Commit 3fd6ce06 authored by 18신대성's avatar 18신대성

외곽선 WIP

parent 01c74cd5
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using System;
using System.Collections.Generic;
namespace cakeslice
{
public class LinkedSet<T> : IEnumerable<T>
{
private LinkedList<T> list;
private Dictionary<T, LinkedListNode<T>> dictionary;
public LinkedSet()
{
list = new LinkedList<T>();
dictionary = new Dictionary<T, LinkedListNode<T>>();
}
public LinkedSet(IEqualityComparer<T> comparer)
{
list = new LinkedList<T>();
dictionary = new Dictionary<T, LinkedListNode<T>>(comparer);
}
public bool Contains(T t)
{
return dictionary.ContainsKey(t);
}
public bool Add(T t)
{
if (dictionary.ContainsKey(t))
{
return false;
}
LinkedListNode<T> node = list.AddLast(t);
dictionary.Add(t, node);
return true;
}
public void Clear()
{
list.Clear();
dictionary.Clear();
}
public AddType AddOrMoveToEnd(T t)
{
LinkedListNode<T> node;
if (dictionary.Comparer.Equals(t, list.Last.Value))
{
return AddType.NO_CHANGE;
}
else if (dictionary.TryGetValue(t, out node))
{
list.Remove(node);
node = list.AddLast(t);
dictionary[t] = node;
return AddType.MOVED;
}
else
{
node = list.AddLast(t);
dictionary[t] = node;
return AddType.ADDED;
}
}
public bool Remove(T t)
{
LinkedListNode<T> node;
if (dictionary.TryGetValue(t, out node) && dictionary.Remove(t))
{
list.Remove(node);
return true;
}
else
{
return false;
}
}
public void ExceptWith(IEnumerable<T> enumerable)
{
foreach (T t in enumerable)
{
Remove(t);
}
}
public IEnumerator<T> GetEnumerator ()
{
return list.GetEnumerator();
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator ()
{
return list.GetEnumerator();
}
public enum AddType
{
/// <summary>
/// No changes were made
/// </summary>
NO_CHANGE,
/// <summary>
/// The value was added
/// </summary>
ADDED,
/// <summary>
/// The value was moved to the end.
/// </summary>
MOVED
}
}
}
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/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
namespace cakeslice
{
[ExecuteInEditMode]
[RequireComponent(typeof(Renderer))]
public class Outline : MonoBehaviour
{
public Renderer Renderer { get; private set; }
public int color;
public bool eraseRenderer;
[HideInInspector]
public int originalLayer;
[HideInInspector]
public Material[] originalMaterials;
private void Awake()
{
Renderer = GetComponent<Renderer>();
}
void OnEnable()
{
IEnumerable<OutlineEffect> effects = Camera.allCameras.AsEnumerable()
.Select(c => c.GetComponent<OutlineEffect>())
.Where(e => e != null);
foreach (OutlineEffect effect in effects)
{
effect.AddOutline(this);
}
}
void OnDisable()
{
IEnumerable<OutlineEffect> effects = Camera.allCameras.AsEnumerable()
.Select(c => c.GetComponent<OutlineEffect>())
.Where(e => e != null);
foreach (OutlineEffect effect in effects)
{
effect.RemoveOutline(this);
}
}
}
}
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/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
Shader "Hidden/OutlineBufferEffect" {
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
// Change this stuff in OutlineEffect.cs instead!
//ZWrite Off
//Blend One OneMinusSrcAlpha
Cull [_Culling]
Lighting Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog noshadow noambient nolightmap novertexlights noshadowmask nometa //keepalpha
#pragma multi_compile _ PIXELSNAP_ON
sampler2D _MainTex;
fixed4 _Color;
float _OutlineAlphaCutoff;
struct Input
{
float2 uv_MainTex;
//fixed4 color;
};
void vert(inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON)
v.vertex = UnityPixelSnap(v.vertex);
#endif
UNITY_INITIALIZE_OUTPUT(Input, o);
//o.color = v.color;
}
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);// * IN.color;
if (c.a < _OutlineAlphaCutoff) discard;
float alpha = c.a * 99999999;
o.Albedo = _Color * alpha;
o.Alpha = alpha;
o.Emission = o.Albedo;
}
ENDCG
}
Fallback "Transparent/VertexLit"
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
// Copyright (c) 2015 José Guerreiro. All rights reserved.
