories) {
GUILayout.BeginVertical();
GUILayout.Label(category.name, EditorStyles.boldLabel);
foreach (var asset in category.assets) {
GUILayout.BeginHorizontal();
GUILayout.Space(10);
if (GUILayout.Button(asset.name, EditorStyles.linkLabel)) {
Application.OpenURL(asset.url + ReferralInfo);
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Close", GUILayout.Width(60))) {
Close();
}
EditorGUILayout.Space();
GUILayout.Label(new GUIContent(kronnectLogo), GUILayout.Width(100), GUILayout.Height(30));
EditorGUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.EndVertical();
GUILayout.Space(10);
GUILayout.EndHorizontal();
}
public static void ShowScreen () {
ContactUsWindow window = GetWindow<ContactUsWindow>(true, "Online Resources", true);
window.minSize = window.maxSize = new Vector2(750, 640);
}
[System.Serializable]
public class AssetCategory {
public string name;
public List<Asset> assets;
}
[System.Serializable]
public class Asset {
public string name;
public string url;
}
}
}
@@ -0,0 +1,11 @@
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defaultReferences: []
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"rootNamespace": "",
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],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
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using System;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
namespace EdgeFusion {
[CustomEditor(typeof(global::EdgeFusion.EdgeFusion))]
public class EdgeFusionEditor : VolumeComponentEditor {
SerializedDataParameter blendLayers, renderingLayerFilter, blendWithOthers, specialGroupLayers, doubleSidedLayers, intensity, radius, distanceCompensation, enableIntraObjectFusion, normalThreshold, concavityTest, intraObjectFusionPerObject;
SerializedDataParameter sampleCount, jitter, maxBlendDistance, binarySearchSteps, maxScreenRadius;
SerializedDataParameter doubleSidedRenderingLayerFilter, specialGroupRenderingLayerFilter;
SerializedDataParameter earlyExitHits, antiFlicker;
SerializedDataParameter debugMode, depthDebugMultiplier, shadowProtection, noiseIntensity, noiseScale, noiseContrast;
SerializedDataParameter compareMode, compareSameSide, comparePanning, compareLineAngle, compareLineWidth, compareLineColor;
SerializedDataParameter msaaEdgeFixPower;
SerializedProperty idExclusionPairs;
static readonly QualityPreset[] k_Presets = (QualityPreset[])Enum.GetValues(typeof(QualityPreset));
static readonly int[] k_PresetValues = k_Presets
.Select(p => (int)p)
.ToArray();
static PropertyInfo pipelineMsaaProperty;
static Type cachedPipelineType;
string[] presetNames;
bool renderFeaturePresent;
Terrain[] sceneTerrainsCache;
bool hasEdgeFusionObjectInScene;
const string k_AdditionalGroupsFoldoutKey = "EdgeFusion.AdditionalGroupsFoldout";
bool showAdditionalGroups;
bool msaaCameraActive;
public override void OnEnable () {
try {
presetNames = k_Presets
.Select(p => ObjectNames.NicifyVariableName(p.ToString()))
.ToArray();
var o = new PropertyFetcher<global::EdgeFusion.EdgeFusion>(serializedObject);
blendLayers = Unpack(o.Find(x => x.blendLayers));
renderingLayerFilter = Unpack(o.Find(x => x.renderingLayerFilter));
blendWithOthers = Unpack(o.Find(x => x.blendWithOthers));
specialGroupLayers = Unpack(o.Find(x => x.specialGroupLayers));
doubleSidedLayers = Unpack(o.Find(x => x.doubleSidedLayers));
doubleSidedRenderingLayerFilter = Unpack(o.Find(x => x.doubleSidedRenderingLayerFilter));
specialGroupRenderingLayerFilter = Unpack(o.Find(x => x.specialGroupRenderingLayerFilter));
intensity = Unpack(o.Find(x => x.intensity));
radius = Unpack(o.Find(x => x.radius));
distanceCompensation = Unpack(o.Find(x => x.distanceCompensation));
enableIntraObjectFusion = Unpack(o.Find(x => x.enableIntraObjectFusion));
intraObjectFusionPerObject = Unpack(o.Find(x => x.intraObjectFusionPerObject));
normalThreshold = Unpack(o.Find(x => x.normalThreshold));
concavityTest = Unpack(o.Find(x => x.concavityTest));
sampleCount = Unpack(o.Find(x => x.sampleCount));
jitter = Unpack(o.Find(x => x.jitter));
maxBlendDistance = Unpack(o.Find(x => x.maxBlendDistance));
binarySearchSteps = Unpack(o.Find(x => x.binarySearchSteps));
earlyExitHits = Unpack(o.Find(x => x.earlyExitHits));
antiFlicker = Unpack(o.Find(x => x.antiFlicker));
debugMode = Unpack(o.Find(x => x.debugMode));
depthDebugMultiplier = Unpack(o.Find(x => x.depthDebugMultiplier));
msaaEdgeFixPower = Unpack(o.Find(x => x.msaaEdgeFixPower));
shadowProtection = Unpack(o.Find(x => x.shadowProtection));
