README.txt 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390
  1. **************************************
  2. * HIGHLIGHT PLUS *
  3. * Created by Ramiro Oliva (Kronnect) *
  4. * README FILE *
  5. **************************************
  6. Notice about Universal Rendering Pipeline
  7. -----------------------------------------
  8. This package is designed for URP.
  9. It requires Unity 2019.3 and URP 7.1.6 or later
  10. To install the plugin correctly:
  11. 1) Make sure you have Universal Rendering Pipeline asset installed (from Package Manager).
  12. 2) Go to Project Settings / Graphics.
  13. 3) Double click the Universal Rendering Pipeline asset.
  14. 4) Double click the Forward Renderer asset.
  15. 5) Click "+" to add the Highlight Plus Renderer Feature to the list of the Forward Renderer Features.
  16. Note: URP assets can be assigned to Settings / Graphics and also Settings / Quality. Check both sections!
  17. You can also find a HighlightPlusForwardRenderer asset in the Highlight Plus / Pipelines / URP folder.
  18. Make sure the Highlight Plus Scriptable Renderer Feature is listed in the Renderer Features of the Forward Renderer in the pipeline asset.
  19. Video instructions: https://youtu.be/EgyBs8v9aRI
  20. Quick help: how to use this asset?
  21. ----------------------------------
  22. 1) Highlighting specific objects: add HighlightEffect.cs script to any GameObject. Customize the appearance options.
  23. In the Highlight Effect inspector, you can specify which objects, in addition to this one, are also affected by the effect:
  24. a) Only this object
  25. b) This object and its children
  26. c) All objects from the root to the children
  27. d) All objects belonging to a layer
  28. 2) Control highlight effect when mouse is over:
  29. Add HighlightTrigger.cs script to the GameObject. It will activate highlight on the gameobject when mouse pass over it.
  30. 3) Highlighting any object in the scene:
  31. Select top menu GameObject -> Effects -> Highlight Plus -> Create Manager.
  32. Customize appearance and behaviour of Highlight Manager. Those settings are default settings for all objects. If you want different settings for certain objects just add another HighlightEffect script to each different object. The manager will use those settings.
  33. 4) Make transparent shaders compatible with See-Through effect:
  34. If you want the See-Through effect be seen through other transparent objects, they need to be modified so they write to depth buffer (by default transparent objects do not write to z-buffer).
  35. To do so, select top menu GameObject -> Effects -> Highlight Plus -> Add Depth To Transparent Object.
  36. 5) Static batching:
  37. Objects marked as "static" need a MeshCollider in order to be highlighted. This is because Unity combines the meshes of static objects so it's not possible to highlight individual objects if their meshes are combined.
  38. To allow highlighting static objects make sure they have a MeshCollider attached (the MeshCollider can be disabled).
  39. Help & Support Forum
  40. --------------------
  41. Check the Documentation folder for detailed instructions:
  42. Have any question or issue?
  43. * Support-Web: https://kronnect.com/support
  44. * Support-Discord: https://discord.gg/EH2GMaM
  45. * Email: contact@kronnect.com
  46. * Twitter: @Kronnect
  47. If you like Highlight Plus, please rate it on the Asset Store. It encourages us to keep improving it! Thanks!
  48. Future updates
  49. --------------
  50. All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com).
  51. We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium.
  52. Of course, all updates of Highlight Plus will be eventually available on the Asset Store.
  53. More Cool Assets!
  54. -----------------
  55. Check out our other assets here:
  56. https://assetstore.unity.com/publishers/15018
  57. Version history
  58. ---------------
  59. Current version
  60. - See-through: added "Children Sorting Mode" option
  61. - [Fix] Fixed outline clipping issue in VR when near to camera
  62. Version 11.0.2
  63. - Added support for split screen cameras
  64. Version 11.0
  65. - Added "Show In Preview Camera" option to Highlight Plus render feature
  66. - Preview in Editor option has moved to the Highlight Plus render feature
  67. - Outline improvements in highest quality mode
  68. - Added Glow Blur Method option: Gaussian (higher quality, default) or Kawase (faster)
  69. - Option to optimize skinned mesh data when using outline/outer glow with mesh-based rendering. Reduces draw calls significantly.
