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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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using UnityEditor; | 
				
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using UnityEngine.AI; | 
				
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using System.IO; | 
				
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using System.Text; | 
				
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using System; | 
				
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 | 
				
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public class SceneTool | 
				
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{ | 
				
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    [MenuItem("SceneTool/RemoveColider")]//移除碰撞器 | 
				
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    public static void RemoveColider() | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        { | 
				
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            for (int i = 0; i < obj.Length; i++) | 
				
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                if (obj[i].GetComponent<MeshRenderer>()) | 
				
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                { | 
				
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                    if (obj[i].GetComponent<MeshCollider>()) | 
				
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                    { | 
				
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                        UnityEngine.Object.DestroyImmediate(obj[i].GetComponent<MeshCollider>(), true); | 
				
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                    } | 
				
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                } | 
				
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            } | 
				
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        } | 
				
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    } | 
				
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    [MenuItem("SceneTool/AddColider")]//移除碰撞器 | 
				
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    public static void AddColider() | 
				
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    { | 
				
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        Transform[] obj = Selection.GetTransforms(SelectionMode.Deep); | 
				
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        { | 
				
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            for (int i = 0; i < obj.Length; i++) | 
				
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            { | 
				
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                if (obj[i].GetComponent<MeshRenderer>()) | 
				
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                { | 
				
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                    if (!obj[i].GetComponent<MeshCollider>()) | 
				
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                    { | 
				
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                        obj[i].gameObject.AddComponent<MeshCollider>(); | 
				
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                    } | 
				
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                } | 
				
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            } | 
				
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    } | 
				
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} | 
				
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@ -1,24 +0,0 @@
					 | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus.Demos { | 
				
			||||
 | 
				
			||||
    public class HitFxDemo : MonoBehaviour { | 
				
			||||
 | 
				
			||||
        public AudioClip hitSound; | 
				
			||||
 | 
				
			||||
        void Update() { | 
				
			||||
 | 
				
			||||
            if (!InputProxy.GetMouseButtonDown(0)) return; | 
				
			||||
 | 
				
			||||
            Ray ray = Camera.main.ScreenPointToRay(InputProxy.mousePosition); | 
				
			||||
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			||||
                HighlightEffect effect = hitInfo.collider.GetComponent<HighlightEffect>(); | 
				
			||||
                if (effect == null) return; | 
				
			||||
                AudioSource.PlayClipAtPoint(hitSound, hitInfo.point); | 
				
			||||
                effect.HitFX(hitInfo.point); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
@ -1,28 +0,0 @@
					 | 
				
			||||
using UnityEngine; | 
				
			||||
using HighlightPlus; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus.Demos { | 
				
			||||
 | 
				
			||||
    public class ManualSelectionDemo : MonoBehaviour { | 
				
			||||
 | 
				
			||||
        HighlightManager hm; | 
				
			||||
 | 
				
			||||
        public Transform objectToSelect; | 
				
			||||
 | 
				
			||||
        void Start() { | 
				
			||||
            hm = Misc.FindObjectOfType<HighlightManager>(); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        void Update() { | 
				
			||||
            if (Input.GetKeyDown(KeyCode.Alpha1)) { | 
				
			||||
                hm.SelectObject(objectToSelect); | 
				
			||||
            } | 
				
			||||
            if (Input.GetKeyDown(KeyCode.Alpha2)) { | 
				
			||||
                hm.ToggleObject(objectToSelect); | 
				
			||||
            } | 
				
			||||
            if (Input.GetKeyDown(KeyCode.Alpha3)) { | 
				
			||||
                hm.UnselectObject(objectToSelect); | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
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@ -1,40 +0,0 @@
					 | 
				
			||||
using UnityEngine; | 
				
			||||
using HighlightPlus; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus.Demos { | 
				
			||||
	 | 
				
			||||
	public class SphereHighlightEventExample : MonoBehaviour { | 
				
			||||
 | 
				
			||||
		HighlightEffect effect; | 
				
			||||
 | 
				
			||||
		void Start() { | 
				
			||||
			effect = GetComponent<HighlightEffect> (); | 
				
			||||
			effect.OnObjectHighlightStart += ValidateHighlightObject; | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
 | 
				
			||||
		bool ValidateHighlightObject(GameObject obj) { | 
				
			||||
			// You can return false to cancel highlight on this object | 
				
			||||
			return true; | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
		void HighlightStart () { | 
				
			||||
			Debug.Log ("Gold sphere highlighted!"); | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
		void HighlightEnd () { | 
				
			||||
			Debug.Log ("Gold sphere not highlighted!"); | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
		void Update() { | 
				
			||||
			if (InputProxy.GetKeyDown ("space")) { | 
				
			||||
				effect.HitFX (Color.white, 0.2f); | 
				
			||||
			} | 
				
			||||
			if (InputProxy.GetKeyDown("c")) { | 
				
			||||
				effect.SetGlowColor(new Color(Random.value, Random.value, Random.value)); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
		} | 
				
			||||
	} | 
				
			||||
 | 
				
			||||
} | 
				
			||||
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			||||
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@ -1,26 +0,0 @@
					 | 
				
			||||
using UnityEngine; | 
				
			||||
using HighlightPlus; | 
				
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 | 
				
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namespace HighlightPlus.Demos { | 
				
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	 | 
				
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	public class SphereSelectionEventsExample : MonoBehaviour { | 
				
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 | 
				
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		void Start() { | 
				
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			HighlightManager.instance.OnObjectSelected += OnObjectSelected; | 
				
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			HighlightManager.instance.OnObjectUnSelected += OnObjectUnSelected; | 
				
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		} | 
				
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 | 
				
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		bool OnObjectSelected(GameObject go) { | 
				
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			Debug.Log(go.name + " selected!"); | 
				
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			return true; | 
				
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        } | 
				
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 | 
				
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		bool OnObjectUnSelected(GameObject go) { | 
				
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			Debug.Log(go.name + " un-selected!"); | 
				
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			return true; | 
				
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		} | 
				
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 | 
				
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 | 
				
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	} | 
				
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 | 
				
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} | 
				
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					 | 
				
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[InternetShortcut] | 
				
			||||
URL=https://kronnect.com/guides/highlight-plus-introduction/ | 
				
			||||
@ -1,2 +0,0 @@
					 | 
				
			||||
[InternetShortcut] | 
				
			||||
URL=https://www.dropbox.com/s/4nx9pv977wvvrv8/Documentation.pdf?dl=0 | 
				
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					 | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEditor; | 
				
			||||
using UnityEngine; | 
				
			||||
using UnityEngine.Rendering; | 
				
			||||
using UnityEngine.Rendering.Universal; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
 | 
				
			||||
    [CustomEditor(typeof(HighlightEffect))] | 
				
			||||
    [CanEditMultipleObjects] | 
				
			||||
    public class HighlightEffectEditor : Editor { | 
				
			||||
 | 
				
			||||
#pragma warning disable 0618 | 
				
			||||
 | 
				
			||||
        SerializedProperty profile, profileSync, camerasLayerMask, ignoreObjectVisibility, reflectionProbes, GPUInstancing, optimizeSkinnedMesh; | 
				
			||||
        SerializedProperty ignore, effectGroup, effectGroupLayer, effectNameFilter, effectNameUseRegEx, combineMeshes, alphaCutOff, cullBackFaces, normalsOption; | 
				
			||||
        SerializedProperty highlighted, fadeInDuration, fadeOutDuration, flipY, constantWidth, subMeshMask; | 
				
			||||
        SerializedProperty overlay, overlayMode, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayBlending, overlayTexture, overlayTextureUVSpace, overlayTextureScale, overlayTextureScrolling, overlayVisibility; | 
				
			||||
        SerializedProperty outline, outlineColor, outlineColorStyle, outlineGradient, outlineGradientInLocalSpace, outlineBlurPasses, outlineWidth, outlineQuality, outlineEdgeMode, outlineEdgeThreshold, outlineSharpness; | 
				
			||||
        SerializedProperty outlineDownsampling, outlineVisibility, outlineBlitDebug, outlineIndependent, outlineContourStyle, outlineMaskMode; | 
				
			||||
        SerializedProperty glow, glowWidth, glowQuality, glowBlurMethod, glowDownsampling, glowHQColor, glowDithering, glowDitheringStyle, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed; | 
				
			||||
        SerializedProperty glowBlendPasses, glowPasses, glowVisibility, glowBlendMode, glowBlitDebug, glowMaskMode; | 
				
			||||
        SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowBlendMode, innerGlowVisibility; | 
				
			||||
        SerializedProperty seeThrough, seeThroughOccluderMask, seeThroughOccluderMaskAccurate, seeThroughOccluderThreshold, seeThroughOccluderCheckInterval, seeThroughOccluderCheckIndividualObjects, seeThroughDepthOffset, seeThroughMaxDepth; | 
				
			||||
        SerializedProperty seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor, seeThroughNoise, seeThroughBorder, seeThroughBorderWidth, seeThroughBorderColor, seeThroughOrdered, seeThroughBorderOnly, seeThroughTexture, seeThroughTextureUVSpace, seeThroughTextureScale, seeThroughChildrenSortingMode; | 
				
			||||
        SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXCenter, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXScaleToRenderBounds, targetFXUseEnclosingBounds, targetFXOffset; | 
				
			||||
        SerializedProperty targetFXAlignToGround, targetFXFadePower, targetFXGroundMaxDistance, targetFXGroundLayerMask, targetFXTransitionDuration, targetFXStayDuration, targetFXVisibility; | 
				
			||||
        SerializedProperty hitFxInitialIntensity, hitFxMode, hitFxFadeOutDuration, hitFxColor, hitFxRadius; | 
				
			||||
        SerializedProperty cameraDistanceFade, cameraDistanceFadeNear, cameraDistanceFadeFar; | 
				
			||||
        HighlightEffect thisEffect; | 
				
			||||
        bool profileChanged, enableProfileApply; | 
				
			||||
 | 
				
			||||
        UniversalRenderPipelineAsset pipe; | 
				
			||||
        bool expandGeneralSettings, expandHighlightOptions; | 
				
			||||
        bool showCurrentOccluders; | 
				
			||||
        const string HP_GENERAL_SETTINGS = "HPGeneralSettings"; | 
				
			||||
        const string HP_HIGHLIGHT_OPTIONS = "HPHighlightOptions"; | 
				
			||||
        GUIStyle foldoutBold; | 
				
			||||
 | 
				
			||||
        void OnEnable() { | 
				
			||||
            expandGeneralSettings = EditorPrefs.GetBool("HPGeneralSettings", true); | 
				
			||||
            expandHighlightOptions = EditorPrefs.GetBool("HPHighlightOptions", true); | 
				
			||||
 | 
				
			||||
            profile = serializedObject.FindProperty("profile"); | 
				
			||||
            profileSync = serializedObject.FindProperty("profileSync"); | 
				
			||||
            camerasLayerMask = serializedObject.FindProperty("camerasLayerMask"); | 
				
			||||
            ignoreObjectVisibility = serializedObject.FindProperty("ignoreObjectVisibility"); | 
				
			||||
            reflectionProbes = serializedObject.FindProperty("reflectionProbes"); | 
				
			||||
            optimizeSkinnedMesh = serializedObject.FindProperty("optimizeSkinnedMesh"); | 
				
			||||
            normalsOption = serializedObject.FindProperty("normalsOption"); | 
				
			||||
            GPUInstancing = serializedObject.FindProperty("GPUInstancing"); | 
				
			||||
            ignore = serializedObject.FindProperty("ignore"); | 
				
			||||
            effectGroup = serializedObject.FindProperty("effectGroup"); | 
				
			||||
            effectGroupLayer = serializedObject.FindProperty("effectGroupLayer"); | 
				
			||||
            effectNameFilter = serializedObject.FindProperty("effectNameFilter"); | 
				
			||||
            effectNameUseRegEx = serializedObject.FindProperty("effectNameUseRegEx"); | 
				
			||||
            combineMeshes = serializedObject.FindProperty("combineMeshes"); | 
				
			||||
            alphaCutOff = serializedObject.FindProperty("alphaCutOff"); | 
				
			||||
            cullBackFaces = serializedObject.FindProperty("cullBackFaces"); | 
				
			||||
            highlighted = serializedObject.FindProperty("_highlighted"); | 
				
			||||
            fadeInDuration = serializedObject.FindProperty("fadeInDuration"); | 
				
			||||
            fadeOutDuration = serializedObject.FindProperty("fadeOutDuration"); | 
				
			||||
            flipY = serializedObject.FindProperty("flipY"); | 
				
			||||
            constantWidth = serializedObject.FindProperty("constantWidth"); | 
				
			||||
            subMeshMask = serializedObject.FindProperty("subMeshMask"); | 
				
			||||
            overlay = serializedObject.FindProperty("overlay"); | 
				
			||||
            overlayMode = serializedObject.FindProperty("overlayMode"); | 
				
			||||
            overlayColor = serializedObject.FindProperty("overlayColor"); | 
				
			||||
            overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed"); | 
				
			||||
            overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity"); | 
				
			||||
            overlayBlending = serializedObject.FindProperty("overlayBlending"); | 
				
			||||
            overlayTexture = serializedObject.FindProperty("overlayTexture"); | 
				
			||||
            overlayTextureUVSpace = serializedObject.FindProperty("overlayTextureUVSpace"); | 
				
			||||
            overlayTextureScale = serializedObject.FindProperty("overlayTextureScale"); | 
				
			||||
            overlayTextureScrolling = serializedObject.FindProperty("overlayTextureScrolling"); | 
				
			||||
            overlayVisibility = serializedObject.FindProperty("overlayVisibility"); | 
				
			||||
            outline = serializedObject.FindProperty("outline"); | 
				
			||||
            outlineColor = serializedObject.FindProperty("outlineColor"); | 
				
			||||
            outlineColorStyle = serializedObject.FindProperty("outlineColorStyle"); | 
				
			||||
            outlineGradient = serializedObject.FindProperty("outlineGradient"); | 
				
			||||
            outlineGradientInLocalSpace = serializedObject.FindProperty("outlineGradientInLocalSpace"); | 
				
			||||
            outlineWidth = serializedObject.FindProperty("outlineWidth"); | 
				
			||||
            outlineBlurPasses = serializedObject.FindProperty("outlineBlurPasses"); | 
				
			||||
            outlineQuality = serializedObject.FindProperty("outlineQuality"); | 
				
			||||
            outlineEdgeMode = serializedObject.FindProperty("outlineEdgeMode"); | 
				
			||||
            outlineEdgeThreshold = serializedObject.FindProperty("outlineEdgeThreshold"); | 
				
			||||
            outlineSharpness = serializedObject.FindProperty("outlineSharpness"); | 
				
			||||
            outlineDownsampling = serializedObject.FindProperty("outlineDownsampling"); | 
				
			||||
            outlineVisibility = serializedObject.FindProperty("outlineVisibility"); | 
				
			||||
            outlineBlitDebug = serializedObject.FindProperty("outlineBlitDebug"); | 
				
			||||
            outlineIndependent = serializedObject.FindProperty("outlineIndependent"); | 
				
			||||
            outlineContourStyle = serializedObject.FindProperty("outlineContourStyle"); | 
				
			||||
            outlineMaskMode = serializedObject.FindProperty("outlineMaskMode"); | 
				
			||||
            glow = serializedObject.FindProperty("glow"); | 
				
			||||
            glowWidth = serializedObject.FindProperty("glowWidth"); | 
				
			||||
            glowQuality = serializedObject.FindProperty("glowQuality"); | 
				
			||||
            glowBlurMethod = serializedObject.FindProperty("glowBlurMethod"); | 
				
			||||
            glowHQColor = serializedObject.FindProperty("glowHQColor"); | 
				
			||||
            glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed"); | 
				
			||||
            glowBlendPasses = serializedObject.FindProperty("glowBlendPasses"); | 
				
			||||
            glowDithering = serializedObject.FindProperty("glowDithering"); | 
				
			||||
            glowDitheringStyle = serializedObject.FindProperty("glowDitheringStyle"); | 
				
			||||
            glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1"); | 
				
			||||
            glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2"); | 
				
			||||
            glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed"); | 
				
			||||
            glowPasses = serializedObject.FindProperty("glowPasses"); | 
				
			||||
            glowVisibility = serializedObject.FindProperty("glowVisibility"); | 
				
			||||
            glowBlendMode = serializedObject.FindProperty("glowBlendMode"); | 
				
			||||
            glowBlitDebug = serializedObject.FindProperty("glowBlitDebug"); | 
				
			||||
            glowMaskMode = serializedObject.FindProperty("glowMaskMode"); | 
				
			||||
            glowDownsampling = serializedObject.FindProperty("glowDownsampling"); | 
				
