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RevealShader
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Unity Shader experiment
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README.md
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RevealShader
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<img src='/PREVIEW/01.gif'/> # Reveal Shader This is a set of shaders for Unity3D. It maps worldspace position of a gameObject and draws to a `RenderTexture` in relation to world bounds and remaps it back onto the world as a mask, allowing for various shader effects. ### Features: * Black and White to RGB texture reveal shader * Transparent to Opaque RGB Texture reveal shader * Displacement Tesselation shader * Auto and Manual world bounds lookup * Fading over time * Adaptive RenderTexture aspect ratio * Custom inpspector The RenderTexture mask generation and re-projection happens separately from the surface shaders, so any combination of them is possible and adding new shaders is trivial without affecting the setup. <img src='/PREVIEW/02.gif'/> ### Download Download the `UnityPackage` from [Releases](/Releases) to get a clean import. ### License All code licensed under MIT License. Refer to [License.md](License.md) for full terms. Pull requests welcome. ### Usage Effects rely on object materials having a shader property `"_Splat"` to assign the `RenderTexture` and offset parameters. Objects without a compatible shader will be skipped. Use `Runningtap/Reveal/B&W2RGB` or `.../A2RGB` shaders on paintable objects. Add [`Painter.cs`](/Assets/Runningtap/Reveal/Scripts/Painter.cs) to the scene. Pick `Lookup Mode`. * Auto will iterate through all the world objects to calculate bounds. Use this for quick preview. * Manual will enable a box collider to set bounds manually. Use this for builds and complex scenes. BoxCollider will be turned off on start to disable physics. Pick `SplatMap Resolution` * **32**x - **2048**x, more resolutions can be added in the `Resolution` enum. `Use Relative` enables non-power of two resolution for the `RenderTexture`, based on world bounds to avoid overly stretched mask pixels. This will be calculated automatically, keeping the longest edge to selected resolution. `Fade Over Time` allows for non-permanent mask drawing - stroke fades from oldest pixel. `Fade Speed` will be available if selected. Add a parent `gameObject` containing all the paintable objects to `World` Make sure `RevealRTX` is plugged into the Render Texture Shader. `Brush` is a gameObject that will 'draw' the mask onto `RenderTexture`. Only XZ coordinates are considered. `Brush Size` will change the size of the area drawn onto the `RenderTexture`. `Brush Strength` determines stroke opacity. `Splat Map Preview` will display current `RenderTexture` resolution and texture in play mode.