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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/EdgeDetectGeometry" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
// Shader code pasted into all further CGPROGRAM blocks
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv[5] : TEXCOORD0;
};
sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
sampler2D _CameraDepthNormalsTexture;
uniform half4 sensitivity;
uniform half4 _BgColor;
uniform half _BgFade;
inline half CheckSame (half2 centerNormal, float centerDepth, half4 sample)
{
// difference in normals
// do not bother decoding normals - there's no need here
half2 diff = abs(centerNormal - sample.xy) * sensitivity.y;
half isSameNormal = (diff.x + diff.y) * sensitivity.y < 0.1;
// difference in depth
float sampleDepth = DecodeFloatRG (sample.zw);
float zdiff = abs(centerDepth-sampleDepth);
// scale the required threshold by the distance
half isSameDepth = zdiff * sensitivity.x < 0.09 * centerDepth;
// return:
// 1 - if normals and depth are similar enough
// 0 - otherwise
return isSameNormal * isSameDepth;
}
v2f vertRobert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv = v.texcoord.xy;
o.uv[0] = uv;
// On D3D when AA is used, the main texture & scene depth texture
// will come out in different vertical orientations.
// So flip sampling of depth texture when that is the case (main texture
// texel size will have negative Y)
#if SHADER_API_D3D9
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[0] = uv;
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1);
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1);
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1);
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1);
return o;
}
v2f vertThin( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
float2 uv = v.texcoord.xy;
o.uv[0] = uv;
// On D3D when AA is used, the main texture & scene depth texture
// will come out in different vertical orientations.
// So flip sampling of depth texture when that is the case (main texture
// texel size will have negative Y)
#if SHADER_API_D3D9
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);
o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y);
return o;
}
half4 fragRobert(v2f i) : COLOR {
//half4 sample0 = tex2D(_CameraDepthNormalsTexture, i.uv[0].xy);
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].xy), _BgColor, _BgFade);
}
half4 fragThin (v2f i) : COLOR
{
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
Fog { Mode off }
CGPROGRAM
#pragma vertex vertThin
#pragma fragment fragThin
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vertRobert
#pragma fragment fragRobert
ENDCG
}
}
Fallback off
} // shader