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URP-ScreenSpaceCavity

How to preview

Tested with Unity version - 2020.3 URP version - 10.7

Configurable parameters

  • Type:
    • Curvature - highlights only the edges of objects.
    • Cavity - highlights the edges with the Ambient Occlusion effect.
    • Both - well, it's understandable 🤷‍♂️.
  • Curvature:
    • Scale - effect width.
    • Ridge - effect ntensivity for ridge (white).
    • Valley - effect ntensivity for valley (black).
  • Cavity:
    • Distance - distance of effect from edge.
    • Attenuation - fading out the effect relative to the camera (relevant for nearby objects).
    • Ridge - effect ntensivity for ridge (white).
    • Valley - effect ntensivity for valley (black).
    • Samples - number of passes to calculate the effect.

Shader setup

Here is an example of parts of the code for the shader to work with Cavity:

#if defined (_SCREEN_SPACE_CAVITY)
  #include "CavityInput.hlsl"
#endif
#pragma multi_compile_fragment _ _SCREEN_SPACE_CAVITY
#pragma multi_compile _ _CAVITY_DEBUG
#if defined (_SCREEN_SPACE_CAVITY)
  if (_CavityEnabled)
  {
    float2 normalizedUV = GetNormalizedScreenSpaceUV(input.positionCS);
    half cavity = SampleCavity(normalizedUV);
    #ifdef _CAVITY_DEBUG
      albedo.rgb = cavity * 2.0;
    #else
      bakedGI *= cavity * 4.0;
      lightColor *= cavity * 4.0;
    #endif
  }
#endif

The main thing is to get the cavity value and use it to apply the color:

#include "CavityInput.hlsl"
float2 normalizedUV = GetNormalizedScreenSpaceUV(input.positionCS);
half cavity = SampleCavity(normalizedUV);
color *= cavity * 4.0;

Attention! A custom shader must have passes for normals and depths.

Notes

Good to everyone!:v: