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60 行
2.5 KiB
60 行
2.5 KiB
// This code is an adaptation of the open-source work by Alexander Ameye
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// From a tutorial originally posted here:
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// https://alexanderameye.github.io/outlineshader
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// Code also available on his Gist account
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// https://gist.github.com/AlexanderAmeye
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TEXTURE2D(_CameraDepthTexture);
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SAMPLER(sampler_CameraDepthTexture);
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float4 _CameraDepthTexture_TexelSize;
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TEXTURE2D(_CameraDepthNormalsTexture);
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SAMPLER(sampler_CameraDepthNormalsTexture);
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float3 DecodeNormal(float4 enc)
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{
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float kScale = 1.7777;
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float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
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float g = 2.0 / dot(nn.xyz,nn.xyz);
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float3 n;
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n.xy = g*nn.xy;
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n.z = g-1;
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return n;
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}
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void OutlineObject_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, out float Out)
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{
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float halfScaleFloor = floor(OutlineThickness * 0.5);
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float halfScaleCeil = ceil(OutlineThickness * 0.5);
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float2 uvSamples[4];
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float depthSamples[4];
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float3 normalSamples[4];
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uvSamples[0] = UV - float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleFloor;
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uvSamples[1] = UV + float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleCeil;
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uvSamples[2] = UV + float2(_CameraDepthTexture_TexelSize.x * halfScaleCeil, -_CameraDepthTexture_TexelSize.y * halfScaleFloor);
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uvSamples[3] = UV + float2(-_CameraDepthTexture_TexelSize.x * halfScaleFloor, _CameraDepthTexture_TexelSize.y * halfScaleCeil);
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for(int i = 0; i < 4 ; i++)
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{
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depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
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normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
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}
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// Depth
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float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
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float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
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float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
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float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
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edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
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// Normals
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float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
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float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
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float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
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edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
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float edge = max(edgeDepth, edgeNormal);
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Out = edge;
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}
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