			||||
            innerGlow = serializedObject.FindProperty("innerGlow"); | 
				
			||||
            innerGlowColor = serializedObject.FindProperty("innerGlowColor"); | 
				
			||||
            innerGlowWidth = serializedObject.FindProperty("innerGlowWidth"); | 
				
			||||
            innerGlowBlendMode = serializedObject.FindProperty("innerGlowBlendMode"); | 
				
			||||
            innerGlowVisibility = serializedObject.FindProperty("innerGlowVisibility"); | 
				
			||||
            seeThrough = serializedObject.FindProperty("seeThrough"); | 
				
			||||
            seeThroughOccluderMask = serializedObject.FindProperty("seeThroughOccluderMask"); | 
				
			||||
            seeThroughOccluderMaskAccurate = serializedObject.FindProperty("seeThroughOccluderMaskAccurate"); | 
				
			||||
            seeThroughOccluderThreshold = serializedObject.FindProperty("seeThroughOccluderThreshold"); | 
				
			||||
            seeThroughOccluderCheckInterval = serializedObject.FindProperty("seeThroughOccluderCheckInterval"); | 
				
			||||
            seeThroughOccluderCheckIndividualObjects = serializedObject.FindProperty("seeThroughOccluderCheckIndividualObjects"); | 
				
			||||
            seeThroughDepthOffset = serializedObject.FindProperty("seeThroughDepthOffset"); | 
				
			||||
            seeThroughMaxDepth = serializedObject.FindProperty("seeThroughMaxDepth"); | 
				
			||||
            seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity"); | 
				
			||||
            seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha"); | 
				
			||||
            seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor"); | 
				
			||||
            seeThroughNoise = serializedObject.FindProperty("seeThroughNoise"); | 
				
			||||
            seeThroughBorder = serializedObject.FindProperty("seeThroughBorder"); | 
				
			||||
            seeThroughBorderWidth = serializedObject.FindProperty("seeThroughBorderWidth"); | 
				
			||||
            seeThroughBorderColor = serializedObject.FindProperty("seeThroughBorderColor"); | 
				
			||||
            seeThroughOrdered = serializedObject.FindProperty("seeThroughOrdered"); | 
				
			||||
            seeThroughBorderOnly = serializedObject.FindProperty("seeThroughBorderOnly"); | 
				
			||||
            seeThroughTexture = serializedObject.FindProperty("seeThroughTexture"); | 
				
			||||
            seeThroughTextureScale = serializedObject.FindProperty("seeThroughTextureScale"); | 
				
			||||
            seeThroughTextureUVSpace = serializedObject.FindProperty("seeThroughTextureUVSpace"); | 
				
			||||
            seeThroughChildrenSortingMode = serializedObject.FindProperty("seeThroughChildrenSortingMode"); | 
				
			||||
            targetFX = serializedObject.FindProperty("targetFX"); | 
				
			||||
            targetFXTexture = serializedObject.FindProperty("targetFXTexture"); | 
				
			||||
            targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed"); | 
				
			||||
            targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale"); | 
				
			||||
            targetFXEndScale = serializedObject.FindProperty("targetFXEndScale"); | 
				
			||||
            targetFXScaleToRenderBounds = serializedObject.FindProperty("targetFXScaleToRenderBounds"); | 
				
			||||
            targetFXUseEnclosingBounds = serializedObject.FindProperty("targetFXUseEnclosingBounds"); | 
				
			||||
            targetFXOffset = serializedObject.FindProperty("targetFXOffset"); | 
				
			||||
            targetFXAlignToGround = serializedObject.FindProperty("targetFXAlignToGround"); | 
				
			||||
            targetFXFadePower = serializedObject.FindProperty("targetFXFadePower"); | 
				
			||||
            targetFXGroundMaxDistance = serializedObject.FindProperty("targetFXGroundMaxDistance"); | 
				
			||||
            targetFXGroundLayerMask = serializedObject.FindProperty("targetFXGroundLayerMask"); | 
				
			||||
            targetFXColor = serializedObject.FindProperty("targetFXColor"); | 
				
			||||
            targetFXCenter = serializedObject.FindProperty("targetFXCenter"); | 
				
			||||
            targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration"); | 
				
			||||
            targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration"); | 
				
			||||
            targetFXVisibility = serializedObject.FindProperty("targetFXVisibility"); | 
				
			||||
            hitFxInitialIntensity = serializedObject.FindProperty("hitFxInitialIntensity"); | 
				
			||||
            hitFxMode = serializedObject.FindProperty("hitFxMode"); | 
				
			||||
            hitFxFadeOutDuration = serializedObject.FindProperty("hitFxFadeOutDuration"); | 
				
			||||
            hitFxColor = serializedObject.FindProperty("hitFxColor"); | 
				
			||||
            hitFxRadius = serializedObject.FindProperty("hitFxRadius"); | 
				
			||||
            cameraDistanceFade = serializedObject.FindProperty("cameraDistanceFade"); | 
				
			||||
            cameraDistanceFadeNear = serializedObject.FindProperty("cameraDistanceFadeNear"); | 
				
			||||
            cameraDistanceFadeFar = serializedObject.FindProperty("cameraDistanceFadeFar"); | 
				
			||||
 | 
				
			||||
            thisEffect = (HighlightEffect)target; | 
				
			||||
            thisEffect.Refresh(); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
 | 
				
			||||
        private void OnDisable() { | 
				
			||||
            EditorPrefs.SetBool(HP_GENERAL_SETTINGS, expandGeneralSettings); | 
				
			||||
            EditorPrefs.SetBool(HP_HIGHLIGHT_OPTIONS, expandHighlightOptions); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
 | 
				
			||||
        public override void OnInspectorGUI() { | 
				
			||||
 | 
				
			||||
            EditorGUILayout.Separator(); | 
				
			||||
 | 
				
			||||
            // URP setup helpers | 
				
			||||
            pipe = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; | 
				
			||||
            if (pipe == null) { | 
				
			||||
                EditorGUILayout.HelpBox("You must assign the Universal Rendering Pipeline asset in Project Settings / Graphics. Then, add the Highlight Plus Scriptable Render Feature to the list of Renderer Features of the Forward Renderer.", MessageType.Error); | 
				
			||||
                if (GUILayout.Button("Watch Setup Video Tutorial")) { | 
				
			||||
                    Application.OpenURL("https://youtu.be/EgyBs8v9aRI"); | 
				
			||||
                } | 
				
			||||
                return; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (!HighlightPlusRenderPassFeature.installed) { | 
				
			||||
                EditorGUILayout.HelpBox("Highlight Plus Render Feature must be added to the list of features of the Forward Renderer in the Universal Rendering Pipeline asset.", MessageType.Warning); | 
				
			||||
                if (GUILayout.Button("Watch Setup Video Tutorial")) { | 
				
			||||
                    Application.OpenURL("https://youtu.be/EgyBs8v9aRI"); | 
				
			||||
                } | 
				
			||||
                if (GUILayout.Button("Go to Universal Rendering Pipeline Asset")) { | 
				
			||||
                    Selection.activeObject = pipe; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.Separator(); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            bool isManager = IsDefaultEffectUsedByManager(); | 
				
			||||
            serializedObject.Update(); | 
				
			||||
 | 
				
			||||
            bool isMeshObject = !thisEffect.spriteMode; | 
				
			||||
 | 
				
			||||
            if (foldoutBold == null) { | 
				
			||||
                foldoutBold = new GUIStyle(EditorStyles.foldout); | 
				
			||||
                foldoutBold.fontStyle = FontStyle.Bold; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginHorizontal(); | 
				
			||||
            HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue; | 
				
			||||
            EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets.")); | 
				
			||||
            if (profile.objectReferenceValue != null) { | 
				
			||||
 | 
				
			||||
                if (prevProfile != profile.objectReferenceValue) { | 
				
			||||
                    profileChanged = true; | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
                EditorGUILayout.EndHorizontal(); | 
				
			||||
                EditorGUILayout.BeginHorizontal(); | 
				
			||||
                GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth)); | 
				
			||||
                if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { | 
				
			||||
                    CreateProfile(); | 
				
			||||
                    profileChanged = false; | 
				
			||||
                    enableProfileApply = false; | 
				
			||||
                    GUIUtility.ExitGUI(); | 
				
			||||
                    return; | 
				
			||||
                } | 
				
			||||
                if (GUILayout.Button(new GUIContent("Load", "Updates settings with the profile configuration."), GUILayout.Width(60))) { | 
				
			||||
                    profileChanged = true; | 
				
			||||
                } | 
				
			||||
                GUI.enabled = enableProfileApply; | 
				
			||||
                if (GUILayout.Button(new GUIContent("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width(60))) { | 
				
			||||
                    enableProfileApply = false; | 
				
			||||
                    profileChanged = false; | 
				
			||||
                    thisEffect.profile.Save(thisEffect); | 
				
			||||
                    EditorUtility.SetDirty(thisEffect.profile); | 
				
			||||
                    GUIUtility.ExitGUI(); | 
				
			||||
                    return; | 
				
			||||
                } | 
				
			||||
                GUI.enabled = true; | 
				
			||||
                if (GUILayout.Button(new GUIContent("Locate", "Finds the profile in the project"), GUILayout.Width(60))) { | 
				
			||||
                    if (thisEffect.profile != null) { | 
				
			||||
                        Selection.activeObject = thisEffect.profile; | 
				
			||||
                        EditorGUIUtility.PingObject(thisEffect.profile); | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.EndHorizontal(); | 
				
			||||
                EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes.")); | 
				
			||||
                EditorGUILayout.BeginHorizontal(); | 
				
			||||
            } else { | 
				
			||||
                if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { | 
				
			||||
                    CreateProfile(); | 
				
			||||
                    GUIUtility.ExitGUI(); | 
				
			||||
                    return; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndHorizontal(); | 
				
			||||
 | 
				
			||||
 | 
				
			||||
            if (isManager) { | 
				
			||||
                EditorGUILayout.HelpBox("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            expandGeneralSettings = EditorGUILayout.Foldout(expandGeneralSettings, "General Settings", true, foldoutBold); | 
				
			||||
            if (expandGeneralSettings) { | 
				
			||||
                EditorGUILayout.PropertyField(camerasLayerMask); | 
				
			||||
                EditorGUILayout.PropertyField(ignoreObjectVisibility); | 
				
			||||
                if (thisEffect.staticChildren) { | 
				
			||||
                    EditorGUILayout.HelpBox("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them (the MeshCollider can be disabled).", MessageType.Warning); | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
                EditorGUILayout.PropertyField(reflectionProbes); | 
				
			||||
 | 
				
			||||
                if (isMeshObject) { | 
				
			||||
                    EditorGUILayout.PropertyField(normalsOption); | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(optimizeSkinnedMesh); | 
				
			||||
                if (isMeshObject || optimizeSkinnedMesh.boolValue) { | 
				
			||||
                    EditorGUILayout.PropertyField(GPUInstancing); | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.Separator(); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (!isManager) { | 
				
			||||
                EditorGUILayout.LabelField("State", EditorStyles.boldLabel); | 
				
			||||
                if (isManager) { | 
				
			||||
                    EditorGUILayout.LabelField(new GUIContent("Highlighted", "Highlight state (controlled by Highlight Manager)."), new GUIContent(thisEffect.highlighted.ToString())); | 
				
			||||
                } else { | 
				
			||||
                    EditorGUILayout.PropertyField(highlighted); | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.LabelField(new GUIContent("Selected", "Selection state (used by Highlight Trigger or Manager) when using multi-selection option."), new GUIContent(thisEffect.isSelected.ToString())); | 
				
			||||
                EditorGUILayout.Separator(); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginHorizontal(); | 
				
			||||
            expandHighlightOptions = EditorGUILayout.Foldout(expandHighlightOptions, "Highlight Options", true, foldoutBold); | 
				
			||||
            if (!isMeshObject) { | 
				
			||||
                GUILayout.Label(new GUIContent("SPRITE MODE", "Highlight Effect over sprites. Some effects are not available in sprite mode"), EditorStyles.centeredGreyMiniLabel); | 
				
			||||
            } | 
				
			||||
            if (GUILayout.Button("Help", GUILayout.Width(50))) { | 
				
			||||
                EditorUtility.DisplayDialog("Quick Help", "Move the mouse over a setting for a short description.\n\nVisit kronnect.com's forum for support, questions and more cool assets.\n\nIf you like Highlight Plus please rate it or leave a review on the Asset Store! Thanks.", "Ok"); | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndHorizontal(); | 
				
			||||
            if (expandHighlightOptions) { | 
				
			||||
                EditorGUI.BeginChangeCheck(); | 
				
			||||
                if (!isManager) { | 
				
			||||
                    EditorGUILayout.PropertyField(ignore, new GUIContent("Ignore", "This object won't be highlighted.")); | 
				
			||||
                } | 
				
			||||
                if (!ignore.boolValue) { | 
				
			||||
                    EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include", "Additional objects to highlight. Pro tip: when highlighting multiple objects at the same time include them in the same layer or under the same parent.")); | 
				
			||||
                    if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer")); | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject && effectGroup.intValue != (int)TargetOptions.Scripting) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter")); | 
				
			||||
                        if (effectNameUseRegEx.boolValue && !string.IsNullOrEmpty(thisEffect.lastRegExError)) { | 
				
			||||
                            EditorGUILayout.HelpBox(thisEffect.lastRegExError, MessageType.Error); | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.BeginHorizontal(); | 
				
			||||
                        EditorGUILayout.PropertyField(effectNameUseRegEx, new GUIContent("Use Regular Expressions", "If enabled, the Object Name Filter is a regular expression.")); | 
				
			||||
                        if (effectNameUseRegEx.boolValue) { | 
				
			||||
                            if (GUILayout.Button("Help", GUILayout.Width(50))) { | 
				
			||||
                                if (EditorUtility.DisplayDialog("Regular Expressions", "Check the online Microsoft documentation for regular expressions syntax. You can also use ChatGPT to obtain regular expressions patterns. Some examples:\n^[^A].* will match any name not starting with an A\n.*[^\\d]$ matches any name not ending in a number.", "Online Reference", "Close")) { | 
				
			||||
                                    Application.OpenURL("https://learn.microsoft.com/en-us/dotnet/standard/base-types/regular-expression-language-quick-reference"); | 
				
			||||
                                } | 
				
			||||
                            } | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.EndHorizontal(); | 
				
			||||
                        if (isMeshObject) { | 
				
			||||
                            EditorGUILayout.BeginHorizontal(); | 
				
			||||
                            EditorGUILayout.PropertyField(combineMeshes); | 
				
			||||
                            if (combineMeshes.boolValue) { | 
				
			||||
                                if (GUILayout.Button("Refresh", GUILayout.Width(70))) { | 
				
			||||
                                    thisEffect.Refresh(true); | 
				
			||||
                                } | 
				
			||||
                            } | 
				
			||||
                            EditorGUILayout.EndHorizontal(); | 
				
			||||
                        } | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(alphaCutOff, new GUIContent("Alpha Cut Off", "Only for semi-transparent objects. Leave this to zero for normal opaque objects.")); | 
				
			||||
                    if (isMeshObject) { | 
				
			||||
                        EditorGUILayout.PropertyField(cullBackFaces); | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(fadeInDuration); | 
				
			||||
                    EditorGUILayout.PropertyField(fadeOutDuration); | 
				
			||||
                    EditorGUILayout.PropertyField(cameraDistanceFade); | 
				
			||||
                    if (cameraDistanceFade.boolValue) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(cameraDistanceFadeNear, new GUIContent("Near Distance")); | 
				
			||||
                        EditorGUILayout.PropertyField(cameraDistanceFadeFar, new GUIContent("Far Distance")); | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    if ((outlineQuality.intValue == (int)QualityLevel.Highest && outline.floatValue > 0) || (glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0)) { | 
				
			||||
                        EditorGUILayout.PropertyField(flipY, new GUIContent("Flip Y Fix", "Flips outline/glow effect to fix bug introduced in Unity 2019.1.0 when VR is enabled.")); | 
				
			||||
                    } | 
				
			||||
                    if (glowQuality.intValue != (int)QualityLevel.Highest || outlineQuality.intValue != (int)QualityLevel.Highest) { | 
				
			||||
                        EditorGUILayout.PropertyField(constantWidth, new GUIContent("Constant Width", "Compensates outline/glow width with depth increase.")); | 
				
			||||
                    } | 
				
			||||
                    if (isMeshObject) { | 
				
			||||
                        EditorGUILayout.PropertyField(subMeshMask); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline or glow with other highlighted objects.")); | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (!ignore.boolValue) { | 
				
			||||
                EditorGUILayout.Separator(); | 
				
			||||
                EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel); | 
				
