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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Edge Detect X" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Treshold ("Treshold", Float) = 0.2
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform float _Treshold;
struct v2f {
float4 pos : POSITION;
float2 uv[3] : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f 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);
o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 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);
if( len >= _Treshold )
original.rgb = 0;
return original;
}
ENDCG
}
}
Fallback off
}