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120 行
4.1 KiB
120 行
4.1 KiB
Shader "Unlit/SobelFilter"
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{
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Properties
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{
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[HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {}
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_Delta ("Line Thickness", Range(0.0005, 0.0025)) = 0.001
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[Toggle(RAW_OUTLINE)]_Raw ("Outline Only", Float) = 0
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[Toggle(POSTERIZE)]_Poseterize ("Posterize", Float) = 0
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_PosterizationCount ("Count", float) = 8
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#pragma shader_feature RAW_OUTLINE
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#pragma shader_feature POSTERIZE
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TEXTURE2D(_CameraDepthTexture);
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SAMPLER(sampler_CameraDepthTexture);
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#ifndef RAW_OUTLINE
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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#endif
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float _Delta;
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int _PosterizationCount;
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float SampleDepth(float2 uv)
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{
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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return SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r;
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#else
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return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv);
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#endif
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}
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float sobel (float2 uv)
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{
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float2 delta = float2(_Delta, _Delta);
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float hr = 0;
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float vt = 0;
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hr += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0;
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hr += SampleDepth(uv + float2( 1.0, -1.0) * delta) * -1.0;
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hr += SampleDepth(uv + float2(-1.0, 0.0) * delta) * 2.0;
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hr += SampleDepth(uv + float2( 1.0, 0.0) * delta) * -2.0;
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hr += SampleDepth(uv + float2(-1.0, 1.0) * delta) * 1.0;
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hr += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0;
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vt += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0;
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vt += SampleDepth(uv + float2( 0.0, -1.0) * delta) * 2.0;
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vt += SampleDepth(uv + float2( 1.0, -1.0) * delta) * 1.0;
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vt += SampleDepth(uv + float2(-1.0, 1.0) * delta) * -1.0;
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vt += SampleDepth(uv + float2( 0.0, 1.0) * delta) * -2.0;
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vt += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0;
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return sqrt(hr * hr + vt * vt);
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}
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv = input.uv;
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return output;
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}
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half4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float s = pow(1 - saturate(sobel(input.uv)), 50);
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#ifdef RAW_OUTLINE
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return half4(s.xxx, 1);
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#else
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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#ifdef POSTERIZE
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col = pow(col, 0.4545);
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float3 c = RgbToHsv(col);
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c.z = round(c.z * _PosterizationCount) / _PosterizationCount;
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col = float4(HsvToRgb(c), col.a);
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col = pow(col, 2.2);
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#endif
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return col * s;
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#endif
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}
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#pragma vertex vert
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#pragma fragment frag
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ENDHLSL
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}
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}
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FallBack "Diffuse"
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}
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