			||||
 | 
				
			||||
                EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
                DrawSectionField(outline, "Outline", outline.floatValue > 0); | 
				
			||||
                if (outline.floatValue > 0) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    if (isMeshObject) { | 
				
			||||
                        EditorGUILayout.BeginHorizontal(); | 
				
			||||
                        QualityPropertyField(outlineQuality); | 
				
			||||
                        if (outlineQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                            GUILayout.Label("(Screen-Space Effect)"); | 
				
			||||
                        } else { | 
				
			||||
                            GUILayout.Label("(Mesh-based Effect)"); | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.EndHorizontal(); | 
				
			||||
                    } | 
				
			||||
                    CheckVRSupport(outlineQuality.intValue); | 
				
			||||
                    if (outlineQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                        EditorGUILayout.PropertyField(outlineEdgeMode, new GUIContent("Edges")); | 
				
			||||
                        if (outlineEdgeMode.intValue == (int)OutlineEdgeMode.Any) { | 
				
			||||
                            EditorGUILayout.PropertyField(outlineEdgeThreshold, new GUIContent("Edge Detection Threshold")); | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.PropertyField(outlineContourStyle, new GUIContent("Contour Style")); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineBlurPasses, new GUIContent("Blur Passes")); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineSharpness, new GUIContent("Sharpness")); | 
				
			||||
                    } else { | 
				
			||||
                        EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineColorStyle, new GUIContent("Color Style")); | 
				
			||||
                        switch ((ColorStyle)outlineColorStyle.intValue) { | 
				
			||||
                            case ColorStyle.SingleColor: | 
				
			||||
                                EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); | 
				
			||||
                                break; | 
				
			||||
                            case ColorStyle.Gradient: | 
				
			||||
                                EditorGUI.indentLevel++; | 
				
			||||
                                EditorGUILayout.PropertyField(outlineGradient, new GUIContent("Gradient")); | 
				
			||||
                                EditorGUILayout.PropertyField(outlineGradientInLocalSpace, new GUIContent("In Local Space")); | 
				
			||||
                                EditorGUI.indentLevel--; | 
				
			||||
                                break; | 
				
			||||
                        } | 
				
			||||
                    } | 
				
			||||
                    if (outlineQuality.intValue == (int)QualityLevel.Highest && outlineEdgeMode.intValue != (int)OutlineEdgeMode.Any) { | 
				
			||||
                        CheckDepthTextureSupport("Highest Quality"); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling")); | 
				
			||||
                    } | 
				
			||||
 | 
				
			||||
                    if (outlineQuality.intValue == (int)QualityLevel.Highest && (glow.floatValue > 0 && glowQuality.intValue == (int)QualityLevel.Highest)) { | 
				
			||||
                        outlineVisibility.intValue = glowVisibility.intValue; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility")); | 
				
			||||
                    if (outlineQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                        EditorGUILayout.PropertyField(outlineBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); | 
				
			||||
                        if (!Application.isPlaying && outlineBlitDebug.boolValue && (!HighlightPlusRenderPassFeature.showingInEditMode || !highlighted.boolValue)) { | 
				
			||||
                            EditorGUILayout.HelpBox("Enable \"Preview In Editor\" in the Highlight Render Feature and \"Highlighted\" to display the outline Debug View.", MessageType.Warning); | 
				
			||||
                        } | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(outlineMaskMode, new GUIContent("Mask Mode")); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
                EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
                DrawSectionField(glow, "Outer Glow", glow.floatValue > 0); | 
				
			||||
                if (glow.floatValue > 0) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    if (isMeshObject) { | 
				
			||||
                        EditorGUILayout.BeginHorizontal(); | 
				
			||||
                        QualityPropertyField(glowQuality); | 
				
			||||
                        if (glowQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                            GUILayout.Label("(Screen-Space Effect)"); | 
				
			||||
                        } else { | 
				
			||||
                            GUILayout.Label("(Mesh-based Effect)"); | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.EndHorizontal(); | 
				
			||||
                    } | 
				
			||||
                    CheckVRSupport(glowQuality.intValue); | 
				
			||||
                    if (glowQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                        CheckDepthTextureSupport("Highest Quality"); | 
				
			||||
                        EditorGUILayout.PropertyField(outlineContourStyle, new GUIContent("Contour Style")); | 
				
			||||
                        EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); | 
				
			||||
                        EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color")); | 
				
			||||
                        EditorGUILayout.PropertyField(glowBlurMethod, new GUIContent("Blur Method", "Gaussian: better quality. Kawase: faster.")); | 
				
			||||
                        EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling")); | 
				
			||||
                    } else { | 
				
			||||
                        EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(glowMaskMode, new GUIContent("Mask Mode")); | 
				
			||||
                    if (glowQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                        EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility")); | 
				
			||||
                        EditorGUILayout.PropertyField(glowBlendMode, new GUIContent("Blend Mode")); | 
				
			||||
                    } else { | 
				
			||||
                        EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility")); | 
				
			||||
                        EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering")); | 
				
			||||
                        if (glowDithering.floatValue > 0) { | 
				
			||||
                            EditorGUI.indentLevel++; | 
				
			||||
                            EditorGUILayout.PropertyField(glowDitheringStyle, new GUIContent("Style")); | 
				
			||||
                            if (glowDitheringStyle.intValue == (int)GlowDitheringStyle.Pattern) { | 
				
			||||
                                EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1")); | 
				
			||||
                                EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2")); | 
				
			||||
                            } | 
				
			||||
                            EditorGUI.indentLevel--; | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes")); | 
				
			||||
                        if (!glowBlendPasses.boolValue) { | 
				
			||||
                            HighlightEffect ef = (HighlightEffect)target; | 
				
			||||
                            if (ef.glowPasses != null) { | 
				
			||||
                                for (int k = 0; k < ef.glowPasses.Length - 1; k++) { | 
				
			||||
                                    if (ef.glowPasses[k].offset > ef.glowPasses[k + 1].offset) { | 
				
			||||
                                        EditorGUILayout.HelpBox("Glow pass " + k + " has a greater offset than the next one. Reduce it to ensure the next glow pass is visible.", MessageType.Warning); | 
				
			||||
                                    } | 
				
			||||
                                } | 
				
			||||
                            } | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.PropertyField(glowPasses, true); | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed")); | 
				
			||||
                    if (glowQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                        EditorGUILayout.PropertyField(glowBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); | 
				
			||||
                        if (!Application.isPlaying && glowBlitDebug.boolValue && (!HighlightPlusRenderPassFeature.showingInEditMode || !highlighted.boolValue)) { | 
				
			||||
                            EditorGUILayout.HelpBox("Enable \"Preview In Editor\" in the Highlight Render Feature and \"Highlighted\" to display the glow Debug View.", MessageType.Warning); | 
				
			||||
                        } | 
				
			||||
                    } | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
                if (isMeshObject) { | 
				
			||||
                    EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
                    DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0); | 
				
			||||
                    if (innerGlow.floatValue > 0) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color")); | 
				
			||||
                        EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width")); | 
				
			||||
                        EditorGUILayout.PropertyField(innerGlowBlendMode, new GUIContent("Blend Mode")); | 
				
			||||
                        EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility")); | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.EndVertical(); | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
                EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
                DrawSectionField(overlay, "Overlay", overlay.floatValue > 0); | 
				
			||||
                if (overlay.floatValue > 0) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(overlayMode, new GUIContent("Mode")); | 
				
			||||
                    EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color")); | 
				
			||||
                    EditorGUILayout.PropertyField(overlayTexture, new GUIContent("Texture")); | 
				
			||||
                    if (overlayTexture.objectReferenceValue != null) { | 
				
			||||
                        EditorGUILayout.PropertyField(overlayTextureUVSpace, new GUIContent("UV Space")); | 
				
			||||
                        EditorGUILayout.PropertyField(overlayTextureScale, new GUIContent("Texture Scale")); | 
				
			||||
                        if ((TextureUVSpace)overlayTextureUVSpace.intValue != TextureUVSpace.Triplanar) { | 
				
			||||
                            EditorGUILayout.PropertyField(overlayTextureScrolling, new GUIContent("Texture Scrolling")); | 
				
			||||
                        } | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending")); | 
				
			||||
                    EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity")); | 
				
			||||
                    EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed")); | 
				
			||||
                    EditorGUILayout.PropertyField(overlayVisibility, new GUIContent("Visibility")); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
                EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
                DrawSectionField(targetFX, "Target", targetFX.boolValue); | 
				
			||||
                if (targetFX.boolValue) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture", "The texture that contains the shape to be drawn over the highlighted object.")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXUseEnclosingBounds, new GUIContent("Use Enclosing Bounds")); | 
				
			||||
                    if (!targetFXUseEnclosingBounds.boolValue) { | 
				
			||||
                        EditorGUILayout.PropertyField(targetFXCenter, new GUIContent("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position.")); | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXScaleToRenderBounds, new GUIContent("Scale To Object Bounds")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXOffset, new GUIContent("Offset")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXAlignToGround, new GUIContent("Align To Ground")); | 
				
			||||
                    if (targetFXAlignToGround.boolValue) { | 
				
			||||
                        CheckDepthTextureSupport("Align To Ground option"); | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        if (thisEffect.includedObjectsCount > 1 && targetFXCenter.objectReferenceValue == null && effectGroup.intValue != (int)TargetOptions.OnlyThisObject) { | 
				
			||||
                            EditorGUILayout.HelpBox("It's recommended to specify in the 'Center' property above, the specific object used to position the target fx image (will be rendered under that object on the ground).", MessageType.Info); | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.PropertyField(targetFXGroundMaxDistance, new GUIContent("Ground Max Distance")); | 
				
			||||
                        EditorGUILayout.PropertyField(targetFXGroundLayerMask, new GUIContent("Ground Layer Mask")); | 
				
			||||
                        HighlightEffect he = (HighlightEffect)target; | 
				
			||||
                        if ((targetFXGroundLayerMask.intValue & (1 << he.gameObject.layer)) != 0) { | 
				
			||||
                            EditorGUILayout.HelpBox("Ground Layer Mask should not include this object layer.", MessageType.Warning); | 
				
			||||
                        } | 
				
			||||
                        EditorGUILayout.PropertyField(targetFXFadePower, new GUIContent("Fade Power")); | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXVisibility, new GUIContent("Visibility")); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.EndVertical(); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (isMeshObject) { | 
				
			||||
 | 
				
			||||
                EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
                EditorGUILayout.PropertyField(seeThrough); | 
				
			||||
                if (seeThrough.intValue != (int)SeeThroughMode.Never) { | 
				
			||||
                    if (isManager && seeThrough.intValue == (int)SeeThroughMode.AlwaysWhenOccluded) { | 
				
			||||
                        EditorGUILayout.HelpBox("This option is not valid in Manager.\nTo make an object always visible add a Highlight Effect component to the gameobject and enable this option on the component.", MessageType.Error); | 
				
			||||
                    } | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughOccluderMask, new GUIContent("Occluder Layer")); | 
				
			||||
                    if (seeThroughOccluderMask.intValue > 0) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughOccluderMaskAccurate, new GUIContent("Accurate")); | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughOccluderThreshold, new GUIContent("Radius Threshold", "Multiplier to the object bounds. Making the bounds smaller prevents false occlusion tests.")); | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughOccluderCheckInterval, new GUIContent("Check Interval", "Interval in seconds between occlusion tests.")); | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughOccluderCheckIndividualObjects, new GUIContent("Check Individual Objects")); | 
				
			||||
                        if (!showCurrentOccluders && Camera.main != null) { | 
				
			||||
                            GUI.enabled = Application.isPlaying; | 
				
			||||
                            EditorGUILayout.BeginHorizontal(); | 
				
			||||
                            GUILayout.Label("", GUILayout.Width(30)); | 
				
			||||
                            if (GUILayout.Button(" Show Current Occluders (only during Play Mode) ")) { | 
				
			||||
                                showCurrentOccluders = true; | 
				
			||||
                            } | 
				
			||||
                            GUILayout.FlexibleSpace(); | 
				
			||||
                            EditorGUILayout.EndHorizontal(); | 
				
			||||
                            GUI.enabled = true; | 
				
			||||
                        } | 
				
			||||
                        if (showCurrentOccluders) { | 
				
			||||
                            HighlightEffect h = (HighlightEffect)target; | 
				
			||||
                            List<Renderer> occluders = h.GetOccluders(Camera.main); | 
				
			||||
                            int count = occluders != null ? occluders.Count : 0; | 
				
			||||
                            if (count == 0) { | 
				
			||||
                                EditorGUILayout.LabelField("No occluders found (using main camera)"); | 
				
			||||
                            } else { | 
				
			||||
                                EditorGUILayout.LabelField("Occluders found (using main camera):"); | 
				
			||||
                                for (int k = 0; k < count; k++) { | 
				
			||||
                                    if (occluders[k] == null) continue; | 
				
			||||
                                    EditorGUILayout.BeginHorizontal(); | 
				
			||||
                                    EditorGUILayout.LabelField(occluders[k].name); | 
				
			||||
                                    if (GUILayout.Button("Select")) { | 
				
			||||
                                        Selection.activeGameObject = occluders[k].gameObject; | 
				
			||||
                                        GUIUtility.ExitGUI(); | 
				
			||||
                                    } | 
				
			||||
                                    EditorGUILayout.EndHorizontal(); | 
				
			||||
                                } | 
				
			||||
                            } | 
				
			||||
                        } | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughDepthOffset, new GUIContent("Depth Offset" + ((seeThroughDepthOffset.floatValue > 0) ? " •" : ""))); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughMaxDepth, new GUIContent("Max Depth" + ((seeThroughMaxDepth.floatValue > 0) ? " •" : ""))); | 
				
			||||
                    if (seeThroughDepthOffset.floatValue > 0 || seeThroughMaxDepth.floatValue > 0) { | 
				
			||||
                        CheckDepthTextureSupport("See-Through Depth Options"); | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughTexture, new GUIContent("Texture")); | 
				
			||||
                    if (seeThroughTexture.objectReferenceValue != null) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughTextureUVSpace, new GUIContent("UV Space")); | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughTextureScale, new GUIContent("Texture Scale")); | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden" + ((seeThroughBorder.floatValue > 0) ? " •" : ""))); | 
				
			||||
                    if (seeThroughBorder.floatValue > 0) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width")); | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color")); | 
				
			||||
                        EditorGUILayout.PropertyField(seeThroughBorderOnly, new GUIContent("Border Only")); | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughChildrenSortingMode, new GUIContent("Children Sorting Mode")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughOrdered, new GUIContent("Ordered")); | 
				
			||||
 | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.EndVertical(); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(hitFxInitialIntensity, "Hit FX", hitFxInitialIntensity.floatValue > 0); | 
				
			||||
            if (hitFxInitialIntensity.floatValue > 0) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(hitFxMode, new GUIContent("Mode")); | 
				
			||||
                EditorGUILayout.PropertyField(hitFxFadeOutDuration, new GUIContent("Fade Out Duration")); | 
				
			||||
                EditorGUILayout.PropertyField(hitFxColor, new GUIContent("Color")); | 
				
			||||
                if ((HitFxMode)hitFxMode.intValue == HitFxMode.LocalHit) { | 
				
			||||
                    EditorGUILayout.PropertyField(hitFxRadius, new GUIContent("Radius")); | 
				
			||||
                } | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (!Application.isPlaying) { | 
				
			||||
                EditorGUILayout.HelpBox("Enter Play Mode to test this feature. In your code, call effect.HitFX() method to execute this hit effect.", MessageType.Info); | 
				
			||||
            } else { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                if (GUILayout.Button("Execute Hit")) { | 
				
			||||
                    thisEffect.HitFX(); | 
				
			||||
                } | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            if (serializedObject.ApplyModifiedProperties() || profileChanged || Event.current.commandName == "UndoRedoPerformed") { | 
				
			||||
                if (thisEffect.profile != null) { | 
				
			||||
                    if (profileChanged) { | 
				
			||||
                        thisEffect.profile.Load(thisEffect); | 
				
			||||
                        profileChanged = false; | 
				
			||||
                        enableProfileApply = false; | 
				
			||||
                    } else { | 
				
			||||
                        enableProfileApply = true; | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
                foreach (HighlightEffect effect in targets) { | 
				
			||||
                    effect.Refresh(); | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        void DrawSectionField(SerializedProperty property, string label, bool active) { | 
				
			||||
            EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " •" : label)); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        void CheckVRSupport(int qualityLevel) { | 
				
			||||
            if (qualityLevel == (int)QualityLevel.Highest && PlayerSettings.virtualRealitySupported) { | 
				
