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edgedetect-postprocessingunity's Introduction

EdgeDetect-PostProcessingUnity

Port of the legacy Unity "Edge Detect Normals" image effect to Post Processing Stack v2

Screenshot

Installation

Place the EdgeDetect-PostProcessingUnity folder anywhere in your project, and make sure that Post Processing Stack v2 is in the project as well.

Usage

The new effect should be available for a post processing profile with different injection points:

  • Add effect... > Unity Legacy > Edge Detection (Before Transparent) Will render the Edge Detect effect before transparent objects are rendered, recommended for Legacy renderer (doesn't work with Scriptable Render Pipelines at time of writing - september 2018)
  • Add effect... > Unity Legacy > Edge Detection (Before Stack) Will render the Edge Detect effect before the built-in Post Processing Stack effects, recommended for Scriptable Render Pipelines
  • Add effect... > Unity Legacy > Edge Detection (After Stack) Will render the Edge Detect effect after the built-in Post Processing Stack effects, if you want the edges to appear on top of everything

edgedetect-postprocessingunity's People

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edgedetect-postprocessingunity's Issues

Add package.json for use with UPM

It would be sweet if you could add a package.json (along with the .meta file) so that it could be used in 2018.3.x editors without having to download the folder into assets, but instead by referencing it with the Package Manager.

The json entry in the manifest.json would end up looking like this:
"com.jean-moreno.edgedetection": "https://github.com/jean-moreno/EdgeDetect-PostProcessingUnity.git",

If you need some directions on how to set this up, let me know.
Sick stuff btw, keep it up.
👍

Effect looks broken on SRP 2

  • Unity 2018.2.0f2
  • SRP 2.0.5-pre
  • LWRP 2.0.5-pre
  • PPS 2.0.8-pre

The new Unity release of 2018's will cause the defined Background Color to be put over the skybox and bloom, its an effect that cant be fully disabled, sliding the Edges only factor around will in-/decrease its effect.

Replacing the PostProcessEvent definition above the EdgeDetectPostProcessing class with BeforeStack will fix it, as BeforeTransparent now no longer handles it properly, this will cause issues with the intent of drawing lines on top of transparent objects.

https://imgur.com/MXSEnPn
https://imgur.com/tZcI623

Some effects don't work with Lighweight Pipeline SRP

Not working with ScriptableRenderPipeline Lightweight + PostProcessing v2 + Unity 2018.1.0b10

The game view Appears BLACK and the edges starts to appear when I slide the edges only slider to the right but with white background.

Edge color

Hello Jean,
Thx for this awsome work !
I just want to know, how it's possible to change edge color ?
I'm a newbie in shader but, i will do my best for understand.

Edge Detection and Fog

We we previously using the v1 stack on Unity 2017 with the old legacy Unity edge detection script. We've just updated to 2018, the v2 stack and started using this effect with the stack. The only issue we have run into is that the outlines are now drawing on top of the fog. Is it possible to change this or is it related to how fog is applied in the post processing stack now?

Unity 2018.3.0 and PostProcessing 2.1.2

The effect doesn't seem to work at all after updating Unity and the post processing stack. It doesn't edge highlight at all with any of the effect sorting options and in some of them it just blacks out the entire screen.

Destroys Post Processing in Standalone Build

Hello,

So I just updated Post Processing v2, and found that this script is killing the Post Processing Stack on a standalone build. The effects work perfectly fine in the Editor. It does not matter where in the stack it is, the problem still exists. It also doesn't matter is nothing at all is selected, as long as the effect is either set to "on" or checked enabled it will break the entire stack.

Edit: One more thing to note: It can be the only effect in the stack and it breaks the post processing.

VR

Hi,

Any chance of modifying the Sobel modes to work with VR? Or if you can point me in the right direction on how to modify the Shaders themselves for VR?

Thanks.

Path issue with unity 2018.1

Description

I tried to use this effect with:

  • new unity 2018.1
  • new post processing stack provided through package manager
  • no RP, the standard legacy rendering

But it doesn't work.
After few minutes I finally managed to get a proper error:

failed to open source file: ‘Assets/PostProcessing/Shaders/StdLib.hlsl’

It's just the path to stdlib.hlsl which is not the same anymore.

#include "PostProcessing/Shaders/StdLib.hlsl"

With this small fix, it works 👍
image

P.S. Thanks a lot for this repo, I was about to write exactly the same :)

[request?] colored outlines?

Hi! Thank you for making this, it's seriously great.

Is there a way to change the color of the outlines? They seem to be hardcoded solid black.

Android Build

Does this post process support android build?
When i try using after stack my screen is black and Android Device Monitor show mi error logs:
09-19 20:08:47.459: E/Unity(20961): MissingMethodException: Default constructor not found for type EdgeDetectPostProcessingRenderer_AfterStack
09-19 20:08:47.459: E/Unity(20961): at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0
09-19 20:08:47.459: E/Unity(20961): at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0
09-19 20:08:47.459: E/Unity(20961): at UnityEngine.Rendering.PostProcessing.PostProcessBundle.get_renderer () [0x00000] in <00000000000000000000000000000000>:0
09-19 20:08:47.459: E/Unity(20961): at UnityEngine.Rendering.PostProcessing.PostProcessLayer.SetLegacyCameraFlags (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) [0x00000] in <00000000000000000000000000000000>:0
09-19 20:08:47.459: E/Unity(20961): at UnityEngine.Rendering.PostProcessing.PostProcessLayer.SetupContext (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) [0x00000] in <00000000000000000000000000000000>:0
09-19 20:08:47.459: E/Unity(20961): at UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () [0x00000] in <00000000000000000000000000000000>:0
09-19 20:08:47.459: E/Unity(20961): at
09-19 20:08:48.279: E/Unity(20961): MissingMethodException: Default constructor not found for type EdgeDetectPostProcessingRenderer_AfterStack

[Request] Edge Blur

it would be great if be available edge blur feature on this awesome plugin :]
thanks.

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