//
// MIT license, see http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
*/
Shader "Hidden/OutlineEffect"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags{ "RenderType" = "Opaque" }
LOD 200
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _OutlineSource;
struct v2f
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float _LineThicknessX;
float _LineThicknessY;
int _FlipY;
uniform float4 _MainTex_TexelSize;
half4 frag(v2f input) : COLOR
{
float2 uv = input.uv;
if (_FlipY == 1)
uv.y = uv.y;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
//half4 originalPixel = tex2D(_MainTex,input.uv, UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST));
half4 outlineSource = tex2D(_OutlineSource, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST));
const float h = .95f;
half4 sample1 = tex2D(_OutlineSource, uv + float2(_LineThicknessX,0.0));
half4 sample2 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX,0.0));
half4 sample3 = tex2D(_OutlineSource, uv + float2(.0,_LineThicknessY));
half4 sample4 = tex2D(_OutlineSource, uv + float2(.0,-_LineThicknessY));
bool red = sample1.r > h || sample2.r > h || sample3.r > h || sample4.r > h;
bool green = sample1.g > h || sample2.g > h || sample3.g > h || sample4.g > h;
bool blue = sample1.b > h || sample2.b > h || sample3.b > h || sample4.b > h;
if ((red && blue) || (green && blue) || (red && green))
return float4(0,0,0,0);
else
return outlineSource;
}
ENDCG
}
Pass
{
Tags { "RenderType"="Opaque" }
LOD 200
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _OutlineSource;
struct v2f {
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float _LineThicknessX;
float _LineThicknessY;
float _LineIntensity;
half4 _LineColor1;
half4 _LineColor2;
half4 _LineColor3;
int _FlipY;
int _Dark;
float _FillAmount;
int _CornerOutlines;
uniform float4 _MainTex_TexelSize;
half4 frag (v2f input) : COLOR
{
float2 uv = input.uv;
if (_FlipY == 1)
uv.y = 1 - uv.y;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
half4 originalPixel = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST));
half4 outlineSource = tex2D(_OutlineSource, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST));
const float h = .95f;
half4 outline = 0;
bool hasOutline = false;
half4 sample1 = tex2D(_OutlineSource, uv + float2(_LineThicknessX,0.0));
half4 sample2 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX,0.0));
half4 sample3 = tex2D(_OutlineSource, uv + float2(.0,_LineThicknessY));
half4 sample4 = tex2D(_OutlineSource, uv + float2(.0,-_LineThicknessY));
bool outside = outlineSource.a < h;
bool outsideDark = outside && _Dark;
if (_CornerOutlines)
{
// TODO: Conditional compile
half4 sample5 = tex2D(_OutlineSource, uv + float2(_LineThicknessX, _LineThicknessY));
half4 sample6 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX, -_LineThicknessY));
half4 sample7 = tex2D(_OutlineSource, uv + float2(_LineThicknessX, -_LineThicknessY));
half4 sample8 = tex2D(_OutlineSource, uv + float2(-_LineThicknessX, _LineThicknessY));
if (sample1.r > h || sample2.r > h || sample3.r > h || sample4.r > h ||
sample5.r > h || sample6.r > h || sample7.r > h || sample8.r > h)
{
outline = _LineColor1 * _LineIntensity * _LineColor1.a;
if (outsideDark)
originalPixel *= 1 - _LineColor1.a;
hasOutline = true;
}
else if (sample1.g > h || sample2.g > h || sample3.g > h || sample4.g > h ||
sample5.g > h || sample6.g > h || sample7.g > h || sample8.g > h)
{
outline = _LineColor2 * _LineIntensity * _LineColor2.a;
if (outsideDark)
originalPixel *= 1 - _LineColor2.a;
hasOutline = true;
}
else if (sample1.b > h || sample2.b > h || sample3.b > h || sample4.b > h ||
sample5.b > h || sample6.b > h || sample7.b > h || sample8.b > h)
{
outline = _LineColor3 * _LineIntensity * _LineColor3.a;
if (outsideDark)
originalPixel *= 1 - _LineColor3.a;
hasOutline = true;
}
if (!outside)
outline *= _FillAmount;
}
else
{
if (sample1.r > h || sample2.r > h || sample3.r > h || sample4.r > h)
{
outline = _LineColor1 * _LineIntensity * _LineColor1.a;
if (outsideDark)
originalPixel *= 1 - _LineColor1.a;
hasOutline = true;
}
else if (sample1.g > h || sample2.g > h || sample3.g > h || sample4.g > h)
{
outline = _LineColor2 * _LineIntensity * _LineColor2.a;
if (outsideDark)
originalPixel *= 1 - _LineColor2.a;
hasOutline = true;
}
else if (sample1.b > h || sample2.b > h || sample3.b > h || sample4.b > h)
{
outline = _LineColor3 * _LineIntensity * _LineColor3.a;
if (outsideDark)
originalPixel *= 1 - _LineColor3.a;
hasOutline = true;
}
if (!outside)
outline *= _FillAmount;
}
//return outlineSource;
if (hasOutline)
return lerp(originalPixel + outline, outline, _FillAmount);
else
return originalPixel;
}
ENDCG
}
}
FallBack "Diffuse"
}
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