  70. Version 10.2.2
  71. - [Fix] Occluder system now ignores particle renderers
  72. - [Fix] Fixed rendering sorting issue when several highlighted objects share same position
  73. Version 10.2
  74. - Added "Contour Style" option: 1) around visible parts, or 2) around object shape
  75. Version 10.1
  76. - Two outline edge modes are now available when Outline Quality is set to High, allowing to render interior edges
  77. - Added "Inner Glow Blend Mode" option
  78. Version 10.0
  79. - Added support for sprites. Compatible effects: outline, glow, overlay, target and hit fx.
  80. - Added "Overlay Visibility" option
  81. - Fixes
  82. Version 9.6
  83. - Added new "UV Space" options to Overlay effect (now: triplanar, object space or screen space)
  84. - Added mask texture and "UV Space" options to See-Through effect
  85. - Camera Distance Fade now also affects the see-through effect
  86. Version 9.5
  87. - Outline: added Color Style property and new Gradient option
  88. - Internal buffer for highest quality outline/glow format changed to R8 format to reduce memory and improve performance on mobile
  89. - API: Refresh(discardCachedMeshes): added discardCachedMeshes optional parameter to force refresh of cached meshes (useful for combined meshes that have changed)
  90. Version 9.4
  91. - Highlight See Through Occluder: added mode for triggering the see-through offect on sprites and transparent objects
  92. - Performance optimizations when using a high number of Highlight Effect components in the scene
  93. - [Fix] Fixed shader compatibility issue on PS4
  94. Version 9.3
  95. - Overlay: added "Mode" option (only when highlighted or always)
  96. - Nested highlight effects are now included unless the 'Ignore' option is selected
  97. - Cached meshes are now reconstructed when calling the Refresh() method
  98. Version 9.2
  99. - Improved shared mesh cache handling
  100. - Improved see-through camera-layer based detection
  101. Version 9.1.2
  102. - [Fix] Fixed outline/glow distortion due to floating point math issues at distant positions from origin
  103. - [Fix] Fixed VR issue in Unity 2022.1 with Single Pass Instanced
  104. Version 9.1.1
  105. - [Fix] Fixed potential issue with Unity 2021.2 related to depthCameraAttachment handling
  106. Version 9.1
  107. - Added support for Unity 2022
  108. - Added Layer Mask option to Highlight Trigger
  109. - Added "Keep Selection" option in Highlight Manager and Highlight Trigger
  110. - [Fix] Fixed a potential issue that could exceed the maximum 64k vertices when combining meshes
  111. Version 9.0
  112. - Added "Camera Distance Fade" option
  113. - Improved see-through accurate method which now takes into account multi-part meshes from compound parents
  114. - [Fix] Fixed glow/outline aspect ratio in Single Pass Instanced VR mode
  115. Version 8.5
  116. - Improved outline effect when combining "Independent" option with many elements in "Children" selection
  117. - Improved see-through border only effect
  118. Version 8.4.1
  119. - [Fix] Fixed unnecessary memory allocation in the render feature
  120. Version 8.4
  121. - Added "Border Only" option to See-Through effect
  122. - Adding a Highlight Effect component to a parent no longer deactivates highlighted children
  123. Version 8.3
  124. - Upgraded to Unity 2020.3.16 as minimum
  125. Version 8.2
  126. - Added "Ignore Mask" option to glow. Can be used to render the glow effect alone
  127. - [Fix] Fixed issue with new input system and highlight manager/trigger if no Event System is present in the scene
  128. - [Fix] Fixed glow passes UI overlap in Unity 2021.3.3 due to reorderable array bug
  129. Version 8.1
  130. - Selection state is now visible in inspector (used only by trigger and manager components)
  131. - [Fix] Fixed outer glow not showing in higher quality with visibility set to normal and orthographic camera
  132. - [Fix] Fixed mobile input using the new input system
  133. - [Fix] Fixed outline settings mismatch when using a combination of Highlight Trigger and Manager
  134. Version 8.0
  135. - Added SelectObject / ToggleObject / UnselectObject methods to Highlight Manager
  136. - Added ability to apply custom sorting to effects (check documentation: Custom sorting section)