			||||
                if (PlayerSettings.stereoRenderingPath != StereoRenderingPath.MultiPass) { | 
				
			||||
                    EditorGUILayout.HelpBox("Highest Quality only supports VR Multi-Pass as CommandBuffers do not support this VR mode yet. Either switch to 'High Quality' or change VR Stereo mode to Multi-Pass.", MessageType.Error); | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        void CheckDepthTextureSupport(string feature) { | 
				
			||||
#if !UNITY_2021_2_OR_NEWER | 
				
			||||
            if (pipe == null) return; | 
				
			||||
            if (!pipe.supportsCameraDepthTexture && !thisEffect.spriteMode) { | 
				
			||||
                EditorGUILayout.HelpBox(feature + " requires Depth Texture support and currently it's not enabled in the Rendering Pipeline asset.", MessageType.Error); | 
				
			||||
                if (pipe != null && GUILayout.Button("Go to Universal Rendering Pipeline Asset")) { | 
				
			||||
                    Selection.activeObject = pipe; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.Separator(); | 
				
			||||
            } | 
				
			||||
#endif | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        static readonly int[] qualityValues = { 0, 3, 1, 2 }; | 
				
			||||
        static readonly GUIContent[] qualityTexts = { new GUIContent("Fastest"), new GUIContent("Medium"), new GUIContent("High"), new GUIContent("Highest") }; | 
				
			||||
 | 
				
			||||
        public static void QualityPropertyField(SerializedProperty prop) { | 
				
			||||
            prop.intValue = EditorGUILayout.IntPopup(new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh."), prop.intValue, qualityTexts, qualityValues); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        bool IsDefaultEffectUsedByManager() { | 
				
			||||
            MonoBehaviour[] components = thisEffect.GetComponents<MonoBehaviour>(); | 
				
			||||
            if (components != null) { | 
				
			||||
                for (int k = 0; k < components.Length; k++) { | 
				
			||||
                    if (components[k] == null || !components[k].enabled) | 
				
			||||
                        continue; | 
				
			||||
                    string name = components[k].GetType().Name; | 
				
			||||
                    if ("HighlightManager".Equals(name)) return true; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
            return false; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        #region Profile handling | 
				
			||||
 | 
				
			||||
        void CreateProfile() { | 
				
			||||
 | 
				
			||||
            HighlightProfile newProfile = CreateInstance<HighlightProfile>(); | 
				
			||||
            newProfile.Save(thisEffect); | 
				
			||||
 | 
				
			||||
            AssetDatabase.CreateAsset(newProfile, "Assets/Highlight Plus Profile.asset"); | 
				
			||||
            AssetDatabase.SaveAssets(); | 
				
			||||
 | 
				
			||||
            EditorUtility.FocusProjectWindow(); | 
				
			||||
            Selection.activeObject = newProfile; | 
				
			||||
 | 
				
			||||
            thisEffect.profile = newProfile; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
 | 
				
			||||
        #endregion | 
				
			||||
 | 
				
			||||
#pragma warning restore 0618 | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
@ -1,12 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: be287539f47634552a716f0705710448 | 
				
			||||
timeCreated: 1542886545 | 
				
			||||
licenseType: Store | 
				
			||||
MonoImporter: | 
				
			||||
  serializedVersion: 2 | 
				
			||||
  defaultReferences: [] | 
				
			||||
  executionOrder: 0 | 
				
			||||
  icon: {instanceID: 0} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,71 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEditor; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
    [CustomEditor(typeof(HighlightManager))] | 
				
			||||
    public class HighlightManagerEditor : Editor { | 
				
			||||
 | 
				
			||||
        SerializedProperty highlightOnHover, layerMask, raycastCamera, raycastSource, minDistance, maxDistance, respectUI; | 
				
			||||
        SerializedProperty selectOnClick, selectedProfile, selectedAndHighlightedProfile, singleSelection, toggleOnClick, keepSelection; | 
				
			||||
 | 
				
			||||
        void OnEnable() { | 
				
			||||
            highlightOnHover = serializedObject.FindProperty("_highlightOnHover"); | 
				
			||||
            layerMask = serializedObject.FindProperty("layerMask"); | 
				
			||||
            raycastCamera = serializedObject.FindProperty("raycastCamera"); | 
				
			||||
            raycastSource = serializedObject.FindProperty("raycastSource"); | 
				
			||||
            minDistance = serializedObject.FindProperty("minDistance"); | 
				
			||||
            maxDistance = serializedObject.FindProperty("maxDistance"); | 
				
			||||
            respectUI = serializedObject.FindProperty("respectUI"); | 
				
			||||
            selectOnClick = serializedObject.FindProperty("selectOnClick"); | 
				
			||||
            selectedProfile = serializedObject.FindProperty("selectedProfile"); | 
				
			||||
            selectedAndHighlightedProfile = serializedObject.FindProperty("selectedAndHighlightedProfile"); | 
				
			||||
            singleSelection = serializedObject.FindProperty("singleSelection"); | 
				
			||||
            toggleOnClick = serializedObject.FindProperty("toggle"); | 
				
			||||
            keepSelection = serializedObject.FindProperty("keepSelection"); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        public override void OnInspectorGUI() { | 
				
			||||
            EditorGUILayout.Separator(); | 
				
			||||
            EditorGUILayout.HelpBox("Only objects with a collider can be highlighted automatically.", MessageType.Info); | 
				
			||||
 | 
				
			||||
            serializedObject.Update(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.PropertyField(layerMask); | 
				
			||||
            EditorGUILayout.PropertyField(raycastCamera); | 
				
			||||
            EditorGUILayout.PropertyField(raycastSource); | 
				
			||||
            EditorGUILayout.PropertyField(minDistance); | 
				
			||||
            EditorGUILayout.PropertyField(maxDistance); | 
				
			||||
            EditorGUILayout.PropertyField(respectUI); | 
				
			||||
            EditorGUILayout.PropertyField(highlightOnHover); | 
				
			||||
            EditorGUILayout.PropertyField(selectOnClick); | 
				
			||||
            if (selectOnClick.boolValue) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(selectedProfile); | 
				
			||||
                EditorGUILayout.PropertyField(selectedAndHighlightedProfile); | 
				
			||||
                EditorGUILayout.PropertyField(singleSelection); | 
				
			||||
                EditorGUILayout.PropertyField(toggleOnClick); | 
				
			||||
                EditorGUILayout.PropertyField(keepSelection); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            serializedObject.ApplyModifiedProperties(); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
 | 
				
			||||
        [MenuItem("GameObject/Effects/Highlight Plus/Create Highlight Manager", false, 10)] | 
				
			||||
		static void CreateManager (MenuCommand menuCommand) { | 
				
			||||
			HighlightManager manager = Misc.FindObjectOfType<HighlightManager> (); | 
				
			||||
			if (manager == null) { | 
				
			||||
				GameObject managerGO = new GameObject ("HighlightPlusManager"); | 
				
			||||
				manager = managerGO.AddComponent<HighlightManager> (); | 
				
			||||
				// Register root object for undo. | 
				
			||||
				Undo.RegisterCreatedObjectUndo (manager, "Create Highlight Plus Manager"); | 
				
			||||
			} | 
				
			||||
			Selection.activeObject = manager; | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
@ -1,12 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: ace58d1d278d649c98e5a2b5a066b3cd | 
				
			||||
timeCreated: 1548711355 | 
				
			||||
licenseType: Store | 
				
			||||
MonoImporter: | 
				
			||||
  serializedVersion: 2 | 
				
			||||
  defaultReferences: [] | 
				
			||||
  executionOrder: 0 | 
				
			||||
  icon: {instanceID: 0} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,391 +0,0 @@
					 | 
				
			||||
using UnityEditor; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
 | 
				
			||||
    [CustomEditor(typeof(HighlightProfile))] | 
				
			||||
    [CanEditMultipleObjects] | 
				
			||||
    public class HighlightProfileEditor : Editor { | 
				
			||||
 | 
				
			||||
        SerializedProperty effectGroup, effectGroupLayer, effectNameFilter, effectNameUseRegEx, combineMeshes, alphaCutOff, cullBackFaces; | 
				
			||||
        SerializedProperty overlay, overlayMode, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayTexture, overlayTextureScale, overlayTextureScrolling, overlayTextureUVSpace, overlayBlending, overlayVisibility; | 
				
			||||
        SerializedProperty fadeInDuration, fadeOutDuration, constantWidth, normalsOption; | 
				
			||||
        SerializedProperty outline, outlineColor, outlineColorStyle, outlineGradient, outlineGradientInLocalSpace, outlineWidth, outlineBlurPasses, outlineQuality, outlineEdgeMode, outlineEdgeThreshold, outlineSharpness; | 
				
			||||
        SerializedProperty outlineDownsampling, outlineVisibility, outlineIndependent, outlineContourStyle, outlineMaskMode; | 
				
			||||
        SerializedProperty glow, glowWidth, glowQuality, glowBlurMethod, glowDownsampling, glowHQColor, glowDithering, glowDitheringStyle, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed; | 
				
			||||
        SerializedProperty glowBlendPasses, glowVisibility, glowBlendMode, glowPasses, glowMaskMode; | 
				
			||||
        SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowBlendMode, innerGlowVisibility; | 
				
			||||
        SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXScaleToRenderBounds, targetFXUseEnclosingBounds, targetFXOffset; | 
				
			||||
        SerializedProperty targetFXAlignToGround, targetFXFadePower, targetFXGroundMaxDistance, targetFXGroundLayerMask, targetFXTransitionDuration, targetFXStayDuration, targetFXVisibility; | 
				
			||||
        SerializedProperty seeThrough, seeThroughOccluderMask, seeThroughOccluderMaskAccurate, seeThroughOccluderThreshold, seeThroughOccluderCheckInterval, seeThroughOccluderCheckIndividualObjects, seeThroughDepthOffset, seeThroughMaxDepth; | 
				
			||||
        SerializedProperty seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor, seeThroughNoise, seeThroughBorder, seeThroughBorderWidth, seeThroughBorderColor, seeThroughOrdered, seeThroughBorderOnly, seeThroughTexture, seeThroughTextureUVSpace, seeThroughTextureScale, seeThroughChildrenSortingMode; | 
				
			||||
        SerializedProperty hitFxInitialIntensity, hitFxMode, hitFxFadeOutDuration, hitFxColor, hitFxRadius; | 
				
			||||
        SerializedProperty cameraDistanceFade, cameraDistanceFadeNear, cameraDistanceFadeFar; | 
				
			||||
 | 
				
			||||
        void OnEnable() { | 
				
			||||
            effectGroup = serializedObject.FindProperty("effectGroup"); | 
				
			||||
            effectGroupLayer = serializedObject.FindProperty("effectGroupLayer"); | 
				
			||||
            effectNameFilter = serializedObject.FindProperty("effectNameFilter"); | 
				
			||||
            effectNameUseRegEx = serializedObject.FindProperty("effectNameUseRegEx"); | 
				
			||||
            combineMeshes = serializedObject.FindProperty("combineMeshes"); | 
				
			||||
            alphaCutOff = serializedObject.FindProperty("alphaCutOff"); | 
				
			||||
            cullBackFaces = serializedObject.FindProperty("cullBackFaces"); | 
				
			||||
            normalsOption = serializedObject.FindProperty("normalsOption"); | 
				
			||||
            fadeInDuration = serializedObject.FindProperty("fadeInDuration"); | 
				
			||||
            fadeOutDuration = serializedObject.FindProperty("fadeOutDuration"); | 
				
			||||
            constantWidth = serializedObject.FindProperty("constantWidth"); | 
				
			||||
            overlay = serializedObject.FindProperty("overlay"); | 
				
			||||
            overlayMode = serializedObject.FindProperty("overlayMode"); | 
				
			||||
            overlayColor = serializedObject.FindProperty("overlayColor"); | 
				
			||||
            overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed"); | 
				
			||||
            overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity"); | 
				
			||||
            overlayBlending = serializedObject.FindProperty("overlayBlending"); | 
				
			||||
            overlayVisibility = serializedObject.FindProperty("overlayVisibility"); | 
				
			||||
            overlayTexture = serializedObject.FindProperty("overlayTexture"); | 
				
			||||
            overlayTextureUVSpace = serializedObject.FindProperty("overlayTextureUVSpace"); | 
				
			||||
            overlayTextureScale = serializedObject.FindProperty("overlayTextureScale"); | 
				
			||||
            overlayTextureScrolling = serializedObject.FindProperty("overlayTextureScrolling"); | 
				
			||||
            outline = serializedObject.FindProperty("outline"); | 
				
			||||
            outlineColor = serializedObject.FindProperty("outlineColor"); | 
				
			||||
            outlineColorStyle = serializedObject.FindProperty("outlineColorStyle"); | 
				
			||||
            outlineGradient = serializedObject.FindProperty("outlineGradient"); | 
				
			||||
            outlineGradientInLocalSpace = serializedObject.FindProperty("outlineGradientInLocalSpace"); | 
				
			||||
            outlineWidth = serializedObject.FindProperty("outlineWidth"); | 
				
			||||
            outlineBlurPasses = serializedObject.FindProperty("outlineBlurPasses"); | 
				
			||||
            outlineQuality = serializedObject.FindProperty("outlineQuality"); | 
				
			||||
            outlineEdgeMode = serializedObject.FindProperty("outlineEdgeMode"); | 
				
			||||
            outlineEdgeThreshold = serializedObject.FindProperty("outlineEdgeThreshold"); | 
				
			||||
            outlineSharpness = serializedObject.FindProperty("outlineSharpness"); | 
				
			||||
            outlineDownsampling = serializedObject.FindProperty("outlineDownsampling"); | 
				
			||||
            outlineVisibility = serializedObject.FindProperty("outlineVisibility"); | 
				
			||||
            outlineIndependent = serializedObject.FindProperty("outlineIndependent"); | 
				
			||||
            outlineContourStyle = serializedObject.FindProperty("outlineContourStyle"); | 
				
			||||
            outlineMaskMode = serializedObject.FindProperty("outlineMaskMode"); | 
				
			||||
            glow = serializedObject.FindProperty("glow"); | 
				
			||||
            glowWidth = serializedObject.FindProperty("glowWidth"); | 
				
			||||
            glowQuality = serializedObject.FindProperty("glowQuality"); | 
				
			||||
            glowBlurMethod = serializedObject.FindProperty("glowBlurMethod"); | 
				
			||||
            glowDownsampling = serializedObject.FindProperty("glowDownsampling"); | 
				
			||||
            glowHQColor = serializedObject.FindProperty("glowHQColor"); | 
				
			||||
            glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed"); | 
				
			||||
            glowDithering = serializedObject.FindProperty("glowDithering"); | 
				
			||||
            glowDitheringStyle = serializedObject.FindProperty("glowDitheringStyle"); | 
				
			||||
            glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1"); | 
				
			||||
            glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2"); | 
				
			||||
            glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed"); | 
				
			||||
            glowBlendPasses = serializedObject.FindProperty("glowBlendPasses"); | 
				
			||||
            glowVisibility = serializedObject.FindProperty("glowVisibility"); | 
				
			||||
            glowBlendMode = serializedObject.FindProperty("glowBlendMode"); | 
				
			||||
            glowPasses = serializedObject.FindProperty("glowPasses"); | 
				
			||||
            glowMaskMode = serializedObject.FindProperty("glowMaskMode"); | 
				
			||||
            innerGlow = serializedObject.FindProperty("innerGlow"); | 
				
			||||
            innerGlowColor = serializedObject.FindProperty("innerGlowColor"); | 
				
			||||
            innerGlowWidth = serializedObject.FindProperty("innerGlowWidth"); | 
				
			||||
            innerGlowBlendMode = serializedObject.FindProperty("innerGlowBlendMode"); | 
				
			||||
            innerGlowVisibility = serializedObject.FindProperty("innerGlowVisibility"); | 
				
			||||
            targetFX = serializedObject.FindProperty("targetFX"); | 
				
			||||
            targetFXTexture = serializedObject.FindProperty("targetFXTexture"); | 
				
			||||
            targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed"); | 
				
			||||
            targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale"); | 
				
			||||
            targetFXEndScale = serializedObject.FindProperty("targetFXEndScale"); | 
				
			||||
            targetFXScaleToRenderBounds = serializedObject.FindProperty("targetFXScaleToRenderBounds"); | 
				
			||||
            targetFXUseEnclosingBounds = serializedObject.FindProperty("targetFXUseEnclosingBounds"); | 
				
			||||
            targetFXOffset = serializedObject.FindProperty("targetFXOffset"); | 
				
			||||
            targetFXAlignToGround = serializedObject.FindProperty("targetFXAlignToGround"); | 
				
