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										7
									
								
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										Normal file
									
								
							
							
						
						
									
										7
									
								
								Assets/Project Files/Prefabs/Arlo/Cube.prefab.meta
									
									
									
									
									
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										36
									
								
								Assets/Project Files/Scripts/Arlo/Hover.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										36
									
								
								Assets/Project Files/Scripts/Arlo/Hover.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,36 @@
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		||||
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Hover : MonoBehaviour
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{
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    public void HoverEnd()
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		||||
							
								
								
									
										11
									
								
								Assets/Project Files/Scripts/Arlo/Hover.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Project Files/Scripts/Arlo/Hover.cs.meta
									
									
									
									
									
										Normal file
									
								
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										33
									
								
								Assets/Project Files/Scripts/Arlo/Menu.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								Assets/Project Files/Scripts/Arlo/Menu.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,33 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.InputSystem;
 | 
			
		||||
 | 
			
		||||
public class Menu : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public InputActionReference toggleReference;
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Awake()
 | 
			
		||||
    {
 | 
			
		||||
        toggleReference.action.started += Toggle;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnDestroy()
 | 
			
		||||
    {
 | 
			
		||||
        toggleReference.action.started -= Toggle;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Toggle(InputAction.CallbackContext context)
 | 
			
		||||
    {
 | 
			
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        bool isActive = gameObject.active;
 | 
			
		||||
        gameObject.SetActive(!isActive);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update()
 | 
			
		||||
    {
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Project Files/Scripts/Arlo/Menu.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Project Files/Scripts/Arlo/Menu.cs.meta
									
									
									
									
									
										Normal file
									
								
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@ -28,4 +28,10 @@ public class NoddingMovement : MonoBehaviour
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            transform.Translate(new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z) * speed * Time.deltaTime * (camera.transform.eulerAngles.x-360));
 | 
			
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        }
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    }
 | 
			
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 | 
			
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    public void toggle()
 | 
			
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    {
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        bool isActive = this.enabled;
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        this.enabled = (!isActive);
 | 
			
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    }
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}
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										21
									
								
								Assets/Project Files/Scripts/Arlo/TestRotator.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										21
									
								
								Assets/Project Files/Scripts/Arlo/TestRotator.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,21 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
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using UnityEngine;
 | 
			
		||||
 | 
			
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public class TestRotator : MonoBehaviour
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{
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    private GameObject cube;
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    // Start is called before the first frame update
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    void Start()
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    {
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        cube = GameObject.Find("Cube (1)");
 | 
			
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    }
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    // Update is called once per frame
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    void Update()
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    {
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        cube.transform.Rotate(0, 1, 0);
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    }
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										11
									
								
								Assets/Project Files/Scripts/Arlo/TestRotator.cs.meta
									
									
									
									
									
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										11
									
								
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										333
									
								
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										Normal file
									
								
							
							
						
						
									
										333
									
								
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										37
									
								
								Assets/QuickOutline/Readme.txt
									
									
									
									
									
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								Assets/QuickOutline/Readme.txt
									
									
									
									
									
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 | 
			
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Quick Outline
 | 
			
		||||
=============
 | 
			
		||||
 | 
			
		||||
Developed by Chris Nolet (c) 2018
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
Instructions
 | 
			
		||||
------------
 | 
			
		||||
 | 
			
		||||
To add an outline to an object, drag-and-drop the Outline.cs
 | 
			
		||||
script onto the object. The outline materials will be loaded
 | 
			
		||||
at runtime.
 | 
			
		||||
 | 
			
		||||
You can also add outlines programmatically with:
 | 
			
		||||
 | 
			
		||||
    var outline = gameObject.AddComponent<Outline>();
 | 
			
		||||
 | 
			
		||||
    outline.OutlineMode = Outline.Mode.OutlineAll;
 | 
			
		||||
    outline.OutlineColor = Color.yellow;
 | 
			
		||||
    outline.OutlineWidth = 5f;
 | 
			
		||||
 | 
			
		||||
The outline script does a small amount of work in Awake().
 | 
			
		||||
For best results, use outline.enabled to toggle the outline.
 | 
			
		||||
Avoid removing and re-adding the component if possible.
 | 
			
		||||
 | 
			
		||||
For large meshes, you may also like to enable 'Precompute
 | 
			
		||||
Outline' in the editor. This will reduce the amount of work
 | 
			
		||||
performed in Awake().
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
Troubleshooting
 | 
			