maxScreenRadius = Unpack(o.Find(x => x.maxScreenRadius));
noiseIntensity = Unpack(o.Find(x => x.noiseIntensity));
noiseScale = Unpack(o.Find(x => x.noiseScale));
noiseContrast = Unpack(o.Find(x => x.noiseContrast));
compareMode = Unpack(o.Find(x => x.compareMode));
compareSameSide = Unpack(o.Find(x => x.compareSameSide));
comparePanning = Unpack(o.Find(x => x.comparePanning));
compareLineAngle = Unpack(o.Find(x => x.compareLineAngle));
compareLineWidth = Unpack(o.Find(x => x.compareLineWidth));
compareLineColor = Unpack(o.Find(x => x.compareLineColor));
idExclusionPairs = serializedObject.FindProperty("idExclusionPairs");
renderFeaturePresent = IsEdgeFusionRenderFeaturePresent();
// PORT NOTE (Unity 2022.3): FindObjectsByType does not exist before 2023.1; use the classic API.
sceneTerrainsCache = UnityEngine.Object.FindObjectsOfType<Terrain>();
showAdditionalGroups = EditorPrefs.GetBool(k_AdditionalGroupsFoldoutKey, false);
msaaCameraActive = CameraUsesMsaa();
hasEdgeFusionObjectInScene = SceneHasEdgeFusionObject();
}
catch {
}
}
public override void OnInspectorGUI () {
int blendLayersValue = blendLayers.overrideState.boolValue ? blendLayers.value.intValue : -1;
int doubleSidedLayersValue = doubleSidedLayers.overrideState.boolValue ? doubleSidedLayers.value.intValue : 0;
int specialGroupLayersValue = specialGroupLayers.overrideState.boolValue ? specialGroupLayers.value.intValue : 0;
uint renderingLayerFilterValue = renderingLayerFilter.overrideState.boolValue ? (uint)renderingLayerFilter.value.intValue : uint.MaxValue;
serializedObject.Update();
if (!renderFeaturePresent) {
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Edge Fusion Render Feature is not added to the current URP Renderer. The effect will not be visible.", MessageType.Error);
if (GUILayout.Button("Select Current URP Renderer", GUILayout.Height(20))) {
SelectCurrentURPRenderer();
}
EditorGUILayout.Space();
}
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Online Resources & Support")) {
ContactUsWindow.ShowScreen();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Object Selection", EditorStyles.boldLabel);
PropertyField(blendLayers);
PropertyField(renderingLayerFilter, new GUIContent("Rendering Layer Filter"));
// Only show "Blend With Others" if something is excluded (otherwise it has no effect)
bool somethingExcluded = blendLayersValue != -1 || renderingLayerFilterValue != uint.MaxValue;
if (somethingExcluded) {
PropertyField(blendWithOthers, new GUIContent("Blend With Others", "When enabled, visible geometry not selected by any layer setting will also blend with marked objects."));
}
EditorGUILayout.Space(4);
using (var foldoutScope = new EditorGUI.ChangeCheckScope()) {
showAdditionalGroups = EditorGUILayout.Foldout(showAdditionalGroups, "Additional Object Groups", true);
if (foldoutScope.changed) {
EditorPrefs.SetBool(k_AdditionalGroupsFoldoutKey, showAdditionalGroups);
}
}
if (showAdditionalGroups) {
EditorGUI.indentLevel++;
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("Double-Sided Objects", EditorStyles.miniLabel);
PropertyField(doubleSidedLayers, new GUIContent("Layers"));
PropertyField(doubleSidedRenderingLayerFilter, new GUIContent("Rendering Layer Filter"));
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("Special Group (vertex displacement, animated vegetation)", EditorStyles.miniLabel);
PropertyField(specialGroupLayers, new GUIContent("Layers"));
PropertyField(specialGroupRenderingLayerFilter, new GUIContent("Rendering Layer Filter"));
EditorGUILayout.EndVertical();
EditorGUI.indentLevel--;
if (specialGroupLayers.overrideState.boolValue && specialGroupLayersValue == -1) {
EditorGUILayout.HelpBox("Special Group selection should only include objects with custom vertex shaders.", MessageType.Warning);
}
}
if ((blendLayersValue & doubleSidedLayersValue) != 0) {
EditorGUILayout.HelpBox("Layers included in Double-Sided Layers are automatically excluded from Blend Layers.", MessageType.Info);
}
if (((blendLayersValue & specialGroupLayersValue) != 0) || ((doubleSidedLayersValue & specialGroupLayersValue) != 0)) {
EditorGUILayout.HelpBox("Layers included in Special Group Layers are automatically excluded from Blend Layers and Double-Sided Layers.", MessageType.Info);
}
int effectiveBlendForTerrain = (blendLayersValue & ~doubleSidedLayersValue) & ~specialGroupLayersValue;
CheckTerrainBlendLayers(effectiveBlendForTerrain, renderingLayerFilterValue);
EditorGUILayout.Space();
EditorGUILayout.LabelField("ID Exclusions", EditorStyles.boldLabel);