			||||
            targetFXGroundMaxDistance = serializedObject.FindProperty("targetFXGroundMaxDistance"); | 
				
			||||
            targetFXGroundLayerMask = serializedObject.FindProperty("targetFXGroundLayerMask"); | 
				
			||||
            targetFXFadePower = serializedObject.FindProperty("targetFXFadePower"); | 
				
			||||
            targetFXColor = serializedObject.FindProperty("targetFXColor"); | 
				
			||||
            targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration"); | 
				
			||||
            targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration"); | 
				
			||||
            targetFXVisibility = serializedObject.FindProperty("targetFXVisibility"); | 
				
			||||
            seeThrough = serializedObject.FindProperty("seeThrough"); | 
				
			||||
            seeThroughOccluderMask = serializedObject.FindProperty("seeThroughOccluderMask"); | 
				
			||||
            seeThroughOccluderMaskAccurate = serializedObject.FindProperty("seeThroughOccluderMaskAccurate"); | 
				
			||||
            seeThroughOccluderThreshold = serializedObject.FindProperty("seeThroughOccluderThreshold"); | 
				
			||||
            seeThroughOccluderCheckInterval = serializedObject.FindProperty("seeThroughOccluderCheckInterval"); | 
				
			||||
            seeThroughOccluderCheckIndividualObjects = serializedObject.FindProperty("seeThroughOccluderCheckIndividualObjects"); | 
				
			||||
            seeThroughDepthOffset = serializedObject.FindProperty("seeThroughDepthOffset"); | 
				
			||||
            seeThroughMaxDepth = serializedObject.FindProperty("seeThroughMaxDepth"); | 
				
			||||
            seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity"); | 
				
			||||
            seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha"); | 
				
			||||
            seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor"); | 
				
			||||
            seeThroughNoise = serializedObject.FindProperty("seeThroughNoise"); | 
				
			||||
            seeThroughBorder = serializedObject.FindProperty("seeThroughBorder"); | 
				
			||||
            seeThroughBorderWidth = serializedObject.FindProperty("seeThroughBorderWidth"); | 
				
			||||
            seeThroughBorderColor = serializedObject.FindProperty("seeThroughBorderColor"); | 
				
			||||
            seeThroughBorderOnly = serializedObject.FindProperty("seeThroughBorderOnly"); | 
				
			||||
            seeThroughOrdered = serializedObject.FindProperty("seeThroughOrdered"); | 
				
			||||
            seeThroughTexture = serializedObject.FindProperty("seeThroughTexture"); | 
				
			||||
            seeThroughTextureScale = serializedObject.FindProperty("seeThroughTextureScale"); | 
				
			||||
            seeThroughTextureUVSpace = serializedObject.FindProperty("seeThroughTextureUVSpace"); | 
				
			||||
            seeThroughChildrenSortingMode = serializedObject.FindProperty("seeThroughChildrenSortingMode"); | 
				
			||||
            hitFxInitialIntensity = serializedObject.FindProperty("hitFxInitialIntensity"); | 
				
			||||
            hitFxMode = serializedObject.FindProperty("hitFxMode"); | 
				
			||||
            hitFxFadeOutDuration = serializedObject.FindProperty("hitFxFadeOutDuration"); | 
				
			||||
            hitFxColor = serializedObject.FindProperty("hitFxColor"); | 
				
			||||
            hitFxRadius = serializedObject.FindProperty("hitFxRadius"); | 
				
			||||
            cameraDistanceFade = serializedObject.FindProperty("cameraDistanceFade"); | 
				
			||||
            cameraDistanceFadeNear = serializedObject.FindProperty("cameraDistanceFadeNear"); | 
				
			||||
            cameraDistanceFadeFar = serializedObject.FindProperty("cameraDistanceFadeFar"); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        public override void OnInspectorGUI() { | 
				
			||||
 | 
				
			||||
            serializedObject.Update(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.Separator(); | 
				
			||||
            EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel); | 
				
			||||
            EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include")); | 
				
			||||
            if (effectGroup.intValue == (int)TargetOptions.LayerInScene || effectGroup.intValue == (int)TargetOptions.LayerInChildren) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer")); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            if (effectGroup.intValue != (int)TargetOptions.OnlyThisObject && effectGroup.intValue != (int)TargetOptions.Scripting) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(effectNameFilter, new GUIContent("Object Name Filter")); | 
				
			||||
                EditorGUILayout.PropertyField(effectNameUseRegEx, new GUIContent("Use Regular Expressions")); | 
				
			||||
                EditorGUILayout.PropertyField(combineMeshes); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.PropertyField(alphaCutOff); | 
				
			||||
            EditorGUILayout.PropertyField(cullBackFaces); | 
				
			||||
            EditorGUILayout.PropertyField(normalsOption); | 
				
			||||
            EditorGUILayout.PropertyField(fadeInDuration); | 
				
			||||
            EditorGUILayout.PropertyField(fadeOutDuration); | 
				
			||||
            EditorGUILayout.PropertyField(cameraDistanceFade); | 
				
			||||
            if (cameraDistanceFade.boolValue) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(cameraDistanceFadeNear, new GUIContent("Near Distance")); | 
				
			||||
                EditorGUILayout.PropertyField(cameraDistanceFadeFar, new GUIContent("Far Distance")); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.PropertyField(constantWidth); | 
				
			||||
            EditorGUILayout.PropertyField(outlineIndependent, new GUIContent("Independent", "Do not combine outline with other highlighted objects.")); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.Separator(); | 
				
			||||
            EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(outline, "Outline", outline.floatValue > 0); | 
				
			||||
            if (outline.floatValue > 0) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                HighlightEffectEditor.QualityPropertyField(outlineQuality); | 
				
			||||
                if (outlineQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                    EditorGUILayout.PropertyField(outlineEdgeMode, new GUIContent("Edges")); | 
				
			||||
                    if (outlineEdgeMode.intValue == (int)OutlineEdgeMode.Any) { | 
				
			||||
                        EditorGUILayout.PropertyField(outlineEdgeThreshold, new GUIContent("Edge Detection Threshold")); | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(outlineContourStyle, new GUIContent("Contour Style")); | 
				
			||||
                    EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); | 
				
			||||
                    EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); | 
				
			||||
                    EditorGUILayout.PropertyField(outlineBlurPasses, new GUIContent("Blur Passes")); | 
				
			||||
                    EditorGUILayout.PropertyField(outlineSharpness, new GUIContent("Sharpness")); | 
				
			||||
                } else { | 
				
			||||
                    EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); | 
				
			||||
                    EditorGUILayout.PropertyField(outlineColorStyle, new GUIContent("Color Style")); | 
				
			||||
                    switch ((ColorStyle)outlineColorStyle.intValue) { | 
				
			||||
                        case ColorStyle.SingleColor: | 
				
			||||
                            EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); | 
				
			||||
                            break; | 
				
			||||
                        case ColorStyle.Gradient: | 
				
			||||
                            EditorGUI.indentLevel++; | 
				
			||||
                            EditorGUILayout.PropertyField(outlineGradient, new GUIContent("Gradient")); | 
				
			||||
                            EditorGUILayout.PropertyField(outlineGradientInLocalSpace, new GUIContent("In Local Space")); | 
				
			||||
                            EditorGUI.indentLevel--; | 
				
			||||
                            break; | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
                if (outlineQuality.intValue == (int)QualityLevel.Highest && outlineEdgeMode.intValue != (int)OutlineEdgeMode.Any) { | 
				
			||||
                    EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling")); | 
				
			||||
                } | 
				
			||||
                if (outlineQuality.intValue == (int)QualityLevel.Highest && glowQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                    EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility")); | 
				
			||||
                } else { | 
				
			||||
                    EditorGUILayout.PropertyField(outlineVisibility, new GUIContent("Visibility")); | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(outlineMaskMode, new GUIContent("Mask Mode")); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(glow, "Outer Glow", glow.floatValue > 0); | 
				
			||||
            if (glow.floatValue > 0) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                HighlightEffectEditor.QualityPropertyField(glowQuality); | 
				
			||||
                if (glowQuality.intValue == (int)QualityLevel.Highest) { | 
				
			||||
                    EditorGUILayout.PropertyField(outlineContourStyle, new GUIContent("Contour Style")); | 
				
			||||
                    EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); | 
				
			||||
                    EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color")); | 
				
			||||
                    EditorGUILayout.PropertyField(glowBlurMethod, new GUIContent("Blur Method", "Gaussian: better quality. Kawase: faster.")); | 
				
			||||
                    EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling")); | 
				
			||||
                } else { | 
				
			||||
                    EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed")); | 
				
			||||
                EditorGUILayout.PropertyField(glowVisibility, new GUIContent("Visibility")); | 
				
			||||
                EditorGUILayout.PropertyField(glowMaskMode, new GUIContent("Mask Mode")); | 
				
			||||
                EditorGUILayout.PropertyField(glowBlendMode, new GUIContent("Blend Mode")); | 
				
			||||
                if (glowQuality.intValue != (int)QualityLevel.Highest) { | 
				
			||||
                    EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering")); | 
				
			||||
                    if (glowDithering.floatValue > 0) { | 
				
			||||
                        EditorGUI.indentLevel++; | 
				
			||||
                        EditorGUILayout.PropertyField(glowDitheringStyle, new GUIContent("Style")); | 
				
			||||
                        if (glowDitheringStyle.intValue == (int)GlowDitheringStyle.Pattern) { | 
				
			||||
                            EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1")); | 
				
			||||
                            EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2")); | 
				
			||||
                        } | 
				
			||||
                        EditorGUI.indentLevel--; | 
				
			||||
                    } | 
				
			||||
                    EditorGUILayout.PropertyField(glowBlendPasses, new GUIContent("Blend Passes")); | 
				
			||||
                    EditorGUILayout.PropertyField(glowPasses, true); | 
				
			||||
                } | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0); | 
				
			||||
            if (innerGlow.floatValue > 0) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color")); | 
				
			||||
                EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width")); | 
				
			||||
                EditorGUILayout.PropertyField(innerGlowBlendMode, new GUIContent("Blend Mode")); | 
				
			||||
                EditorGUILayout.PropertyField(innerGlowVisibility, new GUIContent("Visibility")); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(overlay, "Overlay", overlay.floatValue > 0); | 
				
			||||
            if (overlay.floatValue > 0) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(overlayMode, new GUIContent("Mode")); | 
				
			||||
                EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color")); | 
				
			||||
                EditorGUILayout.PropertyField(overlayTexture, new GUIContent("Texture")); | 
				
			||||
                if (overlayTexture.objectReferenceValue != null) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(overlayTextureUVSpace, new GUIContent("UV Space")); | 
				
			||||
                    EditorGUILayout.PropertyField(overlayTextureScale, new GUIContent("Texture Scale")); | 
				
			||||
                    if ((TextureUVSpace)overlayTextureUVSpace.intValue != TextureUVSpace.Triplanar) { | 
				
			||||
                        EditorGUILayout.PropertyField(overlayTextureScrolling, new GUIContent("Texture Scrolling")); | 
				
			||||
                    } | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending")); | 
				
			||||
                EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity")); | 
				
			||||
                EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed")); | 
				
			||||
                EditorGUILayout.PropertyField(overlayVisibility, new GUIContent("Visibility")); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(targetFX, "Target", targetFX.boolValue); | 
				
			||||
            if (targetFX.boolValue) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXUseEnclosingBounds, new GUIContent("Use Enclosing Bounds")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXScaleToRenderBounds, new GUIContent("Scale To Object Bounds")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXOffset, new GUIContent("Offset")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXAlignToGround, new GUIContent("Align To Ground")); | 
				
			||||
                if (targetFXAlignToGround.boolValue) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXGroundMaxDistance, new GUIContent("Ground Max Distance")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXGroundLayerMask, new GUIContent("Ground Layer Mask")); | 
				
			||||
                    EditorGUILayout.PropertyField(targetFXFadePower, new GUIContent("Fade Power")); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration")); | 
				
			||||
                EditorGUILayout.PropertyField(targetFXVisibility, new GUIContent("Visibility")); | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            EditorGUILayout.PropertyField(seeThrough); | 
				
			||||
            if (seeThrough.intValue != (int)SeeThroughMode.Never) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughOccluderMask, new GUIContent("Occluder Layer")); | 
				
			||||
                if (seeThroughOccluderMask.intValue > 0) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughOccluderMaskAccurate, new GUIContent("Accurate")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughOccluderThreshold, new GUIContent("Radius Threshold", "Multiplier to the object bounds. Making the bounds smaller prevents false occlusion tests.")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughOccluderCheckInterval, new GUIContent("Check Interval", "Interval in seconds between occlusion tests.")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughOccluderCheckIndividualObjects, new GUIContent("Check Individual Objects", "Interval in seconds between occlusion tests.")); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughDepthOffset, new GUIContent("Depth Offset" + ((seeThroughDepthOffset.floatValue > 0) ? " •" : ""))); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughMaxDepth, new GUIContent("Max Depth" + ((seeThroughMaxDepth.floatValue > 0) ? " •" : ""))); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity")); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color")); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Color Blend")); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughNoise, new GUIContent("Noise")); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughTexture, new GUIContent("Texture")); | 
				
			||||
                if (seeThroughTexture.objectReferenceValue != null) { | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughTextureUVSpace, new GUIContent("UV Space")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughTextureScale, new GUIContent("Texture Scale")); | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughBorder, new GUIContent("Border When Hidden")); | 
				
			||||
                if (seeThroughBorder.floatValue > 0) { | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughBorderWidth, new GUIContent("Width")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughBorderColor, new GUIContent("Color")); | 
				
			||||
                    EditorGUILayout.PropertyField(seeThroughBorderOnly, new GUIContent("Border Only")); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                } | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughChildrenSortingMode, new GUIContent("Children Sorting Mode")); | 
				
			||||
                EditorGUILayout.PropertyField(seeThroughOrdered, new GUIContent("Ordered")); | 
				
			||||
 | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.BeginVertical(GUI.skin.box); | 
				
			||||
            DrawSectionField(hitFxInitialIntensity, "Hit FX", hitFxInitialIntensity.floatValue > 0); | 
				
			||||
            if (hitFxInitialIntensity.floatValue > 0) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(hitFxInitialIntensity, new GUIContent("Initial Intensity")); | 
				
			||||
                EditorGUILayout.PropertyField(hitFxMode, new GUIContent("Mode")); | 
				
			||||
                EditorGUILayout.PropertyField(hitFxFadeOutDuration, new GUIContent("Fade Out Duration")); | 
				
			||||
                EditorGUILayout.PropertyField(hitFxColor, new GUIContent("Color")); | 
				
			||||
                if ((HitFxMode)hitFxMode.intValue == HitFxMode.LocalHit) { | 
				
			||||
                    EditorGUILayout.PropertyField(hitFxRadius, new GUIContent("Radius")); | 
				
			||||
                } | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.EndVertical(); | 
				
			||||
 | 
				
			||||
            if (serializedObject.ApplyModifiedProperties() || (Event.current.type == EventType.ValidateCommand && | 
				
			||||
                Event.current.commandName == "UndoRedoPerformed")) { | 
				
			||||
 | 
				
			||||
                // Triggers profile reload on all Highlight Effect scripts | 
				
			||||
                HighlightEffect[] effects = Misc.FindObjectsOfType<HighlightEffect>(); | 
				
			||||
                for (int t = 0; t < targets.Length; t++) { | 
				
			||||
                    HighlightProfile profile = (HighlightProfile)targets[t]; | 
				
			||||
                    for (int k = 0; k < effects.Length; k++) { | 
				
			||||
                        if (effects[k] != null && effects[k].profile == profile && effects[k].profileSync) { | 
				
			||||
                            profile.Load(effects[k]); | 
				
			||||
                            effects[k].Refresh(); | 
				
			||||
                        } | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
                EditorUtility.SetDirty(target); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        void DrawSectionField(SerializedProperty property, string label, bool active) { | 
				
			||||
            EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " •" : label)); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
@ -1,12 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: b3b0e551d6f4f4f3987e8e5be2e89285 | 
				
			||||
timeCreated: 1542886545 | 
				
			||||
licenseType: Store | 
				
			||||
MonoImporter: | 
				
			||||
  serializedVersion: 2 | 
				
			||||
  defaultReferences: [] | 
				
			||||
  executionOrder: 0 | 
				
			||||
  icon: {instanceID: 0} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,32 +0,0 @@
					 | 
				
