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106 Commits
Author SHA1 Message Date
Lucien 9615e40f24 Fix sit/lay anim pivot with better humans 2026-10-07 14:09:11 +02:00
Lucien d0673599b4 Enable colour customization for (at least one) rock material 2026-09-25 13:01:30 +02:00
COCA 2f7995219b pants uv cap fix 2026-09-21 16:51:26 +02:00
Lucien 38ce412155 Remove the pickup animation ocurring before every eat/drink animation 2026-09-14 15:30:07 +02:00
IIGM1BII c1151f96bb Import/Fix: Shell Clam Open 02 2026-09-14 14:43:25 +02:00
IIGM1BII 6ae285b9d6 Import/Fix: Sea Shell open 2026-09-14 14:13:57 +02:00
Williams 5daaf3f43b add webdoor 2026-09-11 19:13:52 +02:00
Arthur BOUCHER 6b7858bd24 fix human animations 2026-09-10 10:45:31 +02:00
Williams 4335bbc443 Change material 2026-09-09 23:01:59 +02:00
Williams 7a3e8d523d Change Valper beach 2026-09-09 16:01:25 +02:00
IIGM1BII cf7ffb7822 Import/Fix: Prefab piece chess 2026-09-08 15:14:07 +02:00
Lucien 4e1633b335 Fix the training dummy material 2026-09-07 14:34:50 +02:00
Lucien 7a0016caca Put holes in valper terrain so that there is no ground above ground 2026-09-07 10:44:21 +02:00
IIGM1BII 5bf79e2984 Update fix: shoes 2026-09-04 11:54:56 +02:00
IIGM1BII d2c0efe0d9 Import/Fix:Piece chess 2026-09-03 17:28:32 +02:00
IIGM1BII 006d53e9e0 Import/ Fix: Shoes skin 2026-09-03 16:36:29 +02:00
Williams 22e5851be1 add game 2026-09-02 11:54:00 +02:00
Lucien 88ed237f6b Tweak the invisible item so it's even more invisible 2026-09-02 10:14:17 +02:00
IIGM1BII a736e62ce5 Import/Fix:Torch 2026-09-01 10:55:14 +02:00
Lucien a43f882978 Remove tree associated scripts & data from content folder 2026-08-31 13:42:37 +02:00
Williams 3a4a673a17 Add a meta tag. I don't know why… Unity sucks, especially after midnight. 2026-08-28 00:28:53 +02:00
Lucien 93fe1b96c1 Delete a redundant prefab 2026-08-26 16:47:02 +02:00
Williams 8d17d72735 Add FBX missing 2026-08-26 14:45:14 +02:00
IIGM1BII b3273c712d Stonebookbis 2026-08-26 14:32:49 +02:00
IIGM1BII c106f923b1 Import/Fix:Stonebook 2026-08-26 14:32:29 +02:00
Lucien b5f7f21975 Update invisible mat 2026-08-26 13:51:13 +02:00
DraiRuben 6a1d7a9f44 Removed spammy log 2026-08-26 12:13:13 +02:00
Williams c75eb19247 add pedestal and token 2026-08-26 11:55:57 +02:00
Williams 36208af3a4 Fix Cave and Valper 2026-08-26 04:11:29 +02:00
Lucien fc99e2332d Disable shadow casting on grass prefab 2026-08-25 11:44:02 +02:00
Lucien 196830af3b Change invisible mat to be truly invisible 2026-08-25 11:37:13 +02:00
MatthieuBourdeauandLucien 23a0077f92 Add a transparent red mat 2026-08-25 11:31:30 +02:00
DraiRubenandLucien 05c2c7c41c Fix fox animator once again 2026-08-25 10:05:45 +02:00
DraiRubenandLucien 9ca6c0851d Fixed Fox animator not sitting 2026-08-25 10:05:44 +02:00
DraiRubenandLucien 0e7def31f3 Fixed sit & lay for fox animator 2026-08-25 10:05:44 +02:00
Lucien aa9dc76b5e Fix non looping animations for lizard man 2026-08-25 10:05:44 +02:00
MatthieuBourdeau 4ec5336ea6 Update water material 2026-08-24 20:50:45 +02:00
Lucien bba368b2ad Move a lizard man prefab over to toria res 2026-08-24 15:43:37 +02:00
Lucien efc4222557 Change a material render order 2026-08-24 15:08:18 +02:00
Williams f9fc069cdc add shield 2026-08-24 11:43:39 +02:00
Williams 7b2605561b add decal 2026-08-24 11:09:47 +02:00
Williams 59733435cc Change git ignore and add lizard men 2026-08-24 10:36:57 +02:00
Lucien d39abe5067 Move some assets to ToriaRes 2026-08-24 10:21:25 +02:00
Williams f6263fe549 add assets Working at night doesn't drive me crazy; all my personalities agree on that. 2026-08-24 00:50:57 +02:00