DrawIdExclusionPairs(blendLayersValue, renderingLayerFilterValue);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Blending", EditorStyles.boldLabel);
PropertyField(intensity);
PropertyField(radius);
PropertyField(distanceCompensation, new GUIContent("Distance Compensation", "Scales the effective radius proportionally with distance from the camera. Keeps a small radius up close while increasing it for distant objects."));
PropertyField(maxScreenRadius);
PropertyField(enableIntraObjectFusion);
if (enableIntraObjectFusion.value.boolValue) {
EditorGUI.indentLevel++;
PropertyField(normalThreshold);
PropertyField(concavityTest);
PropertyField(intraObjectFusionPerObject, new GUIContent("Per Object", "When enabled, intra-object fusion only runs on renderers that have an Edge Fusion Object component with the effect allowed; fill-pass normals are skipped."));
if (intraObjectFusionPerObject.value.boolValue && !hasEdgeFusionObjectInScene) {
EditorGUILayout.HelpBox("Add 'Edge Fusion Object' component to the gameobjects you want to control intra-object fusion.", MessageType.Warning);
}
EditorGUI.indentLevel--;
}
PropertyField(shadowProtection);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Noise", EditorStyles.boldLabel);
PropertyField(noiseIntensity);
if (noiseIntensity.value.floatValue > 0) {
EditorGUI.indentLevel++;
PropertyField(noiseScale, new GUIContent("Scale"));
PropertyField(noiseContrast, new GUIContent("Contrast"));
EditorGUI.indentLevel--;
}
PropertyField(jitter);
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
if (GUILayout.Button("Tips", GUILayout.Width(50), GUILayout.Height(18))) {
Application.OpenURL("https://kronnect.com/guides/edge-fusion-performance-tips/");
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
PropertyField(sampleCount);
int currentQuality = sampleCount.value.intValue;
int selectedIndex = GetClosestPresetIndex(currentQuality);
using (var cc = new EditorGUI.ChangeCheckScope()) {
EditorGUI.BeginDisabledGroup(!sampleCount.overrideState.boolValue);
int newIndex = EditorGUILayout.Popup(selectedIndex, presetNames ?? Array.Empty<string>(), GUILayout.Width(80f));
EditorGUI.EndDisabledGroup();
if (cc.changed && newIndex >= 0 && newIndex < k_PresetValues.Length) {
var selectedPreset = (QualityPreset)k_PresetValues[newIndex];
sampleCount.value.intValue = k_PresetValues[newIndex];
binarySearchSteps.value.intValue = GetBinarySearchStepsForPreset(selectedPreset);
binarySearchSteps.overrideState.boolValue = true;
earlyExitHits.value.intValue = GetEarlyExitHitsForPreset(selectedPreset);
earlyExitHits.overrideState.boolValue = true;
}
}
EditorGUILayout.EndHorizontal();
PropertyField(binarySearchSteps);
PropertyField(earlyExitHits, new GUIContent("Early Exit Hits", "Stops searching edge position after n nearest edge hits"));
PropertyField(antiFlicker, new GUIContent("Anti-Flicker", "Stabilises the blending when two edge candidates are near-tie in distance. Averages them with a soft-argmin so edgeUV moves continuously instead of snapping between winners. Helps in any scene with sub-pixel motion between frames (VR, slow camera motion, animated objects, FPS mouse look, camera shake). Disable to match the classic pick-one behaviour."));
PropertyField(maxBlendDistance);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Debug", EditorStyles.boldLabel);
PropertyField(debugMode);
if (debugMode.overrideState.boolValue && debugMode.value.intValue == (int)DebugMode.Depth) {
EditorGUI.indentLevel++;
PropertyField(depthDebugMultiplier, new GUIContent("Depth Multiplier"));
EditorGUI.indentLevel--;
}
if (debugMode.overrideState.boolValue && debugMode.value.intValue == (int)DebugMode.SpecialGroup && (!specialGroupLayers.overrideState.boolValue || specialGroupLayersValue == 0)) {
EditorGUILayout.HelpBox("Special Group is not executing because Special Group Layers is set to Nothing.", MessageType.Warning);
}
PropertyField(compareMode, new GUIContent("Compare Mode"));
if (compareMode.value.boolValue) {
EditorGUI.indentLevel++;
PropertyField(compareSameSide, new GUIContent("Same Side"));
if (compareSameSide.value.boolValue) {
PropertyField(comparePanning, new GUIContent("Panning"));
}
else {
PropertyField(compareLineAngle, new GUIContent("Line Angle"));
}
PropertyField(compareLineWidth, new GUIContent("Line Width"));
PropertyField(compareLineColor, new GUIContent("Line Color"));
EditorGUI.indentLevel--;
}
if (msaaCameraActive) {
