NokiMo
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Edge Breakup FILES

I've been working on a little Edge Breakup effect, for non-photorealistic rendering uses. I first saw a lovely implementation of this in the VR short "Age of Sail" - I highly recommend you check that out if you have a VR headset, it's free on Steam as part of the Google Spotlight Stories. If you don't have a VR headset, you can view a recording of it on youtube here:  https://www.youtube.com/watch?v=TH3HOcRayC8 

It uses shader replacement to render the scene with a noise texture over all the geometry, which is then applied via an edge mask to distort the screen. The edge is a mixture of sobel and normal/depth difference, and there's also a depth fade in there if you want to use it as a pseudo depth-of-field as well.

I've also included a jitter effect which can be adjusted or turned off, if you want an animated look.

This is still a work in progress, I really want to have another crack at the noise shader replacement in particular - it uses a distance based scale blend to attempt to maintain the same detail level on screen. I'm sure I can get a more stable vertex locked noise projection than I currently have, and more importantly one that disregards the objects UV texel size, without allowing for the swimming problem with screenspace projection.

Basic Usage: Add the "Edge Breakup Post Processing" script to the main camera, and make sure the Assets are filled in with the EdgeBreakupPP material, Metanoise2 shader, and BlueNoise texture. You can swap the noise texture out for anything you want though.

The script will create a second camera at runtime and *should* hook up all the rendering and global shader values properly... hopefully!

The Unitypackage file doesn't contain the shader function "StableMetaTexture.asset", so if you want to tweak that I think you'll have to download that separately from the files linked here. But everything should be in the zip version.

 Let me know if you have any thoughts or ideas on how to improve it! 

Edge Breakup FILES Edge Breakup FILES

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