π³ CosterGraphics.Systems.OutlineSystem
π Glossary
Outline System Abbreviations Glossary
Because Unity places strict limitations on the full lenght of the file paths of packages uploaded to the Asset Store (139 characters is not a lot when organizing a large collection) most long words of the filenames and folders are abbreviated. To convey as much meaning as possible directly in the names of the shader and material files the abbreviations below are used troughout the Outline System:
Msk = πMask
Cmp = πΌοΈComposite
Sil = βSilhouette
Cntr = πContour
FS = π¦Full-Screen
Edge = π΅οΈEdge-Detection
DT = π€ΏDepth Tested
JFA = πJump Flood Algorithm
DF = πDistance Field
SDF = πSigned Distance Field
Outline System Emoji Symbols Glossary
To meanings or 'values' of the Emoji symbols in the context of the Outline System are described below. (Some of the symbols are only used internally in the runtime scripts and shaders):
π³ = Outline = OutlineSystem = Outline3D MonoBehaviour component = OutlineThickness
π² = Overlay
π = Masks = Texture Masks = Mask Materials
β¬ = Texture2D_OutlineColorTextureMask = OutlineColorMaskPass
π§± = Texture2D_OutlineColorTextureMaskDepthTested = OutlineColorMaskDepthTestedPass
πΈ = Texture2D_CameraOpaqueTexture = CameraColorCopyPass = Copy
β¬ = Texture2D_OutlineDepthTextureMask = OutlineDepthMaskPass
π¦ = Texture2D_OutlineNormalsTextureMask = OutlineNormalsMaskPass
π© = Texture2D_OutlineUVTextureMask = OutlineUVMaskPass
πͺͺ = ObjectID = Texture2D_OutlineObjectIDTextureMask = OutlineObjectIDMaskPass
π = (Renderer)FeatureID
π = JFA (Jump Flood Algorithm) = Flood-Fill
π± = Seed = Texture2D_OutlineJFAUVSeedsTextureMask_Outside = Texture2D_OutlineJFAUVSeedsTextureMask_Inside
π¦ = Jump = Texture2D_OutlineJFAUVJumpTextureMask_Outside = Texture2D_OutlineJFAUVJumpTextureMask_Inside
βοΈ = Horizontal
βοΈ = Vertical
π = Intermediate
π = House = 'Inside the house' = Inside
ποΈ = Park = 'The park outside' = Outside
πΌοΈ = Painting = Composition = Composite = Final-Composite Pass
π§βπ¨ = Artist = Painter = 'Renders image to canvas' = Renderer = Renderer Feature = Outline3DRenderFeature
β = Silhouette Outlines
π = Contour Outlines
π¦ = FullScreen
π΅οΈ = Edge-Detection
π§ͺ = Test
π€Ή = Example
π = Experimental
π€Ώ = Depth Tested = DT
π = Distance Field = DF
π = Signed Distance Field = SDF
πΆοΈ = 'Shades' = Shaders
π = 'Star with thick line in space' = _OutlineThicknessSpace
ποΈ = Brush = Applies paint to canvas = Applier = Outline3DTeamColorApplier
π¨ = Palette = Color Palette = Colors = OutlineColor = Outline3DTeamColorRegistry
π¦βπ₯ = Phoenix = Probably meant "griffin" in Greek (Wikipedia) = Hybrid
π«§ = Soap Bubble = Zeepbel(Dutch) = Sobel Kernel
βοΈ = Scissors = Schaar(Dutch) = Scharr Kernel
π§½ = 'Wipe clean' = Clear
βοΈ = Draw = Sketch
β¨ = 'Sparkle into existence' = Instantiate = Create
π = Hockey Stick = 'Sticky' is old word for joint = Joint = Ricky = Canada = 'Pass the joint' = Pass = Render Pass
π = Calling = Events
ποΈ = Key = Keyword
π = Link = Reference = Required Reference
βͺοΈ = 'Add to bottom of list' = Enqueue
βΊ = 'Setup Tent' = Setup
ποΈ = 'Seeing' = Visibility = OutlineVisibilityMode
β οΈ = Warning = Used Internally
π = 'Friendly bug' = Debug
π¨ = Build
πΊοΈ = Map = UV map
πͺ = 'Look trough the window' = Opacity
π¬ = 'Looking at a sample' = Sampler State
π΄ = Point = Record = 'Zen: Everything is a point'
π = Shoe = Just a shoe (for now)
Other Abbreviations Glossary
Other image processing and edge detection abbreviations used troughout the system:
NPR = Non-Photorealistic Rendering (Basically every style of rendering that doesn't try to be photorealistic but is more stylized or cartoony. Games like Borderlands and Jet Set Radio Future are commonly used as examples of NPR style games.)