		||||
---------------
 | 
			
		||||
 | 
			
		||||
If the outline appears off-center, please try the following:
 | 
			
		||||
 | 
			
		||||
1. Set 'Read/Write Enabled' on each model's import settings.
 | 
			
		||||
2. Disable 'Optimize Mesh Data' in the player settings.
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										81
									
								
								Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										81
									
								
								Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,81 @@
 | 
			
		||||
//
 | 
			
		||||
//  OutlineFill.shader
 | 
			
		||||
//  QuickOutline
 | 
			
		||||
//
 | 
			
		||||
//  Created by Chris Nolet on 2/21/18.
 | 
			
		||||
//  Copyright © 2018 Chris Nolet. All rights reserved.
 | 
			
		||||
//
 | 
			
		||||
 | 
			
		||||
Shader "Custom/Outline Fill" {
 | 
			
		||||
  Properties {
 | 
			
		||||
    [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
 | 
			
		||||
 | 
			
		||||
    _OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
 | 
			
		||||
    _OutlineWidth("Outline Width", Range(0, 10)) = 2
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  SubShader {
 | 
			
		||||
    Tags {
 | 
			
		||||
      "Queue" = "Transparent+110"
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		||||
      "RenderType" = "Transparent"
 | 
			
		||||
      "DisableBatching" = "True"
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    Pass {
 | 
			
		||||
      Name "Fill"
 | 
			
		||||
      Cull Off
 | 
			
		||||
      ZTest [_ZTest]
 | 
			
		||||
      ZWrite Off
 | 
			
		||||
      Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
      ColorMask RGB
 | 
			
		||||
 | 
			
		||||
      Stencil {
 | 
			
		||||
        Ref 1
 | 
			
		||||
        Comp NotEqual
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      CGPROGRAM
 | 
			
		||||
      #include "UnityCG.cginc"
 | 
			
		||||
 | 
			
		||||
      #pragma vertex vert
 | 
			
		||||
      #pragma fragment frag
 | 
			
		||||
 | 
			
		||||
      struct appdata {
 | 
			
		||||
        float4 vertex : POSITION;
 | 
			
		||||
        float3 normal : NORMAL;
 | 
			
		||||
        float3 smoothNormal : TEXCOORD3;
 | 
			
		||||
        UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
			
		||||
      };
 | 
			
		||||
 | 
			
		||||
      struct v2f {
 | 
			
		||||
        float4 position : SV_POSITION;
 | 
			
		||||
        fixed4 color : COLOR;
 | 
			
		||||
        UNITY_VERTEX_OUTPUT_STEREO
 | 
			
		||||
      };
 | 
			
		||||
 | 
			
		||||
      uniform fixed4 _OutlineColor;
 | 
			
		||||
      uniform float _OutlineWidth;
 | 
			
		||||
 | 
			
		||||
      v2f vert(appdata input) {
 | 
			
		||||
        v2f output;
 | 
			
		||||
 | 
			
		||||
        UNITY_SETUP_INSTANCE_ID(input);
 | 
			
		||||
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 | 
			
		||||
 | 
			
		||||
        float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
 | 
			
		||||
        float3 viewPosition = UnityObjectToViewPos(input.vertex);
 | 
			
		||||
        float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
 | 
			
		||||
 | 
			
		||||
        output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
 | 
			
		||||
        output.color = _OutlineColor;
 | 
			
		||||
 | 
			
		||||
        return output;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      fixed4 frag(v2f input) : SV_Target {
 | 
			
