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杨栋梁
c0abe42508
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10 months ago | |
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Demo | 10 months ago | |
Documentation | 10 months ago | |
Editor | 10 months ago | |
Resources | 10 months ago | |
Scripts | 10 months ago | |
Demo.meta | 10 months ago | |
Documentation.meta | 10 months ago | |
Editor.meta | 10 months ago | |
README.txt | 10 months ago | |
README.txt.meta | 10 months ago | |
Resources.meta | 10 months ago | |
Scripts.meta | 10 months ago |
README.txt
**************************************
* HIGHLIGHT PLUS *
* Created by Ramiro Oliva (Kronnect) *
* README FILE *
**************************************
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 (PDF) for detailed instructions:
Have any question or issue?
* Email: contact@kronnect.com
* Support Forum: https://kronnect.com/support
* Twitter: @Kronnect
If you like Highlight Plus, please rate it on the Asset Store. It encourages us to keep improving it! Thanks!
Universal Rendering Pipeline
----------------------------
Customers can download a specific version of Highlight Plus designed for Universal Rendering Pipeline for free from our support forum on https://kronnect.com
Please sign up on the forum and send a pm to "Kronnect" or email to contact@kronnect.com to get access to the private board.
The Unity Asset Store currently does not allow you to select which package according to the pipeline to download so we have to offer this way so you can download it.
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 7.0
- Added support for Single Pass Instanced
- Internal improvements and fixes
Version 6.9
- Internal improvements to see-through
Version 6.8
- Changed see-through effect rendering order to improve support with other stencil effects
- [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 6.5.1
- 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
- Added "Planar" mode to Normals option. Best choice for highlighting 2D meshes (quad/planes)
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 5.3.5 22/Jan/2021
- Added "CustomVertexTransform.cginc" file which can be used to include user-defined vertex transformations
- Optimizations to material setters
Version 5.3.4
- Improvements to combine meshes option
Version 5.3.3
- Effects now reflect object transform changes when combines meshes option is enabled
Version 5.3.2
- Memory optimizations
Version 5.3.1
- Optimizations and fixes
Version 5.3
- Added "Combine Meshes" option to profile
Version 5.2
- Added "Object Name Filter" option to profile
Version 5.0
- API: added "TargetFX" method to programmatically start the target effect
- [Fix] Depth Clip option can now be used on mobile even with visibility set to Always On Top
Version 4.9
- Added "Medium" quality level
Version 4.8.1
- [Fix] Fixed outline/glow issue on iOS when using Highest Quality mode in Unity 2010.1
Version 4.8
- Added "Outer Glow Blend Passes" option
- Added support for HDR colors
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 4.5
- Added "Preserve Original Mesh" option to inspector and profile
Version 4.4
- Added HitFX effect
- Improved quality of outer glow when using Highest Quality mode
- Improvements to SeeThrough Occluder when Detection Mode is set to RayCast
- API: added SetTargets(transform, renderers)
- API: added static method HighlightEffect.DrawEffectsNow() to force render all effects on demand
Version 4.2
- Added GPU Instancing support for outline / glow effects
- Highlight Trigger: added volume collision detection
Version 4.1.1
- [Fix] Fixed issue with grouped objects when independent option is enabled and Highest Quality outer glow or outline is used
Version 4.1
- Improved "Outline Independent" option for Highest Quality Mode
- Consistency: enabling "Outline Independent" in Highest Quality Mode now also affects Outer Glow is used
Version 4.0
- Start up peformance & memory allocation optimizations
- Added "Independent" support to outline in Highest Quality mode
- Added "Make Transparent Object Compatible With Depth Clip" option
Version 3.9
- Added "Depth Clip" option (only applies to HQ outline/glow effects)
Version 3.8
- Glow/Outline downsampling and glow blend mode option added to profiles
- [Fix] Fixed an issue which marked the scene as dirty
- [Fix] Removed VR API usage console warning
Version 3.7
- See Through: added "Occluder Mask" option. When set to a custom layer, it performs a BoxCast check to ensure only objects in the specific layers are occluding the target. Customize this behaviour using the Radius Threshold and Check Interval settings.
- Added "Max Distance" to Highlight Trigger
- Reduced allocations when averaging normals
- [Fix] Fixed flickering of outer glow when used in Highest quality with thin objects
Version 3.6
- Added "Outline Independent" option. Shows full outline regardless of any other highlighted object behind.