Williams 306eb9a3ce Asset renamer kill my work 2026-08-23 00:22:28 +02:00
Williams 61694da9ab Animator spider 2026-08-21 15:31:53 +02:00
Williams b345914f9d Add fence and spider 2026-08-21 15:24:39 +02:00
DraiRuben 4ad19a059b Fixed hurt & attack anim blocking movement too long 2026-08-21 11:50:50 +02:00
Lucien 7faf1b6859 Fix trees not clickable when they are entities 2026-08-21 11:07:03 +02:00
IIGM1BII 0c01da525d Import/Fix:Nut 2026-08-20 16:45:44 +02:00
Williams dcb543deef CandleFlame 2026-08-20 15:51:48 +02:00
Williams 1078a43f62 Flame textures 2026-08-20 15:47:33 +02:00
Williams 344b058dfe add torch and fix dungeon level 2026-08-20 15:37:11 +02:00
Lucien 8585ae022e Temporary fix for trees blocking raycasts 2026-08-20 15:22:50 +02:00
Lucien 72e22272f3 Torch anim 2026-08-20 13:50:14 +02:00
IIGM1BII 72ab27fdd6 Fix:Color Backpack 2026-08-20 12:19:42 +02:00
IIGM1BII e94f60bc4d Import/fix:Bed Primitive 2026-08-20 12:16:12 +02:00
Williams 1984f2f07c add Cam component 2026-08-20 00:01:05 +02:00
Lucien 8b776ee2a5 Fix a null ref when opening a scene with enviro disabled 2026-08-19 17:10:56 +02:00
IIGM1BII 9dcfb5f163 Import/Fix: Tent Primitive 2026-08-19 17:03:54 +02:00
DraiRuben da2bde83dc Fixed edge fusion fusing with excluded layers 2026-08-19 14:57:02 +02:00
DraiRuben a40affcea3 Revert edge fusion code changes 2026-08-19 14:56:35 +02:00
Lucien 1fafbc2211 Add a placeholder book asset 2026-08-19 14:20:54 +02:00
Lucien 3e85e8b008 Delete and rename a few prefabs 2026-08-19 14:11:43 +02:00
Lucien d448f909a1 Fix terrain layers again 2026-08-19 12:23:01 +02:00
DraiRuben eeb462cca1 Fixed sit anims not properly assigned 2026-08-19 12:20:43 +02:00
Williams df7f017639 Supress for ever of f layer 2026-08-19 11:54:17 +02:00
Williams c995e77739 add Layer Ground79 2026-08-19 11:50:59 +02:00
Lucien 58eb962456 Update one last layer 2026-08-19 11:37:42 +02:00
Williams 2bd06065f5 suppress flower 2026-08-19 11:34:25 +02:00
Lucien 8fa4672da0 Update big rock materials 2026-08-19 11:29:50 +02:00
Williams bf16a09eae Ad Big Rock for my big Rock 2026-08-19 11:23:07 +02:00
Williams bf4c6cc077 Add layers 2026-08-19 11:18:49 +02:00
Williams a95dd61c47 Add terrain terrain texture 2026-08-19 11:04:00 +02:00
Lucien d90ef5c33d Fix lay anim metas 2026-08-19 11:02:23 +02:00
Williams 46877751cd Add layers terrain 2026-08-19 10:48:36 +02:00
Arthur BOUCHER bef1a53405 fix sit on the floor 4 2026-08-18 15:14:22 +02:00
Arthur BOUCHER d5f9a5b285 fix lay start en end anim 2026-08-18 15:06:00 +02:00
Arthur BOUCHER 3d6698278b fix sit and lay offsets and feet height 2026-08-18 14:37:04 +02:00
DraiRuben 025d189ef9 Fixed edgeFusion blend layers not working as intended 2026-08-18 14:35:47 +02:00
Williams 8f41427131 Add shelter 2026-08-18 10:26:25 +02:00
IIGM1BII 3b4f56b77f Import/fix:Dryer 2026-08-18 10:23:06 +02:00
IIGM1BII ea61b071ad Import/Fix:Dryer 2026-08-17 17:52:12 +02:00
Arthur BOUCHER 34c2b795ba fix sitting on floor butt and feet position 2026-08-17 17:34:29 +02:00
IIGM1BII b4eb886341 Import/Fix: Bed/Tent Primitive 2026-08-17 14:08:25 +02:00
Lucien 4ccbd84a1e Update a few materials 2026-08-17 12:38:54 +02:00
Lucien 3de8ff8c7f Fix a material 2026-08-17 11:48:13 +02:00
IIGM1BII 3043490ff7 Import/Fix: Bed Primitive/ Tent Primitive 2026-08-17 11:10:39 +02:00
Williams 85cf3902ac add deco 2026-08-14 16:02:58 +02:00
IIGM1BII a9ab18ab24 Import/Fix:Poultry Feather 2026-08-14 08:35:15 +02:00
IIGM1BII 189b9bbe18 Impot/Fix:Poultry liver 2026-08-14 08:21:57 +02:00
IIGM1BII 86382dd88b Import/Fix:Poultry Leg 2026-08-14 08:14:16 +02:00