		||||
        return input.color;
 | 
			
		||||
      }
 | 
			
		||||
      ENDCG
 | 
			
		||||
    }
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										33
									
								
								Assets/QuickOutline/Resources/Shaders/OutlineMask.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								Assets/QuickOutline/Resources/Shaders/OutlineMask.shader
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,33 @@
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//
 | 
			
		||||
//  OutlineMask.shader
 | 
			
		||||
//  QuickOutline
 | 
			
		||||
//
 | 
			
		||||
//  Created by Chris Nolet on 2/21/18.
 | 
			
		||||
//  Copyright © 2018 Chris Nolet. All rights reserved.
 | 
			
		||||
//
 | 
			
		||||
 | 
			
		||||
Shader "Custom/Outline Mask" {
 | 
			
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  Properties {
 | 
			
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 | 
			
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		||||
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		||||
    }
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		||||
 | 
			
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    Pass {
 | 
			
		||||
      Name "Mask"
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		||||
      Cull Off
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		||||
      ZTest [_ZTest]
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      ZWrite Off
 | 
			
		||||
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										10
									
								
								Assets/QuickOutline/Scripts.meta
									
									
									
									
									
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										309
									
								
								Assets/QuickOutline/Scripts/Outline.cs
									
									
									
									
									
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								Assets/QuickOutline/Scripts/Outline.cs
									
									
									
									
									
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							@ -0,0 +1,309 @@
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//
 | 
			
		||||
//  Outline.cs
 | 
			
		||||
//  QuickOutline
 | 
			
		||||
//
 | 
			
		||||
//  Created by Chris Nolet on 3/30/18.
 | 
			
		||||
//  Copyright © 2018 Chris Nolet. All rights reserved.
 | 
			
		||||
//
 | 
			
		||||
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
[DisallowMultipleComponent]
 | 
			
		||||
 | 
			
		||||
public class Outline : MonoBehaviour {
 | 
			
		||||
  private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
 | 
			
		||||
 | 
			
		||||
  public enum Mode {
 | 
			
		||||
    OutlineAll,
 | 
			
		||||
    OutlineVisible,
 | 
			
		||||
    OutlineHidden,
 | 
			
		||||
    OutlineAndSilhouette,
 | 
			
		||||
    SilhouetteOnly
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  public Mode OutlineMode {
 | 
			
		||||
    get { return outlineMode; }
 | 
			
		||||
    set {
 | 
			
		||||
      outlineMode = value;
 | 
			
		||||
      needsUpdate = true;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  public Color OutlineColor {
 | 
			
		||||
    get { return outlineColor; }
 | 
			
		||||
    set {
 | 
			
		||||
      outlineColor = value;
 | 
			
		||||
      needsUpdate = true;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  public float OutlineWidth {
 | 
			
		||||
    get { return outlineWidth; }
 | 
			
		||||
    set {
 | 
			
		||||
      outlineWidth = value;
 | 
			
		||||
      needsUpdate = true;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  [Serializable]
 | 
			
		||||
  private class ListVector3 {
 | 
			
		||||
    public List<Vector3> data;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  [SerializeField]
 | 
			
