29 lines
1.6 KiB
Plaintext
29 lines
1.6 KiB
Plaintext
Screen Space Cavity & Curvature v1.0
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Created by Jolly Theory.
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Email: jollytheorygames@gmail.com
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USAGE:
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Built-in render pipeline:
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1) Add SSCC component to your camera. Adjust settings. Done.
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URP:
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1) Make sure URP v7.1.8+ is installed, import URP.unitypackage by double clicking it.
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2) Your URP Renderer asset > Renderer Features > add SSCCRenderFeature.
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3) Make sure your UniversalRenderPipelineAsset's > Depth Texture is on. Or locally toggle in on in your camera.
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4) Make sure your camera's > Post Processing is on.
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5) Effect will now be enabled by default. You can add SSCC to your Post Process Volume to adjust settings. To disable the effect set Effect Intensity to zero. Done.
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HDRP:
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1) Make sure HDRP v7.1.8+ is installed, import HDRP.unitypackage by double clicking it.
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2) Project Settings > HDRP Default Settings > Custom Post Process Orders (at the bottom) > After Opaque And Sky > add SSCC custom post process.
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3) Effect will now be enabled by default. You can add SSCC to your Post Process Volume to adjust settings. To disable the effect set Effect Intensity to zero. Done.
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TIPS:
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- Use View Normals debug mode to see what objects are contributing their normals data to the effect,
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if you have a custom shader and it does not show up in this view, you'll need to either add a Depth pass to it and use Reconstructed normals, or add a DepthNormals pass to it.
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(Please consult Google on how to do this for your render pipeline.)
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- If you want to exclude a certain object from being affected by the effect, take a look at the _SSCCTexture output mode (read its tooltip), and the "_SSCCTexture Examples" folder. |