IIGM1BII ae872c90ee Import_Fix:Poultry intestines 2026-08-14 08:05:12 +02:00
IIGM1BII 61c93fae09 Import/Fix:Poultry Heart 2026-08-14 06:55:22 +02:00
IIGM1BII 99aa907a24 Import/Fix:Poultry Gizzard 2026-08-14 06:48:29 +02:00
IIGM1BII 7befb9716b Import/Fix:Poultry Fillet 2026-08-14 06:41:12 +02:00
IIGM1BII 463472261c Import/Fix:Poultry feet 2026-08-14 06:31:01 +02:00
IIGM1BII 46807e1483 Import/Fix:Poultry Carcass 2026-08-14 06:21:04 +02:00
IIGM1BII 993e1cbbd4 Import/Fix:Oyster 2026-08-14 05:48:12 +02:00
IIGM1BIIandDraiRuben ddf2e5a6a4 Import/Fix:Mold 2026-08-13 16:57:03 +02:00
Williams d2d75a6656 Beautify addon 2026-08-13 16:49:22 +02:00
Williams 4c5f11522d add Beauty addon by W.Fortage Best Ever 2026-08-13 16:46:35 +02:00
Williams 3251a27aa8 Add moss and change post process 2026-08-13 16:39:22 +02:00
IIGM1BII da975665f7 Import/Fix:Crab Meat 2026-08-13 15:43:38 +02:00
IIGM1BII c1ce35b0d8 Import/Fix:Thimble 2026-08-13 15:31:57 +02:00
IIGM1BII d4f74adab8 Import/Fix:Fiber Nettle 2026-08-13 15:31:33 +02:00
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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;
}
void Update() {
if (angularSpeed <= 0f || amplitude == 0f) return;
phase += angularSpeed * Time.deltaTime;
if (phase > Mathf.PI * 2f) phase -= Mathf.PI * 2f;
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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distanceCompensation:
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m_Value: 0
enableIntraObjectFusion:
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m_Value: 0
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sampleCount:
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m_Value: 0
compareSameSide:
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m_Value: 0
comparePanning:
m_OverrideState: 0
m_Value: 0.5
compareLineAngle:
m_OverrideState: 0
m_Value: 1.4
compareLineWidth:
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m_Value: 0.002
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[InternetShortcut]
URL=https://kronnect.com/guides/edge-fusion-introduction/
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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;
}
}
}
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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:
Binary file not shown.
@@ -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:
internalID: 0
vertices: []
indices:
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weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
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@@ -0,0 +1,114 @@
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TextureImporter:
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externalObjects: {}
serializedVersion: 13
mipmaps:
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mipMapsPreserveCoverage: 0
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mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
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externalNormalMap: 0
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streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
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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:
- serializedVersion: 3
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:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
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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

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