  137. - Independent option is now moved to Highlight Options section and affects both outline and glow
  138. - Added "Clear Stencil" option to Highlight Plus Render Feature (useful to solve compatibility with other assets that use stencil buffers)
  139. Version 7.9.2
  140. - [Fix] Fixed an issue in Unity 2021.2 when using MSAA and High Quality outline/glow
  141. Version 7.9.1
  142. - Default values for all effects are now 0 (disabled) except outline so desired effects must be enabled. This option allows you to ensure no extra/undesired effects are activated by mistake
  143. - Redesigned Highlight Plus Profile editor interface
  144. - Removed dependency of HighlightManager
  145. Version 7.8
  146. - Added outer glow blend mode option
  147. - API: added OnObjectHighlightStart/End events to HighlightTrigger (check documentation for differences with similar events on Highlight Effect main script)
  148. - [Fix] API: Fixed specific issues with SetTarget method when used on shader graph based materials that don't use standard texture names
  149. Version 7.7.2
  150. - [Fix] Fixed fade in/out issue when disabling/enabling objects
  151. Version 7.7
  152. - Added support for the new Input System
  153. - [Fix] Fixes to the align to ground option of target fx effect
  154. Version 7.6.2
  155. - [Fix] VR: fixed target effect "Align to Ground" issue with Single Pass Instanced
  156. Version 7.6.1
  157. - [Fix] Fixed overlay animation speed issue
  158. Version 7.6
  159. - Added "Target FX Align to Ground" option
  160. - Added isSeeThroughOccluded(camera). Is true when any see-through occluder using raycast mode is blocking the see-through effect
  161. - All shader keywords are now of local type reducing global keyword usage
  162. - Fixes and improvements to see-through when combined with outline/outer glow
  163. Version 7.5.2
  164. - [Fix] See-through is now visible when using glow/outline/inner glow with Always Visible option
  165. Version 7.5.1
  166. - [Fix] Fixed regression bug with Outline in High Quality mode
  167. Version 7.5
  168. - Added new HitFX style: "Local Hit"
  169. - Added new demo scene showcasing the HitFx variations
  170. - Added "Overlay Texture" option
  171. - Added "Min Distance" option to Highlight Manager and Highlight Trigger
  172. - Added support for "Domain Reload" disabled option
  173. - API: added OnObjectHighlightStart, OnObjectHighlightEnd events to HighlightManager
  174. - [Fix] Fixed inner glow and overlay issue when MaterialPropertyBlock is used on the character material
  175. Version 7.1
  176. - Added "Respect UI" to Highlight Manager and Trigger which blocks interaction if pointer is over an UI element
  177. Version 7.0.2
  178. - Memory optimizations
  179. Version 7.0
  180. - Added support for Single Pass Instanced
  181. - Internal improvements and fixes
  182. Version 6.9
  183. - Added "Ordered" option to see-through
  184. - Removed "Non Overlap" option from see-through as now it pervents overdraw by default
  185. Version 6.8
  186. - Improvements to see-through rendering order
  187. - [Fix] Fixed properties not being reflected in scene immediately when invoking Undo
  188. Version 6.7
  189. - Added "SeeThrough Max Depth" option. Limits the visibility of the see-through effect to certain distance from the occluders
  190. - Added "SeeThrough Check Individual Objects" option. If enabled, occlusion test is performed for each individual child of the object, instead of using combined bounds
  191. Version 6.6
  192. - Added "SeeThrough Depth Offset" option. This option allows you to control the minimum distance from the occluder to the object before showing the see-through effect
  193. - Added "SeeThrough Non Overlap" option. Enable it only if the see-through effect produces flickering due to overlapping geometry in the hidden object
  194. - [Fix] Fixed properties not being reflected in scene immediately when invoking Undo
  195. Version 6.5.2
  196. - Added inspector tooltips and improved documentation
  197. Version 6.5.1
  198. - Calling ProfileLoad() method will now assign that profile to the highlight effect component in addition to loading its values
  199. - Prevents _Time overflow which can cause glitching on some Android devices
  200. Version 6.5
  201. - Name filter now is ignored when effect group is set to Only This Object
