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EdgeDetectionRobertsNeon.shader
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EdgeDetectionRobertsNeon.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/EdgeDetectionRobertsNeon"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _Params;
half4 _BackgroundColor;
#define _EdgeWidth _Params.x
#define _Brigtness _Params.y
#define _BackgroundFade _Params.z
float intensity(in float4 color)
{
return sqrt((color.x * color.x) + (color.y * color.y) + (color.z * color.z));
}
float sobel(float stepx, float stepy, float2 center)
{
// get samples around pixel
float topLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy)));
float bottomLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)));
float topRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)));
float bottomRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)));
// Roberts Operator
//X = -1 0 Y = 0 -1
// 0 1 1 0
// Gx = sum(kernelX[i][j]*image[i][j])
float Gx = -1.0 * topLeft + 1.0 * bottomRight;
// Gy = sum(kernelY[i][j]*image[i][j]);
float Gy = -1.0 * topRight + 1.0 * bottomLeft;
float sobelGradient = sqrt((Gx * Gx) + (Gy * Gy));
return sobelGradient;
}
half4 Frag(VaryingsDefault i) : SV_Target
{
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float sobelGradient = sobel(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y , i.texcoord);
//BackgroundFading
half4 backgroundColor = lerp(sceneColor, _BackgroundColor, _BackgroundFade);
//Edge Opacity
float3 edgeColor = lerp(backgroundColor.rgb, sceneColor.rgb, sobelGradient);
return float4(edgeColor * _Brigtness, 1);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}