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EdgeDetectionSobelNeonV2.shader
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EdgeDetectionSobelNeonV2.shader
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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/EdgeDetectionSobelNeonV2"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _Params;
half4 _BackgroundColor;
#define _EdgeWidth _Params.x
#define _EdgeNeonFade _Params.y
#define _Brigtness _Params.z
#define _BackgroundFade _Params.w
float intensity(in float4 color)
{
return sqrt((color.x * color.x) + (color.y * color.y) + (color.z * color.z));
}
float3 sobel(float stepx, float stepy, float2 center)
{
// get samples around pixel
float3 topLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy)).rgb;
float3 midLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, 0)).rgb;
float3 bottomLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)).rgb;
float3 midTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, stepy)).rgb;
float3 midBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, -stepy)).rgb;
float3 topRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)).rgb;
float3 midRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, 0)).rgb;
float3 bottomRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)).rgb;
// Sobel masks (see http://en.wikipedia.org/wiki/Sobel_operator)
// 1 0 -1 -1 -2 -1
// X = 2 0 -2 Y = 0 0 0
// 1 0 -1 1 2 1
// Gx = sum(kernelX[i][j]*image[i][j])
float3 Gx = topLeft + 2.0 * midLeft + bottomLeft - topRight - 2.0 * midRight - bottomRight;
// Gy = sum(kernelY[i][j]*image[i][j]);
float3 Gy = -topLeft - 2.0 * midTop - topRight + bottomLeft + 2.0 * midBottom + bottomRight;
float3 sobelGradient = sqrt((Gx * Gx) + (Gy * Gy));
return sobelGradient;
}
half4 Frag(VaryingsDefault i) : SV_Target
{
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float3 sobelGradient = sobel(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y , i.texcoord);
half3 backgroundColor = lerp(_BackgroundColor.rgb, sceneColor.rgb, _BackgroundFade);
float3 edgeColor = lerp(backgroundColor.rgb, sobelGradient.rgb, _EdgeNeonFade);
return float4(edgeColor * _Brigtness, 1);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}