Version 3.5
- Improved quality of Outline effect when quality level is set to Highest
- Added "SeeThrough Border" feature
- Added "Blend Mode" option to Outer Glow for highest quality level
- [Fix] Fixed issue during Prefab editor mode
Version 3.4.4
- Added option in occluder script to use raycast instead of stencil buffer to cancel see-through (useful for avoiding terrain triggering see-through effect)
- [Fix] Fixed see-through in deferred rendering path
Version 3.4.2
- [Fix] Fixed an issue when adding the effect at runtime with outline/glow in higuest quality
Version 3.4.1
- [Fix] Fixed occluder objects removing glow effect when placed in the background
- [Fix] Added missing SeeThrough noise option to Highlight Profile asset
Version 3.4
- Added LayerInChildren option to "Include" filter
- Improved occluder system
- [Fix] Prevent an error when the mesh normals count does not match the vertex count
Version 3.3
- Outline, Glow and Inner Glow "Always On Top" option expanded to "Normal", "Always On Top" or "Only When Occluded"
- Added Noise slider to See-Through effect
Version 3.2.4
- [Fix] Fixed flickering issue when combining mesh & skinned mesh renderers
Version 3.2.3
- General improvements and fixes
Version 3.2.2
- [Fix] Fixed issue when trying to read normals from a non-readable mesh
Version 3.2.1
- [Fix] Fixed glow disappearing when object crosses camera near clip
Version 3.2
- Added "Reflection Probes" option
- Internal improvements and fixes
Version 3.1
- Added "Constant Width" option to Glow/Outline in Fastest/High quality level
- Added "Optimal Blit" option to Glow/Outline with Debug View
Version 3.0.2
- API: added proxy methods ProfileLoad, ProfileReload, ProfileSaveChanges to load/store profile settings at runtime. You can also load/save changes between effect and profile using the Load/Save methods on the profile object itself.
Version 3.0.1
- [Fix] Fixed an exception when glow was enabled, outline disabled in highest quality level
Version 3.0
- Added HQ Highest quality glow and outline options
- Added "Include" option to choose which objects are affected by the effects (same gameobject, children, root to children, or many objects in layer)
- Added "Alpha CutOff"
Version 2.6.1
- Minor internal improvements
Version 2.6
- Added Target effect
- Improved performance on Skinned Mesh Renderers. Slightly improved performance on normal renderers.
Version 2.5.2
- [Fix] Fixed issue with HQ Outer Glow not showing when there's multiple selected objects parented to the same object
Version 2.5.1
- Added support for orthographic camera
Version 2.5
- Added support for VR Single Pass Instanced
- Minor improvements and fixes
Version 2.4
- New HighlightSeeThroughOccluder script. Add it to any object to cancel any see-through effect
- Added "Fade In Duration" / "Fade Out Duration" to create smooth transition states
- Added "Glow HQ" to produce better outer glow on certain shapes
- Added "OnRendererHighlightStart" event
- API: added "OverlayOnShot" method for impact effects
Version 2.3
- Added "Raycast Source" to Highlight Trigger and Manager components
- Added "Skinned Mesh Bake Mode" to optimize highlight on many models
Version 2.2
- Added "Always On Top" option to Outline, Outer and Inner Glow
- Added "Trigger Mode" to Highlight Trigger to support complex objects
Version 2.1
- Added "Outline HQ" to inspector. Creates a better outline on certain shapes
- Added "Ignore Object Visibility" to enable effects on disabled renderers or hidden objects
Version 2.0
- Profiles. Store/load/share settings across different objects.
- [Fix] Fixed issue when copying component values between two objects
- [Fix] Fixed effects ignoring culling mask on additional cameras
Version 1.5
- Added "Inner Glow" effect
Version 1.4
- Added "Overlay Min Intensity" and "Overlay Blending" options
- Added "Ignore" option
- Minor improvements & fixes
Version 1.3
- Added option to add depth compatibility for transparent shaders
Version 1.2.4
- [Fix] Fix for multiple skinned models
- [Fix] Fix for scaled skinned models
Version 1.2.3
- [Fix] Fixes for Steam VR
Version 1.2.1
- Internal improvements and fixes
Version 1.2.1
- [Fix] Fixed script execution order issue with scripts changing transform in LateUpdate()
Version 1.2
- Support for LOD groups
Version 1.1
- Redesigned editor inspector
- Minor improvements
Version 1.0.4
- Supports meshes with negative scales
Version 1.0.3
- Support for multiple submeshes
Version 1.0.2
- [Fix] Fixed scale issue with grouped objects
Version 1.0.1
- Supports combined meshes
Version 1.0 - Nov/2018
- Initial release