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167 lines
4.2 KiB
Plaintext
167 lines
4.2 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/EdgeDetectGeometry" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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}
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// Shader code pasted into all further CGPROGRAM blocks
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : POSITION;
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float2 uv[5] : TEXCOORD0;
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};
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sampler2D _MainTex;
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uniform half4 _MainTex_TexelSize;
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sampler2D _CameraDepthNormalsTexture;
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uniform half4 sensitivity;
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uniform half4 _BgColor;
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uniform half _BgFade;
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inline half CheckSame (half2 centerNormal, float centerDepth, half4 sample)
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{
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// difference in normals
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// do not bother decoding normals - there's no need here
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half2 diff = abs(centerNormal - sample.xy) * sensitivity.y;
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half isSameNormal = (diff.x + diff.y) * sensitivity.y < 0.1;
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// difference in depth
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float sampleDepth = DecodeFloatRG (sample.zw);
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float zdiff = abs(centerDepth-sampleDepth);
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// scale the required threshold by the distance
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half isSameDepth = zdiff * sensitivity.x < 0.09 * centerDepth;
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// return:
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// 1 - if normals and depth are similar enough
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// 0 - otherwise
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return isSameNormal * isSameDepth;
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}
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v2f vertRobert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 uv = v.texcoord.xy;
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o.uv[0] = uv;
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// On D3D when AA is used, the main texture & scene depth texture
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// will come out in different vertical orientations.
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// So flip sampling of depth texture when that is the case (main texture
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// texel size will have negative Y)
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#if SHADER_API_D3D9
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if (_MainTex_TexelSize.y < 0)
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uv.y = 1-uv.y;
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#endif
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// calc coord for the X pattern
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// maybe nicer TODO for the future: rotated triangles
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o.uv[0] = uv;
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o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1);
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o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1);
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o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1);
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o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1);
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return o;
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}
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v2f vertThin( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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float2 uv = v.texcoord.xy;
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o.uv[0] = uv;
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// On D3D when AA is used, the main texture & scene depth texture
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// will come out in different vertical orientations.
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// So flip sampling of depth texture when that is the case (main texture
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// texel size will have negative Y)
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#if SHADER_API_D3D9
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if (_MainTex_TexelSize.y < 0)
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uv.y = 1-uv.y;
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#endif
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o.uv[1] = uv;
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o.uv[4] = uv;
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// offsets for two additional samples
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o.uv[2] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y);
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o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y);
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return o;
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}
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half4 fragRobert(v2f i) : COLOR {
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//half4 sample0 = tex2D(_CameraDepthNormalsTexture, i.uv[0].xy);
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half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy);
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half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy);
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half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy);
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half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy);
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half edge = 1.0;
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edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2);
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edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4);
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return edge * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade);
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}
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half4 fragThin (v2f i) : COLOR
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{
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half4 original = tex2D(_MainTex, i.uv[0]);
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half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]);
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half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]);
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half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]);
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// encoded normal
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half2 centerNormal = center.xy;
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// decoded depth
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float centerDepth = DecodeFloatRG (center.zw);
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half edge = 1.0;
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edge *= CheckSame(centerNormal, centerDepth, sample1);
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edge *= CheckSame(centerNormal, centerDepth, sample2);
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return edge * lerp(original, _BgColor, _BgFade);
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}
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ENDCG
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vertThin
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#pragma fragment fragThin
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vertRobert
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#pragma fragment fragRobert
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ENDCG
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}
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}
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Fallback off
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} // shader |