Duplicate death stranding scan effect

Post-processing scanning, post-processing stroke, asynchronous collision detection, instantiation rendering

Production idea

Scanning effect:
     1 World coordinates are reconstructed using depth maps, and distance maps are calculated using scene world coordinates and scan start coordinates
    
     2 Service SDF + frac + smoothStep Make scan lines and scan ranges
    
     3 Scanning range * Scanning line to Get the scan line in the range,   use DOTWEEN with c# to make scan animation

outline:
     1 Depth map + Sobel kernel to draw stroke
    
     2 Use a depth map as a stroke mask to reduce the intensity of distant strokes
    
     3 Control stroke display with scan range

Ground indicator:
     1 Array ray detection is used to query the mark position and normal line, and the mark type is distinguished by the normal line
    
     2 The Async method is used to apportionate collisions detected in multiple frames, consuming from 15.07ms per frame to 0.17ms per frame
    
     3 The ground marks are drawn in batches using the GPU Instance method, and the vertex shader redraws the face pieces as Billboard
    
     4 Manually writes the depth in frag shader to solving the problem of shading the mark and the ground
    

Particle:
     1 Particle instances are created when the tag is generated and automatically destroyed after play
    

Final effect:
    

Statement of borrowing

Environmental assets: real landscapes - valley forest (From unity asset store)