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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/EdgeDetect" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- }
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv[5] : TEXCOORD0;
- };
-
- struct v2fd {
- float4 pos : SV_POSITION;
- float2 uv[2] : TEXCOORD0;
- };
- sampler2D _MainTex;
- uniform float4 _MainTex_TexelSize;
- sampler2D _CameraDepthNormalsTexture;
- sampler2D_float _CameraDepthTexture;
- uniform half4 _Sensitivity;
- uniform half4 _BgColor;
- uniform half _BgFade;
- uniform half _SampleDistance;
- uniform float _Exponent;
- uniform float _Threshold;
- struct v2flum {
- float4 pos : SV_POSITION;
- float2 uv[3] : TEXCOORD0;
- };
- v2flum vertLum (appdata_img v)
- {
- v2flum o;
- o.pos = UnityObjectToClipPos (v.vertex);
- float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );
- o.uv[0] = uv;
- o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
- o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
- return o;
- }
- fixed4 fragLum (v2flum i) : SV_Target
- {
- fixed4 original = tex2D(_MainTex, i.uv[0]);
- // a very simple cross gradient filter
- half3 p1 = original.rgb;
- half3 p2 = tex2D(_MainTex, i.uv[1]).rgb;
- half3 p3 = tex2D(_MainTex, i.uv[2]).rgb;
-
- half3 diff = p1 * 2 - p2 - p3;
- half len = dot(diff, diff);
- len = step(len, _Threshold);
- //if(len >= _Threshold)
- // original.rgb = 0;
- return len * lerp(original, _BgColor, _BgFade);
- }
-
- inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample)
- {
- // difference in normals
- // do not bother decoding normals - there's no need here
- half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y;
- int isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1;
- // difference in depth
- float sampleDepth = DecodeFloatRG (theSample.zw);
- float zdiff = abs(centerDepth-sampleDepth);
- // scale the required threshold by the distance
- int isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth;
-
- // return:
- // 1 - if normals and depth are similar enough
- // 0 - otherwise
-
- return isSameNormal * isSameDepth ? 1.0 : 0.0;
- }
-
- v2f vertRobert( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
-
- float2 uv = v.texcoord.xy;
- o.uv[0] = uv;
-
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- uv.y = 1-uv.y;
- #endif
-
- // calc coord for the X pattern
- // maybe nicer TODO for the future: 'rotated triangles'
-
- o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance;
- o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance;
- o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance;
- o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance;
-
- return o;
- }
-
- v2f vertThin( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
-
- float2 uv = v.texcoord.xy;
- o.uv[0] = uv;
-
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- uv.y = 1-uv.y;
- #endif
-
- o.uv[1] = uv;
- o.uv[4] = uv;
-
- // offsets for two additional samples
- o.uv[2] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
- o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
-
- return o;
- }
-
- v2fd vertD( appdata_img v )
- {
- v2fd o;
- o.pos = UnityObjectToClipPos (v.vertex);
-
- float2 uv = v.texcoord.xy;
- o.uv[0] = uv;
-
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- uv.y = 1-uv.y;
- #endif
-
- o.uv[1] = uv;
-
- return o;
- }
- float4 fragDCheap(v2fd i) : SV_Target
- {
- // inspired by borderlands implementation of popular "sobel filter"
- float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1]));
- float4 depthsDiag;
- float4 depthsAxis;
- float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy;
- depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR
- depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL
- depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR
- depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL
- depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T
- depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L
- depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R
- depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B
- depthsDiag -= centerDepth;
- depthsAxis /= centerDepth;
- const float4 HorizDiagCoeff = float4(1,1,-1,-1);
- const float4 VertDiagCoeff = float4(-1,1,-1,1);
- const float4 HorizAxisCoeff = float4(1,0,0,-1);
- const float4 VertAxisCoeff = float4(0,1,-1,0);
- float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff;
- float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff;
- float SobelX = dot(SobelH, float4(1,1,1,1));
- float SobelY = dot(SobelV, float4(1,1,1,1));
- float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);
- Sobel = 1.0-pow(saturate(Sobel), _Exponent);
- return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade);
- }
- // pretty much also just a sobel filter, except for that edges "outside" the silhouette get discarded
- // which makes it compatible with other depth based post fx
- float4 fragD(v2fd i) : SV_Target
- {
- // inspired by borderlands implementation of popular "sobel filter"
- float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1]));
- float4 depthsDiag;
- float4 depthsAxis;
- float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy;
- depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR
- depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL
- depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR
- depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL
- depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T
- depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L
- depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R
- depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B
- // make it work nicely with depth based image effects such as depth of field:
- depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx;
- depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx;
- depthsDiag -= centerDepth;
- depthsAxis /= centerDepth;
- const float4 HorizDiagCoeff = float4(1,1,-1,-1);
- const float4 VertDiagCoeff = float4(-1,1,-1,1);
- const float4 HorizAxisCoeff = float4(1,0,0,-1);
- const float4 VertAxisCoeff = float4(0,1,-1,0);
- float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff;
- float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff;
- float SobelX = dot(SobelH, float4(1,1,1,1));
- float SobelY = dot(SobelV, float4(1,1,1,1));
- float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);
- Sobel = 1.0-pow(saturate(Sobel), _Exponent);
- return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade);
- }
- half4 fragRobert(v2f i) : SV_Target {
- half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy);
- half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy);
- half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy);
- half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy);
- half edge = 1.0;
-
- edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2);
- edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4);
- return edge * lerp(tex2D(_MainTex, i.uv[0]), _BgColor, _BgFade);
- }
-
- half4 fragThin (v2f i) : SV_Target
- {
- half4 original = tex2D(_MainTex, i.uv[0]);
-
- half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]);
- half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]);
- half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]);
-
- // encoded normal
- half2 centerNormal = center.xy;
- // decoded depth
- float centerDepth = DecodeFloatRG (center.zw);
-
- half edge = 1.0;
-
- edge *= CheckSame(centerNormal, centerDepth, sample1);
- edge *= CheckSame(centerNormal, centerDepth, sample2);
-
- return edge * lerp(original, _BgColor, _BgFade);
- }
-
- ENDCG
-
- Subshader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vertThin
- #pragma fragment fragThin
- ENDCG
- }
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vertRobert
- #pragma fragment fragRobert
- ENDCG
- }
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertD
- #pragma fragment fragDCheap
- ENDCG
- }
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertD
- #pragma fragment fragD
- ENDCG
- }
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertLum
- #pragma fragment fragLum
- ENDCG
- }
- }
- Fallback off
-
- } // shader
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