PropertyField(msaaEdgeFixPower, new GUIContent("MSAA Edge Fix Amount", "When using MSAA in forward pass and certain blending layers configuration, you can use this option to reduce MSAA edge artifacts due to multi-sampling."));
}
serializedObject.ApplyModifiedProperties();
}
void CheckTerrainBlendLayers (int blendLayerMask, uint renderingLayerMaskValue) {
if (sceneTerrainsCache == null || sceneTerrainsCache.Length == 0) return;
bool hasTerrainWithDrawInstanced = false;
bool hasTerrainWithoutDrawInstanced = false;
uint rlMask = renderingLayerMaskValue;
foreach (var terrain in sceneTerrainsCache) {
if (terrain == null) continue;
bool selectedByBlendLayers = IsLayerInMask(terrain.gameObject.layer, blendLayerMask);
bool selectedByRenderingLayers = (rlMask == uint.MaxValue) || ((terrain.renderingLayerMask & rlMask) != 0);
bool consideredForBlend = selectedByBlendLayers && selectedByRenderingLayers;
if (!consideredForBlend) continue;
if (terrain.drawInstanced) {
hasTerrainWithDrawInstanced = true;
}
else {
hasTerrainWithoutDrawInstanced = true;
}
}
if (hasTerrainWithDrawInstanced) {
EditorGUILayout.HelpBox(
"Terrain has Draw Instanced option enabled which is not compatible with Edge Fusion. However, you can exclude it from blending layers or rendering layers as a workaround which is also faster.",
MessageType.Error
);
}
else if (hasTerrainWithoutDrawInstanced) {
EditorGUILayout.HelpBox(
"For best performance, you can exclude terrain objects from blending (via Blend Layers or Rendering Layers).",
MessageType.Warning
);
}
}
static bool IsLayerInMask (int layer, int layerMask) {
return ((layerMask & (1 << layer)) != 0);
}
static readonly string[] exclusionIdNames = BuildExclusionIdNames();
bool SceneHasEdgeFusionObject () {
// PORT NOTE (Unity 2022.3): FindObjectsByType does not exist before 2023.1; use the classic API.
return UnityEngine.Object.FindObjectsOfType<EdgeFusionObject>().Length > 0;
}
static string[] BuildExclusionIdNames () {
var names = new string[32];
for (int i = 0; i < 30; i++) {
names[i] = $"ID {i + 1}";
}
names[30] = "ID 31 (Terrain)";
names[31] = "ID 32 (Special Group)";
return names;
}
void DrawIdExclusionPairs (int blendLayersValue, uint renderingLayerFilterValue) {
EditorGUILayout.BeginHorizontal();
GUILayout.Space(15f);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("Exclusion Pairs", EditorStyles.miniLabel);
bool usesTerrain = false;
for (int i = 0; i < idExclusionPairs.arraySize; i++) {
var element = idExclusionPairs.GetArrayElementAtIndex(i);
var enabledProp = element.FindPropertyRelative("enabled");
var idA = element.FindPropertyRelative("idA");
var idB = element.FindPropertyRelative("idB");
if (enabledProp.boolValue && (idA.intValue == 31 || idB.intValue == 31)) usesTerrain = true;
EditorGUILayout.BeginHorizontal();
enabledProp.boolValue = EditorGUILayout.Toggle(enabledProp.boolValue, GUILayout.Width(16));
EditorGUI.BeginDisabledGroup(!enabledProp.boolValue);
idA.intValue = EditorGUILayout.Popup(idA.intValue - 1, exclusionIdNames) + 1;
EditorGUILayout.LabelField("↔", GUILayout.Width(20));
idB.intValue = EditorGUILayout.Popup(idB.intValue - 1, exclusionIdNames) + 1;
EditorGUI.EndDisabledGroup();
if (GUILayout.Button("×", GUILayout.Width(20))) {
idExclusionPairs.DeleteArrayElementAtIndex(i);
i--;
}
EditorGUILayout.EndHorizontal();
}
if (GUILayout.Button("+ Add Exclusion Pair")) {
idExclusionPairs.InsertArrayElementAtIndex(idExclusionPairs.arraySize);
var newElement = idExclusionPairs.GetArrayElementAtIndex(idExclusionPairs.arraySize - 1);
newElement.FindPropertyRelative("enabled").boolValue = true;
newElement.FindPropertyRelative("idA").intValue = 1;
newElement.FindPropertyRelative("idB").intValue = 31;
}
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
bool terrainIncludedInBlend = blendLayersValue == -1 && renderingLayerFilterValue == uint.MaxValue;
if (usesTerrain && terrainIncludedInBlend) {
EditorGUILayout.HelpBox(
"You are excluding Terrain (ID 31) but Blend Layers and Rendering Layer Filter include everything. " +
"For terrain to receive ID 31, it must be excluded from Blend Layers or Rendering Layer Filter so it goes through the fill pass.",
MessageType.Warning
);
}
if (idExclusionPairs.arraySize > 0) {
EditorGUILayout.HelpBox(
"IDs 1-30: Set via EdgeFusionObject component\n" +
"ID 31: Terrain (objects not in Blend Layers)\n" +
"ID 32: Special Group objects",
MessageType.Info
);
}
}
static int GetClosestPresetIndex (int sampleCount) {
int closestIndex = 0;
int smallestDelta = int.MaxValue;
for (int i = 0; i < k_PresetValues.Length; i++) {
int delta = Mathf.Abs(k_PresetValues[i] - sampleCount);