		||||
  private Mode outlineMode;
 | 
			
		||||
 | 
			
		||||
  [SerializeField]
 | 
			
		||||
  private Color outlineColor = Color.white;
 | 
			
		||||
 | 
			
		||||
  [SerializeField, Range(0f, 10f)]
 | 
			
		||||
  private float outlineWidth = 2f;
 | 
			
		||||
 | 
			
		||||
  [Header("Optional")]
 | 
			
		||||
 | 
			
		||||
  [SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
 | 
			
		||||
  + "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
 | 
			
		||||
  private bool precomputeOutline;
 | 
			
		||||
 | 
			
		||||
  [SerializeField, HideInInspector]
 | 
			
		||||
  private List<Mesh> bakeKeys = new List<Mesh>();
 | 
			
		||||
 | 
			
		||||
  [SerializeField, HideInInspector]
 | 
			
		||||
  private List<ListVector3> bakeValues = new List<ListVector3>();
 | 
			
		||||
 | 
			
		||||
  private Renderer[] renderers;
 | 
			
		||||
  private Material outlineMaskMaterial;
 | 
			
		||||
  private Material outlineFillMaterial;
 | 
			
		||||
 | 
			
		||||
  private bool needsUpdate;
 | 
			
		||||
 | 
			
		||||
  void Awake() {
 | 
			
		||||
 | 
			
		||||
    // Cache renderers
 | 
			
		||||
    renderers = GetComponentsInChildren<Renderer>();
 | 
			
		||||
 | 
			
		||||
    // Instantiate outline materials
 | 
			
		||||
    outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
 | 
			
		||||
    outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
 | 
			
		||||
 | 
			
		||||
    outlineMaskMaterial.name = "OutlineMask (Instance)";
 | 
			
		||||
    outlineFillMaterial.name = "OutlineFill (Instance)";
 | 
			
		||||
 | 
			
		||||
    // Retrieve or generate smooth normals
 | 
			
		||||
    LoadSmoothNormals();
 | 
			
		||||
 | 
			
		||||
    // Apply material properties immediately
 | 
			
		||||
    needsUpdate = true;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void OnEnable() {
 | 
			
		||||
    foreach (var renderer in renderers) {
 | 
			
		||||
 | 
			
		||||
      // Append outline shaders
 | 
			
		||||
      var materials = renderer.sharedMaterials.ToList();
 | 
			
		||||
 | 
			
		||||
      materials.Add(outlineMaskMaterial);
 | 
			
		||||
      materials.Add(outlineFillMaterial);
 | 
			
		||||
 | 
			
		||||
      renderer.materials = materials.ToArray();
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void OnValidate() {
 | 
			
		||||
 | 
			
		||||
    // Update material properties
 | 
			
		||||
    needsUpdate = true;
 | 
			
		||||
 | 
			
		||||
    // Clear cache when baking is disabled or corrupted
 | 
			
		||||
    if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
 | 
			
		||||
      bakeKeys.Clear();
 | 
			
		||||
      bakeValues.Clear();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Generate smooth normals when baking is enabled
 | 
			
		||||
    if (precomputeOutline && bakeKeys.Count == 0) {
 | 
			
		||||
      Bake();
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void Update() {
 | 
			
		||||
    if (needsUpdate) {
 | 
			
		||||
      needsUpdate = false;
 | 
			
		||||
 | 
			
		||||
      UpdateMaterialProperties();
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void OnDisable() {
 | 
			
		||||
    foreach (var renderer in renderers) {
 | 
			
		||||
 | 
			
		||||
      // Remove outline shaders
 | 
			
		||||
      var materials = renderer.sharedMaterials.ToList();
 | 
			
		||||
 | 
			
		||||
      materials.Remove(outlineMaskMaterial);
 | 
			
		||||
      materials.Remove(outlineFillMaterial);
 | 
			
		||||
 | 
			
		||||
      renderer.materials = materials.ToArray();
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void OnDestroy() {
 | 
			
		||||
 | 
			
		||||
    // Destroy material instances
 | 
			
		||||
    Destroy(outlineMaskMaterial);
 | 
			
		||||
    Destroy(outlineFillMaterial);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void Bake() {
 | 
			
		||||
 | 
			
		||||
    // Generate smooth normals for each mesh
 | 
			
		||||
    var bakedMeshes = new HashSet<Mesh>();
 | 
			
		||||
 | 
			
		||||
    foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
 | 
			
		||||
 | 
			
		||||
      // Skip duplicates
 | 
			
		||||
      if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
 | 
			
		||||
        continue;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      // Serialize smooth normals
 | 
			
		||||
      var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
 | 
			
		||||
 | 
			
		||||
      bakeKeys.Add(meshFilter.sharedMesh);
 | 
			
		||||
      bakeValues.Add(new ListVector3() { data = smoothNormals });
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void LoadSmoothNormals() {
 | 
			
