Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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120 行
4.1 KiB

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