if (delta < smallestDelta) {
smallestDelta = delta;
closestIndex = i;
}
}
return closestIndex;
}
static int GetBinarySearchStepsForPreset (QualityPreset preset) {
switch (preset) {
case QualityPreset.VeryLow: return 2;
case QualityPreset.Low: return 4;
case QualityPreset.Medium: return 5;
case QualityPreset.High: return 7;
case QualityPreset.VeryHigh: return 8;
default: return 7;
}
}
static int GetEarlyExitHitsForPreset (QualityPreset preset) {
switch (preset) {
case QualityPreset.VeryLow: return 1;
case QualityPreset.Low: return 2;
case QualityPreset.Medium: return 3;
case QualityPreset.High: return 4;
case QualityPreset.VeryHigh: return 5;
default: return 5;
}
}
bool IsEdgeFusionRenderFeaturePresent () {
return GetCurrentURPRendererData() != null && CheckRendererForEdgeFusion(GetCurrentURPRendererData());
}
UnityEngine.Object GetCurrentURPRendererData () {
var pipeline = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
if (pipeline == null) return null;
var serializedAsset = new SerializedObject(pipeline);
var rendererDataList = serializedAsset.FindProperty("m_RendererDataList");
if (rendererDataList == null || !rendererDataList.isArray || rendererDataList.arraySize == 0) return null;
var defaultRendererIndex = serializedAsset.FindProperty("m_DefaultRendererIndex");
int index = defaultRendererIndex != null ? defaultRendererIndex.intValue : 0;
if (index < 0 || index >= rendererDataList.arraySize) return null;
var rendererDataProperty = rendererDataList.GetArrayElementAtIndex(index);
return rendererDataProperty.objectReferenceValue;
}
bool CheckRendererForEdgeFusion (UnityEngine.Object rendererData) {
if (rendererData == null) return false;
var serializedRenderer = new SerializedObject(rendererData);
var featuresProperty = serializedRenderer.FindProperty("m_RendererFeatures");
if (featuresProperty == null || !featuresProperty.isArray) return false;
for (int i = 0; i < featuresProperty.arraySize; i++) {
var featureProperty = featuresProperty.GetArrayElementAtIndex(i);
var feature = featureProperty.objectReferenceValue;
if (feature != null && feature.GetType().Name == "EdgeFusionRenderFeature") {
return true;
}
}
return false;
}
void SelectCurrentURPRenderer () {
var rendererData = GetCurrentURPRendererData();
if (rendererData != null) {
Selection.activeObject = rendererData;
EditorGUIUtility.PingObject(rendererData);
}
}
static bool CameraUsesMsaa () {
if (TryGetPipelineMsaaSamples(GraphicsSettings.currentRenderPipeline, out int pipelineSamples) && pipelineSamples > 1) {
return true;
}
foreach (Camera cam in Camera.allCameras) {
if (cam == null || !cam.allowMSAA) continue;
if (cam.targetTexture != null) {
if (cam.targetTexture.antiAliasing > 1) return true;
}
else if (QualitySettings.antiAliasing > 1) {
return true;
}
}
return false;
}
static bool TryGetPipelineMsaaSamples (RenderPipelineAsset pipeline, out int samples) {
samples = 0;
if (pipeline == null) return false;
var type = pipeline.GetType();
if (type != cachedPipelineType) {
cachedPipelineType = type;
pipelineMsaaProperty = type.GetProperty("msaaSampleCount", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
}
if (pipelineMsaaProperty != null && pipelineMsaaProperty.PropertyType == typeof(int)) {
samples = (int)pipelineMsaaProperty.GetValue(pipeline);
return true;
}
return false;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c98b9d430534f2048b7fd84249cf6125
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,96 @@
using UnityEditor;
using UnityEngine;
namespace EdgeFusion {
[CustomEditor(typeof(EdgeFusionObject))]
public class EdgeFusionObjectEditor : Editor {
SerializedProperty overrideRadius;
SerializedProperty customRadius;
SerializedProperty overrideObjectId;
SerializedProperty customObjectId;
SerializedProperty useRandomId;
SerializedProperty randomIdPerChild;
SerializedProperty disallowIntraObjectFusion;
SerializedProperty includeMode;
SerializedProperty childLayerMask;
void OnEnable () {
overrideRadius = serializedObject.FindProperty("overrideRadius");
customRadius = serializedObject.FindProperty("customRadius");
overrideObjectId = serializedObject.FindProperty("overrideObjectId");
customObjectId = serializedObject.FindProperty("customObjectId");
useRandomId = serializedObject.FindProperty("useRandomId");
randomIdPerChild = serializedObject.FindProperty("randomIdPerChild");
disallowIntraObjectFusion = serializedObject.FindProperty("disallowIntraObjectFusion");
includeMode = serializedObject.FindProperty("includeMode");