			||||
using UnityEditor; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
 | 
				
			||||
    [CustomEditor(typeof(HighlightSeeThroughOccluder))] | 
				
			||||
    public class HighlightSeeThroughOccluderEditor : Editor { | 
				
			||||
 | 
				
			||||
        SerializedProperty mode, detectionMethod; | 
				
			||||
 | 
				
			||||
        void OnEnable() { | 
				
			||||
            mode = serializedObject.FindProperty("mode"); | 
				
			||||
            detectionMethod = serializedObject.FindProperty("detectionMethod"); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        public override void OnInspectorGUI() { | 
				
			||||
 | 
				
			||||
            serializedObject.Update(); | 
				
			||||
 | 
				
			||||
            EditorGUILayout.PropertyField(mode); | 
				
			||||
            if (mode.intValue == (int)OccluderMode.BlocksSeeThrough) { | 
				
			||||
                EditorGUILayout.HelpBox("This object will occlude any see-through effect.", MessageType.Info); | 
				
			||||
                EditorGUILayout.PropertyField(detectionMethod); | 
				
			||||
            } else { | 
				
			||||
                EditorGUILayout.HelpBox("This object will trigger see-through effect. Use only on objects that do not write to depth buffer normally, like sprites or transparent objects.", MessageType.Info); | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            serializedObject.ApplyModifiedProperties(); | 
				
			||||
 | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
@ -1,12 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 11e725ecbe4d74569b232e1a0d57efba | 
				
			||||
timeCreated: 1548711355 | 
				
			||||
licenseType: Store | 
				
			||||
MonoImporter: | 
				
			||||
  serializedVersion: 2 | 
				
			||||
  defaultReferences: [] | 
				
			||||
  executionOrder: 0 | 
				
			||||
  icon: {instanceID: 0} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,105 +0,0 @@
					 | 
				
			||||
using UnityEditor; | 
				
			||||
using UnityEngine; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
    [CustomEditor(typeof(HighlightTrigger))] | 
				
			||||
    public class HighlightTriggerEditor : Editor { | 
				
			||||
 | 
				
			||||
        SerializedProperty highlightOnHover, triggerMode, raycastCamera, raycastSource, raycastLayerMask; | 
				
			||||
        SerializedProperty minDistance, maxDistance, respectUI, volumeLayerMask; | 
				
			||||
        SerializedProperty selectOnClick, selectedProfile, selectedAndHighlightedProfile, singleSelection, toggleOnClick, keepSelection; | 
				
			||||
        HighlightTrigger trigger; | 
				
			||||
 | 
				
			||||
        void OnEnable() { | 
				
			||||
            highlightOnHover = serializedObject.FindProperty("highlightOnHover"); | 
				
			||||
            triggerMode = serializedObject.FindProperty("triggerMode"); | 
				
			||||
            raycastCamera = serializedObject.FindProperty("raycastCamera"); | 
				
			||||
            raycastSource = serializedObject.FindProperty("raycastSource"); | 
				
			||||
            raycastLayerMask = serializedObject.FindProperty("raycastLayerMask"); | 
				
			||||
            minDistance = serializedObject.FindProperty("minDistance"); | 
				
			||||
            maxDistance = serializedObject.FindProperty("maxDistance"); | 
				
			||||
            respectUI = serializedObject.FindProperty("respectUI"); | 
				
			||||
            volumeLayerMask = serializedObject.FindProperty("volumeLayerMask"); | 
				
			||||
            selectOnClick = serializedObject.FindProperty("selectOnClick"); | 
				
			||||
            selectedProfile = serializedObject.FindProperty("selectedProfile"); | 
				
			||||
            selectedAndHighlightedProfile = serializedObject.FindProperty("selectedAndHighlightedProfile"); | 
				
			||||
            singleSelection = serializedObject.FindProperty("singleSelection"); | 
				
			||||
            toggleOnClick = serializedObject.FindProperty("toggle"); | 
				
			||||
            keepSelection = serializedObject.FindProperty("keepSelection"); | 
				
			||||
            trigger = (HighlightTrigger)target; | 
				
			||||
            trigger.Init(); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        public override void OnInspectorGUI() { | 
				
			||||
 | 
				
			||||
			serializedObject.Update (); | 
				
			||||
 | 
				
			||||
			if (trigger.triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) { | 
				
			||||
                if (!trigger.hasColliders && !trigger.hasColliders2D) { | 
				
			||||
					EditorGUILayout.HelpBox ("No collider found on this object or any of its children. Add colliders to allow automatic highlighting.", MessageType.Warning); | 
				
			||||
				} | 
				
			||||
            } else { | 
				
			||||
#if ENABLE_INPUT_SYSTEM | 
				
			||||
                if (trigger.triggerMode == TriggerMode.ColliderEventsOnlyOnThisObject) { | 
				
			||||
                    EditorGUILayout.HelpBox("This trigger mode is not compatible with the new input system.", MessageType.Error); | 
				
			||||
                } | 
				
			||||
#endif | 
				
			||||
                if (trigger.GetComponent<Collider>() == null && trigger.GetComponent<Collider2D>() == null) { | 
				
			||||
					EditorGUILayout.HelpBox ("No collider found on this object. Add a collider to allow automatic highlighting.", MessageType.Error); | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            EditorGUILayout.PropertyField(triggerMode); | 
				
			||||
            switch (trigger.triggerMode) { | 
				
			||||
                case TriggerMode.RaycastOnThisObjectAndChildren: | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(raycastCamera); | 
				
			||||
                    EditorGUILayout.PropertyField(raycastSource); | 
				
			||||
                    EditorGUILayout.PropertyField(raycastLayerMask); | 
				
			||||
                    EditorGUILayout.PropertyField(minDistance); | 
				
			||||
                    EditorGUILayout.PropertyField(maxDistance); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                    break; | 
				
			||||
                case TriggerMode.Volume: | 
				
			||||
                    EditorGUI.indentLevel++; | 
				
			||||
                    EditorGUILayout.PropertyField(volumeLayerMask); | 
				
			||||
                    EditorGUI.indentLevel--; | 
				
			||||
                    break; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (trigger.triggerMode != TriggerMode.Volume) { | 
				
			||||
                EditorGUILayout.PropertyField(respectUI); | 
				
			||||
            } | 
				
			||||
            EditorGUILayout.PropertyField(highlightOnHover); | 
				
			||||
            EditorGUILayout.PropertyField(selectOnClick); | 
				
			||||
            if (selectOnClick.boolValue) { | 
				
			||||
                EditorGUI.indentLevel++; | 
				
			||||
                EditorGUILayout.PropertyField(selectedProfile); | 
				
			||||
                EditorGUILayout.PropertyField(selectedAndHighlightedProfile); | 
				
			||||
                EditorGUILayout.PropertyField(singleSelection); | 
				
			||||
                EditorGUILayout.PropertyField(toggleOnClick); | 
				
			||||
                if (trigger.triggerMode == TriggerMode.RaycastOnThisObjectAndChildren) { | 
				
			||||
                    EditorGUI.BeginChangeCheck(); | 
				
			||||
                    EditorGUILayout.PropertyField(keepSelection); | 
				
			||||
                    if (EditorGUI.EndChangeCheck()) { | 
				
			||||
                        // Update all triggers | 
				
			||||
                        HighlightTrigger[] triggers = Misc.FindObjectsOfType<HighlightTrigger>(); | 
				
			||||
                        foreach(HighlightTrigger t in triggers) { | 
				
			||||
                            if (t.keepSelection != keepSelection.boolValue) { | 
				
			||||
                                t.keepSelection = keepSelection.boolValue; | 
				
			||||
                                EditorUtility.SetDirty(t); | 
				
			||||
                            } | 
				
			||||
                        } | 
				
			||||
                    } | 
				
			||||
                } | 
				
			||||
                EditorGUI.indentLevel--; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            if (serializedObject.ApplyModifiedProperties()) { | 
				
			||||
                trigger.Init(); | 
				
			||||
            } | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
    } | 
				
			||||
 | 
				
			||||
} | 
				
			||||
@ -1,12 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: eaf7f56fbcfa343efb5081d4309cb76b | 
				
			||||
timeCreated: 1548711355 | 
				
			||||
licenseType: Store | 
				
			||||
MonoImporter: | 
				
			||||
  serializedVersion: 2 | 
				
			||||
  defaultReferences: [] | 
				
			||||
  executionOrder: 0 | 
				
			||||
  icon: {instanceID: 0} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,92 +0,0 @@
					 | 
				
			||||
using System.Collections; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
using UnityEngine.Rendering; | 
				
			||||
using UnityEditor; | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
				 | 
				
			||||
	public class TransparentWithDepth { | 
				
			||||
 | 
				
			||||
		static Material bmDepthOnly; | 
				
			||||
 | 
				
			||||
 | 
				
			||||
		[MenuItem ("GameObject/Effects/Highlight Plus/Add Depth To Transparent Object", false, 100)] | 
				
			||||
		static void AddDepthOption () { | 
				
			||||
			Renderer renderer = GetRenderer (); | 
				
			||||
			if (renderer == null) | 
				
			||||
				return; | 
				
			||||
 | 
				
			||||
			if (!EditorUtility.DisplayDialog ("Add Depth To Transparent Object", "This option will force the transparent object to write to the depth buffer by adding a new special material to the renderer (existing materials are preserved) so it can occlude and allow See-Through effect.\nOnly use on transparent objects.\n\nProceed?", "Yes", "No")) { | 
				
			||||
				return; | 
				
			||||
			} | 
				
			||||
 | 
				
			||||
			Material[] materials = renderer.sharedMaterials; | 
				
			||||
			for (int k = 0; k < materials.Length; k++) { | 
				
			||||
				if (materials [k] == bmDepthOnly) { | 
				
			||||
					EditorUtility.DisplayDialog ("Depth Support", "Already set! Nothing to do.", "Ok"); | 
				
			||||
					return; | 
				
			||||
				} | 
				
			||||
			} | 
				
			||||
			if (materials == null) { | 
				
			||||
				renderer.sharedMaterial = bmDepthOnly; | 
				
			||||
			} else { | 
				
			||||
				List<Material> newMaterials = new List<Material> (materials); | 
				
			||||
				newMaterials.Insert (0, bmDepthOnly); | 
				
			||||
				renderer.sharedMaterials = newMaterials.ToArray (); | 
				
			||||
			} | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
		[MenuItem ("GameObject/Effects/Highlight Plus/Remove Depth Compatibility", false, 101)] | 
				
			||||
		static void RemoveDepthOption () { | 
				
			||||
 | 
				
			||||
			Renderer renderer = GetRenderer (); | 
				
			||||
			if (renderer == null) | 
				
			||||
				return; | 
				
			||||
 | 
				
			||||
			Material[] materials = renderer.sharedMaterials; | 
				
			||||
			for (int k = 0; k < materials.Length; k++) { | 
				
			||||
				if (materials [k] == bmDepthOnly) { | 
				
			||||
					List<Material> newMaterials = new List<Material> (renderer.sharedMaterials); | 
				
			||||
					newMaterials.RemoveAt (k); | 
				
			||||
					renderer.sharedMaterials = newMaterials.ToArray (); | 
				
			||||
					return; | 
				
			||||
				} | 
				
			||||
			} | 
				
			||||
 | 
				
			||||
			for (int k = 0; k < materials.Length; k++) { | 
				
			||||
				if (materials [k] == bmDepthOnly) { | 
				
			||||
					EditorUtility.DisplayDialog ("Depth Support", "This object was not previously modified! Nothing to do.", "Ok"); | 
				
			||||
					return; | 
				
			||||
				} | 
				
			||||
			} | 
				
			||||
 | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
 | 
				
			||||
		static Renderer GetRenderer () { | 
				
			||||
 | 
				
			||||
			if (Selection.activeGameObject == null) { | 
				
			||||
				EditorUtility.DisplayDialog ("Depth Support", "This option can only be used on GameObjects.", "Ok"); | 
				
			||||
				return null; | 
				
			||||
			} | 
				
			||||
			Renderer renderer = Selection.activeGameObject.GetComponent<Renderer> (); | 
				
			||||
			if (renderer == null) { | 
				
			||||
				EditorUtility.DisplayDialog ("Depth Support", "This option can only be used on GameObjects with a Renderer component attached.", "Ok"); | 
				
			||||
				return null; | 
				
			||||
			} | 
				
			||||
 | 
				
			||||
			if (bmDepthOnly == null) { | 
				
			||||
				bmDepthOnly = Resources.Load<Material> ("HighlightPlus/HighlightPlusDepthWrite"); | 
				
			||||
				if (bmDepthOnly == null) { | 
				
			||||
					EditorUtility.DisplayDialog ("Depth Support", "HighlightPlusDepthWrite material not found!", "Ok"); | 
				
			||||
					return null; | 
				
			||||
				} | 
				
			||||
			} | 
				
			||||
 | 
				
			||||
			return renderer; | 
				
			||||
		} | 
				
			||||
 | 
				
			||||
 | 
				
			||||
	} | 
				
			||||
} | 
				
			||||
@ -1,13 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: be6e3be6d17ed49a3bd16d816815d6fd | 
				
			||||
timeCreated: 1515683694 | 
				
			||||
licenseType: Store | 
				
			||||
MonoImporter: | 
				
			||||
  externalObjects: {} | 
				
			||||
  serializedVersion: 2 | 
				
			||||
  defaultReferences: [] | 
				
			||||
  executionOrder: 0 | 
				
			||||
  icon: {instanceID: 0} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,8 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 3302310c4cbf644e2b5dc5c588f0213f | 
				
			||||
folderAsset: yes | 
				
			||||
DefaultImporter: | 
				
			||||
  externalObjects: {} | 
				
			||||
  userData:  | 
				
			||||
  assetBundleName:  | 
				
			||||
  assetBundleVariant:  | 
				
			||||
@ -1,8 +0,0 @@
					 | 
				
			||||
fileFormatVersion: 2 | 
				
			||||
guid: 6ec7787befe3645f7a6f10c3762dc3df | 
				
			||||
folderAsset: yes | 
				
			||||
DefaultImporter: | 
				
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					 | 
				
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using System; | 
				
			||||
using System.Collections.Generic; | 
				
			||||
using UnityEngine; | 
				
			||||
using UnityEngine.Rendering; | 
				
			||||
using UnityEngine.Rendering.Universal; | 
				
			||||
#if UNITY_2023_3_OR_NEWER | 
				
			||||
using UnityEngine.Rendering.RenderGraphModule; | 
				
			||||
#endif | 
				
			||||
 | 
				
			||||
namespace HighlightPlus { | 
				
			||||
 | 
				
			||||
    public class HighlightPlusRenderPassFeature : ScriptableRendererFeature { | 
				
			||||
 | 
				
			||||
        class HighlightPass : ScriptableRenderPass { | 
				
			||||
 | 
				
			||||
            class PassData { | 
				
			||||
                public Camera camera; | 
				
			||||
#if UNITY_2022_1_OR_NEWER | 
				
			||||
                public RTHandle colorTarget, depthTarget; | 
				
			||||
#else | 
				
			||||
                public RenderTargetIdentifier colorTarget, depthTarget; | 
				
			||||
#endif | 
				
			||||
#if UNITY_2023_3_OR_NEWER | 
				
			||||
                  public TextureHandle colorTexture, depthTexture; | 
				
			||||
#endif | 
				
			||||
                public bool clearStencil; | 
				
			||||
                public CommandBuffer cmd; | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            readonly PassData passData = new PassData(); | 
				
			||||
 | 
				
			||||
            // far objects render first | 
				
			||||
            class DistanceComparer : IComparer<HighlightEffect> { | 
				
			||||
 | 
				
			||||
                public Vector3 camPos; | 
				
			||||
 | 
				
			||||
                public int Compare(HighlightEffect e1, HighlightEffect e2) { | 
				
			||||
                    Vector3 e1Pos = e1.transform.position; | 
				
			||||
                    float dx1 = e1Pos.x - camPos.x; | 
				
			||||
                    float dy1 = e1Pos.y - camPos.y; | 
				
			||||
                    float dz1 = e1Pos.z - camPos.z; | 
				
			||||
                    float distE1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1 + e1.sortingOffset; | 
				
			||||
                    Vector3 e2Pos = e2.transform.position; | 
				
			||||
                    float dx2 = e2Pos.x - camPos.x; | 
				
			||||
                    float dy2 = e2Pos.y - camPos.y; | 
				
			||||
                    float dz2 = e2Pos.z - camPos.z; | 
				
			||||
                    float distE2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2 + e2.sortingOffset; | 
				
			||||
                    if (distE1 > distE2) return -1; | 
				
			||||
                    if (distE1 < distE2) return 1; | 
				
			||||
                    return 0; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            public bool usesCameraOverlay; | 
				
			||||
 | 
				
			||||
            ScriptableRenderer renderer; | 
				
			||||
            RenderTextureDescriptor cameraTextureDescriptor; | 
				
			||||
            static DistanceComparer effectDistanceComparer = new DistanceComparer(); | 
				