		||||
 | 
			
		||||
    // Retrieve or generate smooth normals
 | 
			
		||||
    foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
 | 
			
		||||
 | 
			
		||||
      // Skip if smooth normals have already been adopted
 | 
			
		||||
      if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
 | 
			
		||||
        continue;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      // Retrieve or generate smooth normals
 | 
			
		||||
      var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
 | 
			
		||||
      var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
 | 
			
		||||
 | 
			
		||||
      // Store smooth normals in UV3
 | 
			
		||||
      meshFilter.sharedMesh.SetUVs(3, smoothNormals);
 | 
			
		||||
 | 
			
		||||
      // Combine submeshes
 | 
			
		||||
      var renderer = meshFilter.GetComponent<Renderer>();
 | 
			
		||||
 | 
			
		||||
      if (renderer != null) {
 | 
			
		||||
        CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Clear UV3 on skinned mesh renderers
 | 
			
		||||
    foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
 | 
			
		||||
 | 
			
		||||
      // Skip if UV3 has already been reset
 | 
			
		||||
      if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
 | 
			
		||||
        continue;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      // Clear UV3
 | 
			
		||||
      skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
 | 
			
		||||
 | 
			
		||||
      // Combine submeshes
 | 
			
		||||
      CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  List<Vector3> SmoothNormals(Mesh mesh) {
 | 
			
		||||
 | 
			
		||||
    // Group vertices by location
 | 
			
		||||
    var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
 | 
			
		||||
 | 
			
		||||
    // Copy normals to a new list
 | 
			
		||||
    var smoothNormals = new List<Vector3>(mesh.normals);
 | 
			
		||||
 | 
			
		||||
    // Average normals for grouped vertices
 | 
			
		||||
    foreach (var group in groups) {
 | 
			
		||||
 | 
			
		||||
      // Skip single vertices
 | 
			
		||||
      if (group.Count() == 1) {
 | 
			
		||||
        continue;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      // Calculate the average normal
 | 
			
		||||
      var smoothNormal = Vector3.zero;
 | 
			
		||||
 | 
			
		||||
      foreach (var pair in group) {
 | 
			
		||||
        smoothNormal += smoothNormals[pair.Value];
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      smoothNormal.Normalize();
 | 
			
		||||
 | 
			
		||||
      // Assign smooth normal to each vertex
 | 
			
		||||
      foreach (var pair in group) {
 | 
			
		||||
        smoothNormals[pair.Value] = smoothNormal;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return smoothNormals;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void CombineSubmeshes(Mesh mesh, Material[] materials) {
 | 
			
		||||
 | 
			
		||||
    // Skip meshes with a single submesh
 | 
			
		||||
    if (mesh.subMeshCount == 1) {
 | 
			
		||||
      return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Skip if submesh count exceeds material count
 | 
			
		||||
    if (mesh.subMeshCount > materials.Length) {
 | 
			
		||||
      return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Append combined submesh
 | 
			
		||||
    mesh.subMeshCount++;
 | 
			
		||||
    mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  void UpdateMaterialProperties() {
 | 
			
		||||
 | 
			
		||||
    // Apply properties according to mode
 | 
			
		||||
    outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
 | 
			
		||||
 | 
			
		||||
    switch (outlineMode) {
 | 
			
		||||
      case Mode.OutlineAll:
 | 
			
		||||
        outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
      case Mode.OutlineVisible:
 | 
			
		||||
        outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
      case Mode.OutlineHidden:
 | 
			
		||||
        outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
      case Mode.OutlineAndSilhouette:
 | 
			
		||||
        outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
      case Mode.SilhouetteOnly:
 | 
			
		||||
        outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
 | 
			
		||||
        outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										13
									
								
								Assets/QuickOutline/Scripts/Outline.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										13
									
								
								Assets/QuickOutline/Scripts/Outline.cs.meta
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,13 @@
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
timeCreated: 1522369084
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
										
											
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