childLayerMask = serializedObject.FindProperty("childLayerMask");
EdgeFusionObject edgeFusionObject = (EdgeFusionObject)target;
edgeFusionObject.Refresh();
}
public override void OnInspectorGUI () {
serializedObject.Update();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Optional Override", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(overrideObjectId, new GUIContent("Override Object ID"));
if (overrideObjectId.boolValue) {
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(useRandomId, new GUIContent("Use Random ID", "Use a random Object ID, instead of an Id derived from object position"));
if (useRandomId.boolValue && includeMode.intValue == (int)IncludeMode.IncludeChildren) {
EditorGUILayout.PropertyField(randomIdPerChild, new GUIContent("Random Id Per Child", "Assign a different random ID to each child renderer"));
}
if (!useRandomId.boolValue) {
EditorGUILayout.PropertyField(customObjectId, new GUIContent("Custom Object ID", "0 = auto. >0 overrides the auto-generated ID. Objects sharing the same ID are considered the same for inter-object detection."));
if (customObjectId.intValue <= 0) {
EditorGUILayout.HelpBox("Custom Object ID must be greater than 0.", MessageType.Warning);
}
}
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(overrideRadius, new GUIContent("Override Radius"));
if (overrideRadius.boolValue) {
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(customRadius, new GUIContent("Custom Radius", "Custom blend radius in meters (0 = disables blending for this object)"));
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(disallowIntraObjectFusion, new GUIContent("Disallow Intra-Object Fusion", "Disable intra-object fusion for this object/children while keeping inter-object fusion."));
EditorGUILayout.Space();
EditorGUILayout.LabelField("Inclusion", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(includeMode, new GUIContent("Include Mode"));
if (includeMode.intValue == (int)IncludeMode.IncludeChildren) {
EditorGUILayout.PropertyField(childLayerMask, new GUIContent("Child Layer Mask"));
}
if (!serializedObject.isEditingMultipleObjects) {
EdgeFusionObject edgeFusionObject = (EdgeFusionObject)target;
Material invalidMaterial = edgeFusionObject.nonInstancingMaterial;
if (invalidMaterial != null) {
EditorGUILayout.Space();
EditorGUILayout.HelpBox($"Material '{invalidMaterial.name}' does not support GPU instancing.", MessageType.Warning);
if (GUILayout.Button("Select Material", EditorStyles.linkLabel)) {
Selection.activeObject = invalidMaterial;
EditorGUIUtility.PingObject(invalidMaterial);
}
}
} else {
for (int i = 0; i < targets.Length; i++) {
EdgeFusionObject edgeFusionObject = (EdgeFusionObject)targets[i];
if (edgeFusionObject.nonInstancingMaterial != null) {
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Some selected objects use materials that do not support GPU instancing.", MessageType.Warning);
break;
}
}
}
serializedObject.ApplyModifiedProperties();
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 83616b2fc8a9f764d9290e84c7e1b5e7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a4042a265c63b614e80c25998e440a47
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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@@ -0,0 +1,114 @@
fileFormatVersion: 2
guid: e1ace189099e25c4ba86243c9d9c58e0
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
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buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
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mipmapLimitGroupName:
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TextureImporter:
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externalObjects: {}
serializedVersion: 13
mipmaps:
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mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
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cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
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buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
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weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
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userData:
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@@ -0,0 +1,47 @@
Edge Fusion: Smooth Surface Contacts — Portage Unity 2022.3 LTS / URP 14
==========================================================================
Original : Kronnect, v3.3.2, Unity 6000.0.56 (Unity 6), URP uniquement.