			||||
            bool clearStencil; | 
				
			||||
            static int frameCount; | 
				
			||||
 | 
				
			||||
            public void Setup(HighlightPlusRenderPassFeature passFeature, ScriptableRenderer renderer) { | 
				
			||||
                this.renderPassEvent = passFeature.renderPassEvent; | 
				
			||||
                this.clearStencil = passFeature.clearStencil; | 
				
			||||
                this.renderer = renderer; | 
				
			||||
#if ENABLE_VR_MODULE | 
				
			||||
                HighlightEffect.isVREnabled = UnityEngine.XR.XRSettings.enabled && Application.isPlaying; | 
				
			||||
#endif | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
#if UNITY_2023_3_OR_NEWER | 
				
			||||
            [Obsolete] | 
				
			||||
#endif | 
				
			||||
            public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { | 
				
			||||
                this.cameraTextureDescriptor = cameraTextureDescriptor; | 
				
			||||
#if UNITY_2021_2_OR_NEWER | 
				
			||||
                ConfigureInput(ScriptableRenderPassInput.Depth); | 
				
			||||
#endif | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
#if UNITY_2023_3_OR_NEWER | 
				
			||||
            [Obsolete] | 
				
			||||
#endif | 
				
			||||
            public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { | 
				
			||||
 | 
				
			||||
#if UNITY_2022_1_OR_NEWER | 
				
			||||
                RTHandle cameraColorTarget = renderer.cameraColorTargetHandle; | 
				
			||||
                RTHandle cameraDepthTarget = renderer.cameraDepthTargetHandle; | 
				
			||||
#else | 
				
			||||
                RenderTargetIdentifier cameraColorTarget = renderer.cameraColorTarget; | 
				
			||||
                RenderTargetIdentifier cameraDepthTarget = renderer.cameraDepthTarget; | 
				
			||||
#endif | 
				
			||||
#if !UNITY_2021_2_OR_NEWER | 
				
			||||
                // In Unity 2021.2, when MSAA > 1, cameraDepthTarget is no longer cameraColorTarget | 
				
			||||
                if (!usesCameraOverlay && (cameraTextureDescriptor.msaaSamples > 1 || cam.cameraType == CameraType.SceneView)) { | 
				
			||||
                    cameraDepthTarget = cameraColorTarget; | 
				
			||||
                } | 
				
			||||
#endif | 
				
			||||
 | 
				
			||||
                passData.clearStencil = clearStencil; | 
				
			||||
                passData.camera = renderingData.cameraData.camera; | 
				
			||||
                passData.colorTarget = cameraColorTarget; | 
				
			||||
                passData.depthTarget = cameraDepthTarget; | 
				
			||||
 | 
				
			||||
                CommandBuffer cmd = CommandBufferPool.Get("Highlight Plus"); | 
				
			||||
                cmd.Clear(); | 
				
			||||
 | 
				
			||||
                passData.cmd = cmd; | 
				
			||||
                ExecutePass(passData); | 
				
			||||
                context.ExecuteCommandBuffer(cmd); | 
				
			||||
                CommandBufferPool.Release(cmd); | 
				
			||||
 | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
            static void ExecutePass(PassData passData) { | 
				
			||||
 | 
				
			||||
                int count = HighlightEffect.effects.Count; | 
				
			||||
 | 
				
			||||
#if UNITY_EDITOR | 
				
			||||
// Safety check: in some circumstances, the render graph is executed when some components are null before being removed from the effects list | 
				
			||||
if (!Application.isPlaying) { | 
				
			||||
    HighlightEffect.effects.RemoveAll( t => t == null); | 
				
			||||
    count = HighlightEffect.effects.Count; | 
				
			||||
} | 
				
			||||
#endif | 
				
			||||
                if (count == 0) return; | 
				
			||||
 | 
				
			||||
                Camera cam = passData.camera; | 
				
			||||
                int camLayer = 1 << cam.gameObject.layer; | 
				
			||||
                CameraType camType = cam.cameraType; | 
				
			||||
 | 
				
			||||
                if (!HighlightEffect.customSorting && ((camType == CameraType.Game && (frameCount++) % 10 == 0) || !Application.isPlaying)) { | 
				
			||||
                    effectDistanceComparer.camPos = cam.transform.position; | 
				
			||||
                    HighlightEffect.effects.Sort(effectDistanceComparer); | 
				
			||||
                } | 
				
			||||
 | 
				
			||||
                for (int k = 0; k < count; k++) { | 
				
			||||
                    HighlightEffect effect = HighlightEffect.effects[k]; | 
				
			||||
 | 
				
			||||
                    if (!(effect.ignoreObjectVisibility || effect.isVisible)) continue; | 
				
			||||
 | 
				
			||||
                    if (!effect.isActiveAndEnabled) continue; | 
				
			||||
 | 
				
			||||
                    if (camType == CameraType.Reflection && !effect.reflectionProbes) continue; | 
				
			||||
 | 
				
			||||
                    if ((effect.camerasLayerMask & camLayer) == 0) continue; | 
				
			||||
 | 
				
			||||
                    effect.SetCommandBuffer(passData.cmd); | 
				
			||||
                    effect.BuildCommandBuffer(passData.camera, passData.colorTarget, passData.depthTarget, passData.clearStencil); | 
				
			||||
                    passData.clearStencil = false; | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
 | 
				
			||||
#if UNITY_2023_3_OR_NEWER | 
				
			||||
            public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { | 
				
			||||
 | 
				
			||||
                using (var builder = renderGraph.AddUnsafePass<PassData>("Highlight Plus Pass RG", out var passData)) { | 
				
			||||
 | 
				
			||||
                    builder.AllowPassCulling(false); | 
				
			||||
 | 
				
			||||
                    passData.clearStencil = clearStencil; | 
				
			||||
                    passData.camera = frameData.Get<UniversalCameraData>().camera; | 
				
			||||
 | 
				
			||||
                    UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | 
				
			||||
                    passData.colorTexture = resourceData.activeColorTexture; | 
				
			||||
                    passData.depthTexture = resourceData.activeDepthTexture; | 
				
			||||
                     | 
				
			||||
                    builder.UseTexture(resourceData.activeColorTexture, AccessFlags.ReadWrite); | 
				
			||||
                    builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read); | 
				
			||||
                    builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read); | 
				
			||||
 | 
				
			||||
                    ConfigureInput(ScriptableRenderPassInput.Depth); | 
				
			||||
 | 
				
			||||
                    builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => { | 
				
			||||
                        CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); | 
				
			||||
                        passData.cmd = cmd; | 
				
			||||
                        passData.colorTarget = passData.colorTexture; | 
				
			||||
                        passData.depthTarget = passData.depthTexture; | 
				
			||||
                        ExecutePass(passData); | 
				
			||||
                    }); | 
				
			||||
                } | 
				
			||||
            } | 
				
			||||
#endif | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        HighlightPass renderPass; | 
				
			||||
        public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; | 
				
			||||
        [Tooltip("Clears stencil buffer before rendering highlight effects. This option can solve compatibility issues with shaders that also use stencil buffers.")] | 
				
			||||
        public bool clearStencil; | 
				
			||||
 | 
				
			||||
        /// <summary> | 
				
			||||
        /// Makes the effects visible in Edit mode. | 
				
			||||
        /// </summary> | 
				
			||||
        [Tooltip("If enabled, effects will be visible also in Edit mode (when not in Play mode).")] | 
				
			||||
        public bool previewInEditMode = true; | 
				
			||||
 | 
				
			||||
        /// <summary> | 
				
			||||
        /// Makes the effects visible in Edit mode. | 
				
			||||
        /// </summary> | 
				
			||||
        [Tooltip("If enabled, effects will be visible also in Preview camera (preview camera shown when a camera is selected in Editor).")] | 
				
			||||
        public bool showInPreviewCamera = true; | 
				
			||||
 | 
				
			||||
 | 
				
			||||
        public static bool installed; | 
				
			||||
        public static bool showingInEditMode; | 
				
			||||
 | 
				
			||||
        const string PREVIEW_CAMERA_NAME = "Preview Camera"; | 
				
			||||
 | 
				
			||||
        void OnDisable() { | 
				
			||||
            installed = false; | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        public override void Create() { | 
				
			||||
            renderPass = new HighlightPass(); | 
				
			||||
        } | 
				
			||||
 | 
				
			||||
        // This method is called when setting up the renderer once per-camera. | 
				
			||||
        public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { | 
				
			||||
 | 
				
			||||
            showingInEditMode = previewInEditMode; | 
				
			||||
            Camera cam = renderingData.cameraData.camera; | 
				
			||||
 | 
				
			||||
#if UNITY_EDITOR | 
				
			||||
            if (!previewInEditMode && !Application.isPlaying) { | 
				
			||||
                return; | 
				
			||||
            } | 
				
			||||
            if (cam.cameraType == CameraType.Preview) { | 
				
			||||
                return; | 
				
			||||
            } | 
				
			||||
            if (!showInPreviewCamera && PREVIEW_CAMERA_NAME.Equals(cam.name)) { | 
				
			||||
                return; | 
				
			||||
            } | 
				
			||||
#endif | 
				
			||||
 | 
				
			||||
#if UNITY_2019_4_OR_NEWER | 
				
			||||
            if (renderingData.cameraData.renderType == CameraRenderType.Base) { | 
				
			||||
                renderPass.usesCameraOverlay = cam.GetUniversalAdditionalCameraData().cameraStack.Count > 0; | 
				
			||||
            } | 
				
			||||
#endif | 
				
			||||
            renderPass.Setup(this, renderer); | 
				
			||||
            renderer.EnqueuePass(renderPass); | 
				
			||||
            installed = true; | 
				
			||||
        } | 
				
			||||
    } | 
				
			||||
} | 
				
			||||
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					 | 
				
			||||
************************************** | 
				
			||||
*          HIGHLIGHT PLUS            * | 
				
			||||
* Created by Ramiro Oliva (Kronnect) *  | 
				
			||||
*            README FILE             * | 
				
			||||
************************************** | 
				
			||||
 | 
				
			||||
 | 
				
			||||
Notice about Universal Rendering Pipeline | 
				
			||||
----------------------------------------- | 
				
			||||
This package is designed for URP. | 
				
			||||
It requires Unity 2019.3 and URP 7.1.6 or later | 
				
			||||
To install the plugin correctly: | 
				
			||||
 | 
				
			||||
1) Make sure you have Universal Rendering Pipeline asset installed (from Package Manager). | 
				
			||||
2) Go to Project Settings / Graphics. | 
				
			||||
3) Double click the Universal Rendering Pipeline asset. | 
				
			||||
4) Double click the Forward Renderer asset. | 
				
			||||
5) Click "+" to add the Highlight Plus Renderer Feature to the list of the Forward Renderer Features. | 
				
			||||
 | 
				
			||||
Note: URP assets can be assigned to Settings / Graphics and also Settings / Quality. Check both sections! | 
				
			||||
 | 
				
			||||
You can also find a HighlightPlusForwardRenderer asset in the Highlight Plus / Pipelines / URP folder. | 
				
			||||
Make sure the Highlight Plus Scriptable Renderer Feature is listed in the Renderer Features of the  Forward Renderer in the pipeline asset. | 
				
			||||
 | 
				
			||||
Video instructions: https://youtu.be/d4onpE5RDNs | 
				
			||||
 | 
				
			||||
 | 
				
			||||
Quick help: how to use this asset? | 
				
			||||
---------------------------------- | 
				
			||||
 | 
				
			||||
1) Highlighting specific objects: add HighlightEffect.cs script to any GameObject. Customize the appearance options. | 
				
			||||
  In the Highlight Effect inspector, you can specify which objects, in addition to this one, are also affected by the effect: | 
				
			||||
    a) Only this object | 
				
			||||
    b) This object and its children | 
				
			||||
    c) All objects from the root to the children | 
				
			||||
    d) All objects belonging to a layer | 
				
			||||
 | 
				
			||||
2) Control highlight effect when mouse is over: | 
				
			||||
  Add HighlightTrigger.cs script to the GameObject. It will activate highlight on the gameobject when mouse pass over it. | 
				
			||||
 | 
				
			||||
3) Highlighting any object in the scene: | 
				
			||||
  Select top menu GameObject -> Effects -> Highlight Plus -> Create Manager. | 
				
			||||
  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. | 
				
			||||
 | 
				
			||||
4) Make transparent shaders compatible with See-Through effect: | 
				
			||||
  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). | 
				
			||||
  To do so, select top menu GameObject -> Effects -> Highlight Plus -> Add Depth To Transparent Object. | 
				
			||||
 | 
				
			||||
5) Static batching: | 
				
			||||
  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. | 
				
			||||
  To allow highlighting static objects make sure they have a MeshCollider attached (the MeshCollider can be disabled). | 
				
			||||
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
Help & Support Forum | 
				
			||||
-------------------- | 
				
			||||
 | 
				
			||||
Check the Documentation folder for detailed instructions: | 
				
			||||
 | 
				
			||||
Have any question or issue? | 
				
			||||
* Support-Web: https://kronnect.com/support | 
				
			||||
* Support-Discord: https://discord.gg/EH2GMaM | 
				
			||||
* Email: contact@kronnect.com | 
				
			||||
* Twitter: @Kronnect | 
				
			||||
 | 
				
			||||
If you like Highlight Plus, please rate it on the Asset Store. It encourages us to keep improving it! Thanks! | 
				
			||||
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
Future updates | 
				
			||||
-------------- | 
				
			||||
 | 
				
			||||
All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com). | 
				
			||||
We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium. | 
				
			||||
 | 
				
			||||
Of course, all updates of Highlight Plus will be eventually available on the Asset Store. | 
				
			||||
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
More Cool Assets! | 
				
			||||
----------------- | 
				
			||||
Check out our other assets here: | 
				
			||||
https://assetstore.unity.com/publishers/15018 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
 | 
				
			||||
Version history | 
				
			||||
--------------- | 
				
			||||
 | 
				
			||||
Version 20.0.1 | 
				
			||||
- [Fix] Fixed GPU instancing on skinned mesh renderers | 
				
			||||
 | 
				
			||||
Version 20.0 | 
				
			||||
- Added support for Unity 2023.3 RenderGraph | 
				
			||||
- Option to use RegEx for the Include Object Name Filter | 
				
			||||
- To avoid requiring the New Input System package, the "Old" input system is now used if "Both" option is enabled in Project Settings | 
				
			||||
- [Fix] Fixes for fast domain reload | 
				
			||||
- [Fix] Fixed: calling SelectObject while fading out from a previous UnSelectObject would fail | 
				
			||||
 | 
				
			||||
Version 12.1 | 
				
			||||
- Added dithering style option to outer glow effect | 
				
			||||
- Added "use enclosing bounds" option to Target FX effect | 
				
			||||
- See-through border is now combined with multiple children | 
				
			||||
 | 
				
			||||
Version 12.0 | 
				
			||||
- Upgraded to Unity 2021.3.16 | 
				
			||||
- Outline: added "Sharpness" property to control the bluriness of outline in Highest Quality mode | 
				
			||||
- API: added HighlightEffect.lastHighlighted and HighlightEffect.lastSelected static fields | 
				
			||||
- [Fix] API: fixes an issue with Unselect method of Highlight Plus manager | 
				
			||||
 | 
				
			||||
Version 11.3 | 
				
			||||
- Overlay effect: added Texture Scrolling option for non-triplanar uv space mode. | 
				
			||||
- API: added "OnHighlightStateChange" event. This event triggers as soon as the highlight state changes, regardless of any fade in/out effect | 
				
			||||
 | 
				
			||||
Version 11.2 | 
				
			||||
- Change: removed "Glow Ignore Mask" and replaced by "Mask Mode" | 
				
			||||
- Added "Mask Mode" to Outline section | 
				
			||||
- API: added HighlightEffect.useUnscaledTime option | 
				
			||||
- [Fix] Fixed fade out option issue with see-through effect | 
				
			||||
 | 
				
			||||
Version 11.1 | 
				
			||||
- See-through: added "Children Sorting Mode" option | 
				
			||||
- [Fix] Fixed outline clipping issue in VR when near to camera | 
				
			||||
 | 
				
			||||
Version 11.0.2 | 
				
			||||
- Added support for split screen cameras | 
				
			||||
 | 
				
			||||
Version 11.0 | 
				
			||||
- Added "Show In Preview Camera" option to Highlight Plus render feature | 
				
			||||
- Preview in Editor option has moved to the Highlight Plus render feature | 
				
			||||
- Outline improvements in highest quality mode | 
				
			||||
- Added Glow Blur Method option: Gaussian (higher quality, default) or Kawase (faster) | 
				