  202. - New shader "HighlightPlus/Geometry/UIMask" to cancel highlight effects when rendering through a UI Canvas (see documentation)
  203. Version 6.4
  204. - Added "Cameras Layer Mask" to specify which cameras can render the effects
  205. - Hit FX color in Highlight Profile now exposes HDR color options
  206. Version 6.3.1
  207. - Added "Single Selection" option to Highlight Manager/Trigger
  208. - Added "Toggle" option to Highlight Manager/Trigger
  209. - Selection is cleared now when clicking anywhere in the scene (requires Highlight Manager)
  210. - API: added SetGlowColor
  211. - Improved Highlight Manager inspector
  212. Version 6.2
  213. - Added TargetFX Scale To Object Bounds (defaults to false)
  214. - Added support for HDR color to Hit FX color field
  215. - Option to list occluders in the inspector when See Through Occluder Mask "Accurate" option is enabled
  216. Version 6.1
  217. - Added more accurate occluder layer system ("Accurate" option)
  218. - Added default hit fx settings to inspector & profile
  219. - Added hit fx modes (overlay or inner glow)
  220. Version 6.0
  221. - Added Selection feature
  222. - Inspector: sections can be now collapsed to reduce screen space
  223. - API: added OnObjectSelected / OnObjectUnSelected events
  224. Version 5.5 4/Apr/2021
  225. - [Fix] Fixed glow overlay when MSAA is disabled on Windows
  226. Version 5.4 5/Feb/2021
  227. - Added Visibility option to targete effect
  228. - Stencil mask is no longer computed when only overlay or inner glow is used improving performance
  229. Version 5.3.4 22/01/2021
  230. - Optimizations to material setters
  231. - [Fix] Fixed outline color issue with quality level set to medium
  232. Version 5.3.3
  233. - Effects now reflect object transform changes when combines meshes option is enabled
  234. Version 5.3
  235. - Added "Combine Meshes" option to profile
  236. - Optimizations and fixes
  237. Version 5.2
  238. - Added "Object Name Filter" option to profile
  239. Version 5.1
  240. - Added "Border When Hidden" effect (outline when see-through triggers)
  241. Version 5.0.1
  242. - Added support for Unity 2020.2 beta
  243. Version 5.0
  244. - API: added "TargetFX" method to programmatically start the target effect
  245. - Added support for double-sided shader effects
  246. Version 4.9
  247. - Added "Medium" quality level
  248. Version 4.8.2
  249. - [Fix] Fixed issue with outline set to fastest and glow using highest in latest URP version
  250. Version 4.8.1
  251. - [Fix] Fixed issue with outline/glow when overlay cameras are present on the stack
  252. Version 4.8
  253. - Added "Outer Glow Blend Passes" option
  254. - [Fix] Fixed outline & glow issue with alpha cutout when using non-highest quality mode
  255. Version 4.7
  256. - Added "Normals Option" with Smooth, Preserve and Reorient variants to improve results
  257. - Target effect now only renders once per gameobject if a specific target transform is specified
  258. - API: added OnTargetAnimates. Allows you to override center, rotation and scale of target effect on a per-frame basis.
  259. Version 4.6
  260. - Added "SubMesh Mask" which allows to exclude certain submeshes
  261. - [Fix] Fixed shader compilation issue with Single Pass Instanced mode enabled
  262. Version 4.4
  263. - Exposed "Smooth Normals" option in inspector.
  264. Version 4.3.2
  265. - Added HitFX effect
  266. - Improvements to SeeThrough Occluder when Detection Mode is set to RayCast
  267. Version 4.3.1
  268. - [Fix] Fixed issue with Highlight Effect Occluder script
  269. Version 4.3
  270. - Added GPU instancing support for outline / outer glow effects
  271. Version 4.2.2
  272. - [Fix] Fixed effect being rendered when object is outside of frustum camera
  273. Version 4.2.1
  274. - Profile: added "Constant Width" property
  275. - Enabled HDR color picker to Color properties
  276. - [Fix] Fixed missing outline with flat surfaces like quads under certain angles
  277. Version 4.2
  278. - Glow/Outline downsampling option added to profiles
  279. - [Fix] Removed VR API usage console warning
  280. Version 4.1
  281. - Added Outline Independent option
  282. - [Fix] Fixed error when highlight script is added to an empty gameobject
  283. Version 4.0
  284. - Support for URP Scriptable Rendering Feature