Cible de ce portage : Unity 2022.3.62f3, URP 14.
CE QUI A ETE MODIFIE
---------------------
- Runtime/Scripts/EdgeFusionRenderPass.cs : entierement reecrit.
L'original utilise exclusivement le nouveau Render Graph d'Unity 6
(RecordRenderGraph / TextureHandle / RasterGraphContext / UniversalResourceData /
UniversalCameraData), une API absente d'URP 14. Cette version utilise l'API
classique ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)
avec des RTHandles geres manuellement (allocation via RenderingUtils.ReAllocateIfNeeded),
en reproduisant pas a pas la meme sequence de passes que l'original :
1) ObjectID (simple face + double face, deux listes de renderers)
2) Groupe special (rendu avec les materiaux d'origine)
3) Remplissage (fill) de l'ObjectID si necessaire
4) Blend final (vers la texture de comparaison ou la couleur camera)
5) Comparaison (split-screen avant/apres)
6) Debug (object IDs / edges / normals / depth / etc.)
Voir les commentaires en tete du fichier pour le detail des differences.
- GetActiveExclusionPairs() : remplace Object.FindObjectsByType<Volume>()
(introduit en 2023.1, absent de 2022.3) par Object.FindObjectsOfType<Volume>()
(API classique, obsolete mais fonctionnelle sur 2022.3).
CE QUI N'A PAS ETE MODIFIE (deja compatible)
----------------------------------------------
- EdgeFusionRenderFeature.cs (API AddRenderPasses classique, inchangee depuis longtemps)
- EdgeFusion.cs (VolumeComponent), EdgeFusionObject.cs, ShaderParams.cs
- Tous les shaders .shader / .hlsl (HLSL pur, macros URP standards, aucune
fonctionnalite specifique a Unity 6 detectee)
- Scripts Editor (EdgeFusionEditor.cs, EdgeFusionObjectEditor.cs, ContactUs.cs)
- Demo (scene, materiaux, terrain, textures)
A VERIFIER EN PRIORITE DANS L'EDITEUR 2022.3
----------------------------------------------
Ce portage a ete fait par lecture attentive du code source et de l'API URP 14 ;
il n'a PAS ete compile ni execute dans l'editeur Unity. A tester specifiquement :
1. Camera simple, sans stacking, MSAA off -> cas de base
2. MSAA on -> verifie l'allocation de la depth ObjectID dediee
3. Camera stack (base + overlay) -> verifie que l'effet apparait bien avant
les elements dessines par les cameras overlay (transparents, skybox, UI)
4. Mode Compare et modes Debug -> verifie l'affichage correct
5. XR / rendu single-pass instance si utilise dans votre projet -> les macros
TEXTURE2D_X des shaders le supportent, mais le chemin classique RTHandle
merite un test dedie
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dbefa8cfbf5dc324ba590856cdf22bc1
TextScriptImporter:
externalObjects: {}
userData:
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+167
View File
@@ -0,0 +1,167 @@
***************************************
* E D G E F U S I O N *
* Created by Kronnect Technologies SL *
* README FILE *
***************************************
Quick help: how to use this asset?
----------------------------------
Edge Fusion is a post-processing effect for Unity's Universal Render Pipeline (URP) that seamlessly blends edges between objects to eliminate harsh transitions and create smooth, natural-looking scenes.
