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iteration, which is always zero + [unroll] for (int i = 0; i < 9; i++) { + float depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV + sobelSamplePoints[i] * Thickness); + sobel += depth * float2(sobelXMatrix[i], sobelYMatrix[i]); + } + // Get the final sobel value + OUT = length(sobel); +} + +#endif \ No newline at end of file diff --git a/Assets/Shaders/Includes/EdgeDetectionOutlinesInclude.hlsl.meta b/Assets/Shaders/Includes/EdgeDetectionOutlinesInclude.hlsl.meta new file mode 100644 index 00000000..dd25700e --- /dev/null +++ b/Assets/Shaders/Includes/EdgeDetectionOutlinesInclude.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b8487a12f6d904444ae81e4cb610612f +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Includes/SimpleClouds.hlsl b/Assets/Shaders/Includes/SimpleClouds.hlsl new file mode 100644 index 00000000..69c0d2d6 --- /dev/null +++ b/Assets/Shaders/Includes/SimpleClouds.hlsl @@ -0,0 +1,68 @@ +#ifndef SIMPLECLOUDS_INCLUDED +#define SIMPLECLOUDS_INCLUDED + +static float hash(float2 p) +{ + p = frac(p * float2(123.34, 456.21)); + p += dot(p, p + 45.32); + return frac(p.x * p.y); +} + +static float noise(float2 p) +{ + float2 i = floor(p); + float2 f = frac(p); + float a = hash(i + float2(0.0, 0.0)); + float b = hash(i + float2(1.0, 0.0)); + float c = hash(i + float2(0.0, 1.0)); + float d = hash(i + float2(1.0, 1.0)); + float2 u = f * f * (3.0 - 2.0 * f); + return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y); +} + +static float fbm(float2 p) +{ + float v = 0.0; + float amp = 0.5; + float freq = 1.0; + [unroll] + for (int i = 0; i < 4; ++i) + { + v += amp * noise(p * freq); + freq *= 2.0; + amp *= 0.5; + } + return v; +} + +void SimpleClouds_float(float2 UV, float Time, float Scale, float Density, float Speed, float4 Color, float mode, out float4 OUT) +{ + if (mode != 0.0f) { + float t = Time * Speed; + + float2 p = UV * Scale + float2(0, t); + + float c = lerp(fbm(p), fbm(p * 2.0 + 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streamingMipmapsAddAllCameras: 1 streamingMipmapsMemoryBudget: 512 @@ -116,13 +146,23 @@ QualitySettings: resolutionScalingFixedDPIFactor: 1 customRenderPipeline: {fileID: 11400000, guid: 7b7fd9122c28c4d15b667c7040e3b3fd, type: 2} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] + m_TextureMipmapLimitGroupNames: [] m_PerPlatformDefaultQuality: Android: 1 CloudRendering: 2 - Lumin: 2 GameCoreScarlett: 2 GameCoreXboxOne: 2 + Lumin: 2 Nintendo Switch: 2 PS4: 2 PS5: 2 diff --git a/README.md b/README.md index 8e7521e3..fad7f957 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,61 @@ # HW 4: *3D Stylization* +## Submission + +Here is a simple turnaround for the scene including cuphead. To be honest I was trying to find some more models, but still failed to find models that really fit this scene settings. + +[mode 0](https://github.com/user-attachments/assets/4f3f8567-d15a-4123-9e6f-6f9c57824eeb) + +[mode 1](https://github.com/user-attachments/assets/0db88a12-e83e-4831-9a85-68a22265b7f8) + +## Task 1 + +For this one, I'd like to choose either the pokemon ball for that highlight and shiny color (link unable to use with reason not sure); or I'll do this cuphead by [Emma Koch](https://www.artstation.com/ekoch) (hope I cite correctly, will check in the future). + +![cuphead](cuphead.jpg) + +## Task 2 + +For Part 1, I have multiple light done, and have a try for Rim Highlight. + +![Rim test](Part%202.1.png) + +Then I tried to change the highlight to black in order to use it for cuphead. + +![Rim prepare](Part%202.1%20mod.png) + +To be honest this one is not so good, but I'm not sure how to add thickness to the highlight yet, and I'll check in the future. + +For the texture mapping, there are bugs for showing shadows in this project with unknown reason. Only default material may get correct shadow here. Will try to fix and implement textured shadow in the future. + +For Part 2, I have done this simple animated color based on time changes. I'll try to develop more changes in the future. + +![color change](color%20vary.gif) + +## Task 3 + +Simply show my results of learning here. + +### Part 3.1 + +![3.1](Part%203.1.png) + +### Part 3.2 +![3.2](Part%203.2.png) + +### Part 3.3 +![3.3 depth](Part%203.3%20depth.png) +![3.3 Normal](Part%203.3%20Normal.png) + +(By following the tutorial, the surface normal has been ignored) + +### Part 3.4 +![3.4](Part%203.4%20Simple.gif) + +## Other tasks + +All tasks' requirements should be included in the video shown at the beginning, including a fog or cloud like drifting through the screen and a really simple scene with a cuphead model imported. For interactivity, the scene may change between two modes simply by pressing the space. + ## Project Overview: In this assignment, you will use a 2D concept art piece as inspiration to create a 3D Stylized scene in Unity. This will give you the opportunity to explore stylized graphics techniques alongside non-photo-realistic (NPR) real-time rendering workflows in Unity. diff --git a/Record mode 0.mp4 b/Record mode 0.mp4 new file mode 100644 index 00000000..100dde89 Binary files /dev/null and b/Record mode 0.mp4 differ diff --git a/Record mode 1.mp4 b/Record mode 1.mp4 new file mode 100644 index 00000000..f89242d3 Binary files /dev/null and b/Record mode 1.mp4 differ diff --git a/color vary.gif b/color vary.gif new file mode 100644 index 00000000..156318cd Binary files /dev/null and b/color vary.gif differ diff --git a/cuphead.jpg b/cuphead.jpg new file mode 100644 index 00000000..ce6a5e75 Binary files /dev/null and b/cuphead.jpg differ