wy5.5.1f1ţ˙˙˙˙˙Č0ĹňĂôL.`?^Ů0D7€˙˙˙˙€Ś€˛€ЀŚ€Ś€Ś€#Ś€+H€3˙˙˙˙€1€1€˙˙˙˙@ހ€ Q€j€ ™€< Ś€H H€Z˙˙˙˙ €1€1€˙˙˙˙@ހ€Q€j€ЀgŚ€Ś€Ś€#Ś€+v~ € €– €Ÿ €¨ €ą €ş €Ă €Ě €Ő €Ţ  €ç! €ń" €ű# €$ €% €&Ő€#˙˙˙˙'€1€1€˙˙˙˙(€ހ€)H€j€˙˙˙˙*€1€1€˙˙˙˙+@ހ€,Q€j€-™€*.ހ8/AssetMetaDataguiddata[0]data[1]data[2]data[3]pathNametimeCreatedoriginalChangesetoriginalNameoriginalParentHash128originalDigestbytes[0]bytes[1]bytes[2]bytes[3]bytes[4]bytes[5]bytes[6]bytes[7]bytes[8]bytes[9]bytes[10]bytes[11]bytes[12]bytes[13]bytes[14]bytes[15]labelsassetStoreReflicenseType ˙˙z{ď@îČă5^(H'7€˙˙˙˙€Ś€˛€ Ő€ ހ#.€,†€Ä€ ހ#.€,H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ Ő€5˙˙˙˙ €1€1€˙˙˙˙ €ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ#.€, €I@ž€X @ހ#.€,H€]˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€H€h˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€z˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&MonoImporterPPtrm_FileIDm_PathIDm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariants˙˙˙8-l'€Łć„hŒÎA,Œ€7€˙˙˙˙€Ś€˛€Ő€ ހ.€†€Ä€ ހ.€H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ H€ę€˙˙˙˙ €1€1€˙˙˙˙ @ހ€Q€j€ń€(˙˙˙˙€1€1€˙˙˙˙€ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ.€y€< ހ.€ހCH€T˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€`˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&H€l˙˙˙˙'€1€1€˙˙˙˙(@ހ€)Q€j€*L€{+PPtrm_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScriptœ `ŕyŻy ĐaDŰFAˇŞy/SĎľ”07@WîFŸŠIťĘĐéö"Ž1DAssets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.csedgeDetectShader>I EdgeDetectionł using System; using UnityEngine; namespace UnityStandardAssets.ImageEffects { [ExecuteInEditMode] [RequireComponent (typeof (Camera))] [AddComponentMenu ("Image Effects/Edge Detection/Edge Detection")] public class EdgeDetection : PostEffectsBase { public enum EdgeDetectMode { TriangleDepthNormals = 0, RobertsCrossDepthNormals = 1, SobelDepth = 2, SobelDepthThin = 3, TriangleLuminance = 4, } public EdgeDetectMode mode = EdgeDetectMode.SobelDepthThin; public float sensitivityDepth = 1.0f; public float sensitivityNormals = 1.0f; public float lumThreshold = 0.2f; public float edgeExp = 1.0f; public float sampleDist = 1.0f; public float edgesOnly = 0.0f; public Color edgesOnlyBgColor = Color.white; public Shader edgeDetectShader; private Material edgeDetectMaterial = null; private EdgeDetectMode oldMode = EdgeDetectMode.SobelDepthThin; public override bool CheckResources () { CheckSupport (true); edgeDetectMaterial = CheckShaderAndCreateMaterial (edgeDetectShader,edgeDetectMaterial); if (mode != oldMode) SetCameraFlag (); oldMode = mode; if (!isSupported) ReportAutoDisable (); return isSupported; } new void Start () { oldMode = mode; } void SetCameraFlag () { if (mode == EdgeDetectMode.SobelDepth || mode == EdgeDetectMode.SobelDepthThin) GetComponent().depthTextureMode |= DepthTextureMode.Depth; else if (mode == EdgeDetectMode.TriangleDepthNormals || mode == EdgeDetectMode.RobertsCrossDepthNormals) GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; } void OnEnable () { SetCameraFlag(); } [ImageEffectOpaque] void OnRenderImage (RenderTexture source, RenderTexture destination) { if (CheckResources () == false) { Graphics.Blit (source, destination); return; } Vector2 sensitivity = new Vector2 (sensitivityDepth, sensitivityNormals); edgeDetectMaterial.SetVector ("_Sensitivity", new Vector4 (sensitivity.x, sensitivity.y, 1.0f, sensitivity.y)); edgeDetectMaterial.SetFloat ("_BgFade", edgesOnly); edgeDetectMaterial.SetFloat ("_SampleDistance", sampleDist); edgeDetectMaterial.SetVector ("_BgColor", edgesOnlyBgColor); edgeDetectMaterial.SetFloat ("_Exponent", edgeExp); edgeDetectMaterial.SetFloat ("_Threshold", lumThreshold); Graphics.Blit (source, destination, edgeDetectMaterial, (int) mode); } } } edgeDetectShader>I EdgeDetection UnityStandardAssets.ImageEffectsAssembly-CSharp-firstpass.dll