			||||
- Option to optimize skinned mesh data when using outline/outer glow with mesh-based rendering. Reduces draw calls significantly. | 
				
			||||
 | 
				
			||||
Version 10.2.2 | 
				
			||||
- [Fix] Occluder system now ignores particle renderers | 
				
			||||
- [Fix] Fixed rendering sorting issue when several highlighted objects share same position | 
				
			||||
 | 
				
			||||
Version 10.2 | 
				
			||||
- Added "Contour Style" option: 1) around visible parts, or 2) around object shape | 
				
			||||
 | 
				
			||||
Version 10.1 | 
				
			||||
- Two outline edge modes are now available when Outline Quality is set to High, allowing to render interior edges | 
				
			||||
- Added "Inner Glow Blend Mode" option | 
				
			||||
 | 
				
			||||
Version 10.0 | 
				
			||||
- Added support for sprites. Compatible effects: outline, glow, overlay, target and hit fx. | 
				
			||||
- Added "Overlay Visibility" option | 
				
			||||
- Fixes | 
				
			||||
 | 
				
			||||
Version 9.6 | 
				
			||||
- Added new "UV Space" options to Overlay effect (now: triplanar, object space or screen space) | 
				
			||||
- Added mask texture and "UV Space" options to See-Through effect | 
				
			||||
- Camera Distance Fade now also affects the see-through effect | 
				
			||||
 | 
				
			||||
Version 9.5 | 
				
			||||
- Outline: added Color Style property and new Gradient option | 
				
			||||
- Internal buffer for highest quality outline/glow format changed to R8 format to reduce memory and improve performance on mobile | 
				
			||||
- API: Refresh(discardCachedMeshes): added discardCachedMeshes optional parameter to force refresh of cached meshes (useful for combined meshes that have changed) | 
				
			||||
 | 
				
			||||
Version 9.4 | 
				
			||||
- Highlight See Through Occluder: added mode for triggering the see-through offect on sprites and transparent objects | 
				
			||||
- Performance optimizations when using a high number of Highlight Effect components in the scene | 
				
			||||
- [Fix] Fixed shader compatibility issue on PS4 | 
				
			||||
 | 
				
			||||
Version 9.3 | 
				
			||||
- Overlay: added "Mode" option (only when highlighted or always) | 
				
			||||
- Nested highlight effects are now included unless the 'Ignore' option is selected | 
				
			||||
- Cached meshes are now reconstructed when calling the Refresh() method | 
				
			||||
 | 
				
			||||
Version 9.2 | 
				
			||||
- Improved shared mesh cache handling | 
				
			||||
- Improved see-through camera-layer based detection | 
				
			||||
 | 
				
			||||
Version 9.1.2 | 
				
			||||
- [Fix] Fixed outline/glow distortion due to floating point math issues at distant positions from origin | 
				
			||||
- [Fix] Fixed VR issue in Unity 2022.1 with Single Pass Instanced | 
				
			||||
 | 
				
			||||
Version 9.1.1 | 
				
			||||
- [Fix] Fixed potential issue with Unity 2021.2 related to depthCameraAttachment handling | 
				
			||||
 | 
				
			||||
Version 9.1 | 
				
			||||
- Added support for Unity 2022 | 
				
			||||
- Added Layer Mask option to Highlight Trigger | 
				
			||||
- Added "Keep Selection" option in Highlight Manager and Highlight Trigger | 
				
			||||
- [Fix] Fixed a potential issue that could exceed the maximum 64k vertices when combining meshes | 
				
			||||
 | 
				
			||||
Version 9.0 | 
				
			||||
- Added "Camera Distance Fade" option | 
				
			||||
- Improved see-through accurate method which now takes into account multi-part meshes from compound parents | 
				
			||||
- [Fix] Fixed glow/outline aspect ratio in Single Pass Instanced VR mode | 
				
			||||
 | 
				
			||||
Version 8.5 | 
				
			||||
- Improved outline effect when combining "Independent" option with many elements in "Children" selection | 
				
			||||
- Improved see-through border only effect | 
				
			||||
 | 
				
			||||
Version 8.4.1 | 
				
			||||
- [Fix] Fixed unnecessary memory allocation in the render feature | 
				
			||||
 | 
				
			||||
Version 8.4 | 
				
			||||
- Added "Border Only" option to See-Through effect | 
				
			||||
- Adding a Highlight Effect component to a parent no longer deactivates highlighted children | 
				
			||||
 | 
				
			||||
Version 8.3 | 
				
			||||
- Upgraded to Unity 2020.3.16 as minimum | 
				
			||||
 | 
				
			||||
Version 8.2 | 
				
			||||
- Added "Ignore Mask" option to glow. Can be used to render the glow effect alone | 
				
			||||
- [Fix] Fixed issue with new input system and highlight manager/trigger if no Event System is present in the scene | 
				
			||||
- [Fix] Fixed glow passes UI overlap in Unity 2021.3.3 due to reorderable array bug | 
				
			||||
 | 
				
			||||
Version 8.1 | 
				
			||||
- Selection state is now visible in inspector (used only by trigger and manager components) | 
				
			||||
- [Fix] Fixed outer glow not showing in higher quality with visibility set to normal and orthographic camera | 
				
			||||
- [Fix] Fixed mobile input using the new input system | 
				
			||||
- [Fix] Fixed outline settings mismatch when using a combination of Highlight Trigger and Manager | 
				
			||||
 | 
				
			||||
Version 8.0 | 
				
			||||
- Added SelectObject / ToggleObject / UnselectObject methods to Highlight Manager | 
				
			||||
- Added ability to apply custom sorting to effects (check documentation: Custom sorting section) | 
				
			||||
- Independent option is now moved to Highlight Options section and affects both outline and glow | 
				
			||||
- Added "Clear Stencil" option to Highlight Plus Render Feature (useful to solve compatibility with other assets that use stencil buffers) | 
				
			||||
 | 
				
			||||
Version 7.9.2 | 
				
			||||
- [Fix] Fixed an issue in Unity 2021.2 when using MSAA and High Quality outline/glow | 
				
			||||
 | 
				
			||||
Version 7.9.1 | 
				
			||||
- 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 | 
				
			||||
- Redesigned Highlight Plus Profile editor interface | 
				
			||||
- Removed dependency of HighlightManager | 
				
			||||
 | 
				
			||||
Version 7.8 | 
				
			||||
- Added outer glow blend mode option | 
				
			||||
- API: added OnObjectHighlightStart/End events to HighlightTrigger (check documentation for differences with similar events on Highlight Effect main script) | 
				
			||||
- [Fix] API: Fixed specific issues with SetTarget method when used on shader graph based materials that don't use standard texture names | 
				
			||||
 | 
				
			||||
Version 7.7.2 | 
				
			||||
- [Fix] Fixed fade in/out issue when disabling/enabling objects | 
				
			||||
 | 
				
			||||
Version 7.7 | 
				
			||||
- Added support for the new Input System | 
				
			||||
- [Fix] Fixes to the align to ground option of target fx effect | 
				
			||||
 | 
				
			||||
Version 7.6.2 | 
				
			||||
- [Fix] VR: fixed target effect "Align to Ground" issue with Single Pass Instanced | 
				
			||||
 | 
				
			||||
Version 7.6.1 | 
				
			||||
- [Fix] Fixed overlay animation speed issue | 
				
			||||
 | 
				
			||||
Version 7.6 | 
				
			||||
- Added "Target FX Align to Ground" option | 
				
			||||
- Added isSeeThroughOccluded(camera). Is true when any see-through occluder using raycast mode is blocking the see-through effect | 
				
			||||
- All shader keywords are now of local type reducing global keyword usage | 
				
			||||
- Fixes and improvements to see-through when combined with outline/outer glow | 
				
			||||
 | 
				
			||||
Version 7.5.2 | 
				
			||||
- [Fix] See-through is now visible when using glow/outline/inner glow with Always Visible option | 
				
			||||
 | 
				
			||||
Version 7.5.1 | 
				
			||||
- [Fix] Fixed regression bug with Outline in High Quality mode | 
				
			||||
 | 
				
			||||
Version 7.5 | 
				
			||||
- Added new HitFX style: "Local Hit" | 
				
			||||
- Added new demo scene showcasing the HitFx variations | 
				
			||||
- Added "Overlay Texture" option | 
				
			||||
- Added "Min Distance" option to Highlight Manager and Highlight Trigger | 
				
			||||
- Added support for "Domain Reload" disabled option | 
				
			||||
- API: added OnObjectHighlightStart, OnObjectHighlightEnd events to HighlightManager | 
				
			||||
- [Fix] Fixed inner glow and overlay issue when MaterialPropertyBlock is used on the character material | 
				
			||||
 | 
				
			||||
Version 7.1 | 
				
			||||
- Added "Respect UI" to Highlight Manager and Trigger which blocks interaction if pointer is over an UI element | 
				
			||||
 | 
				
			||||
Version 7.0.2 | 
				
			||||
- Memory optimizations | 
				
			||||
 | 
				
			||||
Version 7.0 | 
				
			||||
- Added support for Single Pass Instanced | 
				
			||||
- Internal improvements and fixes | 
				
			||||
 | 
				
			||||
Version 6.9 | 
				
			||||
- Added "Ordered" option to see-through | 
				
			||||
- Removed "Non Overlap" option from see-through as now it pervents overdraw by default | 
				
			||||
 | 
				
			||||
Version 6.8 | 
				
			||||
- Improvements to see-through rendering order | 
				
			||||
- [Fix] Fixed properties not being reflected in scene immediately when invoking Undo | 
				
			||||
 | 
				
			||||
Version 6.7 | 
				
			||||
- Added "SeeThrough Max Depth" option. Limits the visibility of the see-through effect to certain distance from the occluders | 
				
			||||
- Added "SeeThrough Check Individual Objects" option. If enabled, occlusion test is performed for each individual child of the object, instead of using combined bounds | 
				
			||||
 | 
				
			||||
Version 6.6 | 
				
			||||
- 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 | 
				
			||||
- Added "SeeThrough Non Overlap" option. Enable it only if the see-through effect produces flickering due to overlapping geometry in the hidden object | 
				
			||||
- [Fix] Fixed properties not being reflected in scene immediately when invoking Undo | 
				
			||||
 | 
				
			||||
Version 6.5.2 | 
				
			||||
- Added inspector tooltips and improved documentation | 
				
			||||
 | 
				
			||||
Version 6.5.1 | 
				
			||||
- Calling ProfileLoad() method will now assign that profile to the highlight effect component in addition to loading its values | 
				
			||||
- Prevents _Time overflow which can cause glitching on some Android devices | 
				
			||||
 | 
				
			||||
Version 6.5 | 
				
			||||
- Name filter now is ignored when effect group is set to Only This Object | 
				
			||||
- New shader "HighlightPlus/Geometry/UIMask" to cancel highlight effects when rendering through a UI Canvas (see documentation) | 
				
			||||
 | 
				
			||||
Version 6.4 | 
				
			||||
- Added "Cameras Layer Mask" to specify which cameras can render the effects | 
				
			||||
- Hit FX color in Highlight Profile now exposes HDR color options | 
				
			||||
 | 
				
			||||
Version 6.3.1 | 
				
			||||
- Added "Single Selection" option to Highlight Manager/Trigger | 
				
			||||
- Added "Toggle" option to Highlight Manager/Trigger | 
				
			||||
- Selection is cleared now when clicking anywhere in the scene (requires Highlight Manager) | 
				
			||||
- API: added SetGlowColor | 
				
			||||
- Improved Highlight Manager inspector | 
				
			||||
 | 
				
			||||
Version 6.2 | 
				
			||||
- Added TargetFX Scale To Object Bounds (defaults to false) | 
				
			||||
- Added support for HDR color to Hit FX color field | 
				
			||||
- Option to list occluders in the inspector when See Through Occluder Mask "Accurate" option is enabled | 
				
			||||
 | 
				
			||||
Version 6.1 | 
				
			||||
- Added more accurate occluder layer system ("Accurate" option) | 
				
			||||
- Added default hit fx settings to inspector & profile | 
				
			||||
- Added hit fx modes (overlay or inner glow) | 
				
			||||
 | 
				
			||||
Version 6.0 | 
				
			||||
- Added Selection feature | 
				
			||||
- Inspector: sections can be now collapsed to reduce screen space | 
				
			||||
- API: added OnObjectSelected / OnObjectUnSelected events | 
				
			||||
 | 
				
			||||
Version 5.5 4/Apr/2021 | 
				
			||||
- [Fix] Fixed glow overlay when MSAA is disabled on Windows | 
				
			||||
 | 
				
			||||
Version 5.4 5/Feb/2021 | 
				
			||||
- Added Visibility option to targete effect | 
				
			||||
- Stencil mask is no longer computed when only overlay or inner glow is used improving performance | 
				
			||||
 | 
				
			||||
Version 5.3.4 22/01/2021 | 
				
			||||
- Optimizations to material setters | 
				
			||||
- [Fix] Fixed outline color issue with quality level set to medium | 
				
			||||
 | 
				
			||||
Version 5.3.3 | 
				
			||||
- Effects now reflect object transform changes when combines meshes option is enabled | 
				
			||||
 | 
				
			||||
Version 5.3 | 
				
			||||
- Added "Combine Meshes" option to profile | 
				
			||||
- Optimizations and fixes | 
				
			||||
 | 
				
			||||
Version 5.2 | 
				
			||||
- Added "Object Name Filter" option to profile | 
				
			||||
 | 
				
			||||
Version 5.1 | 
				
			||||
- Added "Border When Hidden" effect (outline when see-through triggers) | 
				
			||||
 | 
				
			||||
Version 5.0.1 | 
				
			||||
- Added support for Unity 2020.2 beta | 
				
			||||
 | 
				
			||||
Version 5.0 | 
				
			||||
- API: added "TargetFX" method to programmatically start the target effect   | 
				
			||||
- Added support for double-sided shader effects | 
				
			||||
 | 
				
			||||
Version 4.9 | 
				
			||||
- Added "Medium" quality level | 
				
			||||
 | 
				
			||||
Version 4.8.2 | 
				
			||||
- [Fix] Fixed issue with outline set to fastest and glow using highest in latest URP version | 
				
			||||
 | 
				
			||||
Version 4.8.1 | 
				
			||||
- [Fix] Fixed issue with outline/glow when overlay cameras are present on the stack | 
				
			||||
 | 
				
			||||
Version 4.8 | 
				
			||||
- Added "Outer Glow Blend Passes" option | 
				
			||||
- [Fix] Fixed outline & glow issue with alpha cutout when using non-highest quality mode | 
				
			||||
 | 
				
			||||
Version 4.7 | 
				
			||||
- Added "Normals Option" with Smooth, Preserve and Reorient variants to improve results | 
				
			||||
- Target effect now only renders once per gameobject if a specific target transform is specified | 
				
			||||
- API: added OnTargetAnimates. Allows you to override center, rotation and scale of target effect on a per-frame basis. | 
				
			||||
 | 
				
			||||
Version 4.6 | 
				
			||||
- Added "SubMesh Mask" which allows to exclude certain submeshes | 
				
			||||
- [Fix] Fixed shader compilation issue with Single Pass Instanced mode enabled | 
				
			||||
 | 
				
			||||
Version 4.4 | 
				
			||||
- Exposed "Smooth Normals" option in inspector. | 
				
			||||
 | 
				
			||||
Version 4.3.2 | 
				
			||||
- Added HitFX effect | 
				
			||||
- Improvements to SeeThrough Occluder when Detection Mode is set to RayCast | 
				
			||||
 | 
				
			||||
Version 4.3.1 | 
				
			||||
- [Fix] Fixed issue with Highlight Effect Occluder script | 
				
			||||
 | 
				
			||||
Version 4.3 | 
				
			||||
- Added GPU instancing support for outline / outer glow effects | 
				
			||||
 | 
				
			||||
Version 4.2.2 | 
				
			||||
- [Fix] Fixed effect being rendered when object is outside of frustum camera | 
				
			||||
 | 
				
			||||
Version 4.2.1 | 
				
			||||
- Profile: added "Constant Width" property | 
				
			||||
- Enabled HDR color picker to Color properties | 
				
			||||
- [Fix] Fixed missing outline with flat surfaces like quads under certain angles | 
				
			||||
 | 
				
			||||
Version 4.2 | 
				
			||||
- Glow/Outline downsampling option added to profiles | 
				
			||||
- [Fix] Removed VR API usage console warning | 
				
			||||
 | 
				
			||||
Version 4.1 | 
				
			||||
- Added Outline Independent option | 
				
			||||
- [Fix] Fixed error when highlight script is added to an empty gameobject | 
				
			||||
 | 
				
			||||
Version 4.0 | 
				
			||||
- Support for URP Scriptable Rendering Feature | 
				
			||||
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