ULP = Unit in the last place (From WikiPedia : In computer science and numerical analysis, unit in the last place or unit of least precision (ulp) is the spacing between two consecutive floating-point numbers, i.e., the value the least significant digit (rightmost digit) represents if it is 1. It is used as a measure of accuracy in numeric calculations.)
π₯ Outline System Symbolic Big-Bang Diagram (WIP)
---
config:
theme: neo-dark
---
mindmap("Symbolic Resonance Map")
root))π΄((
(π³))
("" "Outline"))
(OutlineSystem)
(Outline3D component)
(OutlineThickness)
(β¬))
("" "White Texture"))
(Texture2D_OutlineColorTextureMask)
(π§±))
("" "Hidden behind wall"))
("" "Depth Tested"))
(Texture2D_OutlineColorTextureMaskDepthTested)
(πΈ))
("" "Photo Copy"))
("Copies Color"))
(CameraColorCopyPass)
(Texture2D_CameraOpaqueTexture)
(β¬))
("" "Dark Texture"))
("" "Deep"))
("" "Depth Texture"))
(OutlineDepthMaskPass)
(Texture2D_OutlineDepthTextureMask)
(β«))
("" "Dark Materal"))
(π¦))
("" "Blue Texture"))
("" "Normals Texture"))
(OutlineNormalsMaskPass)
(Texture2D_OutlineNormalsTextureMask)
(π©))
("" "Green-ish Texture"))
("" "UV Coordinates")
(Texture2D_OutlineUVTextureMask)
(OutlineUVMaskPass render pass)
(πͺͺ))
("" "Personal ID"))
("Per-Object"))
(ObjectID property)
(Texture2D_OutlineObjectIDTextureMask)
(π±))
("" "Seed"))
(Texture2D_OutlineJFAUVSeedsTextureMask)
(π¦))
("" "Jump"))
("" "Jump Flood Algorithm"))
(Texture2D_OutlineJFAUVJumpTextureMask_Outside)
(πΌοΈ))
("" "Composition"))
("" "Final Composition"))
("Composite"))
(OutlineCompositePass)
(π§βπ¨))
("" "Painter"))
("" "Renders image to canvas"))
(ποΈ))
("" "Applies Paint to Canvas"))
("" "Applier")
(Outline3DTeamColorApplier component)
(π¨))
("" "Color palette"))
("Colors")
(OutlineColor)
(Outline3DTeamColorRegistry component)
(π§½))
("" "Clear"))
(βοΈ))
("" "Draw"))
(β¨))
("" "Sparkle into existence"))
(Instantiate)
(π))
("" "Pass"))
(Render Pass)
(π))
("" "Getting Called"))
("" "Getting a Message"))
(Events)
(ποΈ))
("" "Key"))
(Keyword)
(π))
("" "Linked"))
("" "Chained"))
("" "Referenced"))
(References)
(Required References)
(βͺοΈ))
("" "Add to bottom of list"))
(""""Enqueue")
(βΊ))
("" "Setup Tent"))
("" "Setup"))
(π§ββοΈ))
("" "Merman"))
("" "Mermaid Diagram"))
"A Symbol Mind is A Quiet Mind."
β πThe Symbol Factory