Polishes
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@@ -28,15 +28,16 @@ Material:
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- _Brightness: 1.1
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- _ColorLevels: 12
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- _Contrast: 1.05
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- _DepthEdgesEnabled: 1
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- _DepthEdgesEnabled: 0
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- _DepthThreshold: 0.08
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- _EdgeStrength: 1
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- _NormalEdgesEnabled: 1
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- _MasterEnabled: 1
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- _NormalEdgesEnabled: 0
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- _NormalThreshold: 1
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- _OutlineThickness: 1
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- _PixelHeight: 200
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- _PixelateEnabled: 1
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- _PosterizeEnabled: 1
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- _PixelateEnabled: 0
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- _PosterizeEnabled: 0
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- _Saturation: 1.35
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m_Colors:
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- _OutlineColorInner: {r: 0, g: 0, b: 0, a: 1}
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@@ -2,6 +2,7 @@ Shader "Hidden/ProjectM/PixelOutline"
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{
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Properties
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{
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[ToggleUI] _MasterEnabled ("Master (whole effect)", Float) = 1
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_PixelHeight ("Pixel Grid Height", Float) = 200
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[ToggleUI] _PosterizeEnabled ("Posterize (banded color)", Float) = 1
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_ColorLevels ("Posterize Levels / channel", Range(2,64)) = 12
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@@ -39,6 +40,7 @@ Shader "Hidden/ProjectM/PixelOutline"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float _MasterEnabled;
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float _PixelHeight;
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float _PosterizeEnabled;
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float _ColorLevels;
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@@ -65,6 +67,10 @@ Shader "Hidden/ProjectM/PixelOutline"
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{
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float2 uv = input.texcoord;
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// Master bypass: return the untouched scene (dev on/off for the whole style).
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if (_MasterEnabled < 0.5)
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return half4(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv).rgb, 1.0);
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// Fixed, square-pixel low-res grid derived from a target grid height.
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float aspect = _ScreenParams.x / max(_ScreenParams.y, 1.0);
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float2 res = float2(max(_PixelHeight * aspect, 1.0), max(_PixelHeight, 1.0));
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