1) Basic Setup:
- Ensure your project uses Universal Render Pipeline (URP)
- Add the Edge Fusion Render Feature to your URP Renderer
- Create a Global Volume or add Edge Fusion to an existing Volume in your scene
2) Configuring Global Edge Fusion Settings:
- Select your Volume and add the "Kronnect/Edge Fusion" component
- Optionally set blend layers to specify which objects should participate in edge fusion
- Adjust intensity and radius to control the strength and reach of the blending effect
- Use quality presets to balance performance and visual quality
3) Per-Object Customization:
- Add the "Edge Fusion Object" component to specific GameObjects for custom settings
- Set a custom blend radius (0 disables blending for that object)
- Choose whether to include children objects in the blending effect
4) Advanced Options:
- Enable "Intra-Object Fusion" to blend edges within the same object based on normal/depth discontinuities
- Use noise parameters to add natural variation to the blending
- Enable jitter for temporal anti-aliasing of the effect
- Use debug modes to visualize different aspects of the edge detection process
5) Performance Optimization:
- Adjust sample count using quality presets (Very Low to Very High)
- Set maximum blend distance to limit effect range
- Use binary search steps for more accurate edge detection
- Enable Jitter to produce smoother results or disable to improve performance
Help & Support Forum
--------------------
Check the Documentation folder for detailed instructions:
Have any question or issue?
* Support-Web: https://kronnect.com/support
* Support-Discord: https://discord.gg/EH2GMaM
* Email: contact@kronnect.com
* Twitter: @Kronnect
If you like Edge Fusion, please rate it on the Asset Store. It encourages us to keep improving it! Thanks!
Universal Rendering Pipeline
----------------------------
Edge Fusion is designed specifically for Unity's Universal Render Pipeline (URP) on Unity 6.0 or higher.
Future updates
--------------
All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com).
We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium.
Of course, all updates of Edge Fusion will be eventually available on the Asset Store.
More Cool Assets!
-----------------
Check out our other assets here:
https://assetstore.unity.com/publishers/15018
Version history
---------------
Version 3.3.2
- Added "Ignore Overlay Cameras" option to the render feature (default on). Disable it to run Edge Fusion on a stacked overlay camera
Version 3.3.1
- Edge Fusion now explicitly excludes overlay cameras
- [Fix] Skybox and transparents no longer disappear when Edge Fusion runs on a Base camera with stacked Overlay cameras (Forward/Forward+)
Version 3.3
- Added "Anti-Flicker" option. Stabilises the blending when two edge candidates are near-tie in distance.
- Shader variants optimization
- [Fix] Fixes Single Pass Stereo rendering (but no MSAA support yet)
Version 3.2
- Added support for Unity 6.4
Version 3.1.3
- Added "Distance Compensation" option. Scales the effective radius with distance from camera, keeping blending smooth up close while increasing reach for distant objects.
- Internal improvements and fixes
Version 3.1.2
- [Fix] Reflection probes rendering magenta on Mac/Metal - effect now skips non-game cameras
Version 3.1.1
- Minor inspector changes and internal fixes
Version 3.1
- Added option for Intra-Object Fusion so it only applies to objects that contain the Edge Fusion Object script
- Added option to Edge Fusion Object script to disallow intra-object fusion per object
- Added DOTS support
- Fixes
Version 3.0.3
- Special group can now be blended even with blend layers set to nothing
- [Fix] Fixed an issue when excluding objects by overriding the radius to zero
Version 3.0
- Added "Exclusion Pairs" option. Exclude blending between specific objects with custom Ids.
- Added "Blend With Others" option. Defaults to true, can be used to prevent selected layers to blend with anything else.
Version 2.4
- Added "Cameras Layer Filter" setting to the rendere feature. Useful to restrict the effect to certain cameras.
Version 2.3
- Improved object-id hash generation
- Added support for the new MeshLOD system
Version 2.2
- Edge Fusion Object: new options for object-id generation
- Blend layers: increased flexibility when combining layers of different sections
- Added MSAA Edge Fix option under Debug section (only useful in forward and if MSAA is needed)
Version 2.1
- Intra-object fusion improvements
Version 2.0
- Added "Compare Mode" option
- Added option to set custom object id to the Edge Fusion Object component
- Internal improvements
Version 1.5
- Improved falloff when "Max Screen Radius" is in effect
- Added custom selectors: default objects, double-sided selectors and special group selectors with custom rendering layer filters
- Added "Rendering Layer Mask" filter to object selection settings
Version 1.4.1
- Added support for orthographic camera
Version 1.4
- Added "Double Sided Layers" option. Useful to compute object id on double-sided objects.
Version 1.3
- Additional inspector tips and checks
Version 1.2
- Quality improvements
- Added "Early Exit Hits" optimization parameter
- Added "Concavity Test" option to intra-object fusion method
Version 1.1
- Added DOTs support
- Added noise contrast option
- [Fix] Fixed a display issue with blend layers parameter in the inspector on Unity 6.2
Version 1.0 - Oct/2025
- Initial release
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