HeavenStudioPlus/Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeonV2/Shader/EdgeDetectionScharrNeonV2.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/EdgeDetectionScharrNeonV2"
{
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
float3 scharr(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;
// scharr masks ( http://en.wikipedia.org/wiki/Sobel_operator#Alternative_operators)
// 3 0 -3 3 10 3
// X = 10 0 -10 Y = 0 0 0
// 3 0 -3 -3 -10 -3
// Gx = sum(kernelX[i][j]*image[i][j]);
float3 Gx = 3.0 * topLeft + 10.0 * midLeft + 3.0 * bottomLeft - 3.0 * topRight - 10.0 * midRight - 3.0 * bottomRight;
// Gy = sum(kernelY[i][j]*image[i][j]);
float3 Gy = 3.0 * topLeft + 10.0 * midTop + 3.0 * topRight - 3.0 * bottomLeft - 10.0 * midBottom - 3.0 * bottomRight;
float3 scharrGradient = sqrt((Gx * Gx) + (Gy * Gy)).rgb;
return scharrGradient;
}
half4 Frag(VaryingsDefault i): SV_Target
{
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float3 scharrGradient = scharr(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y, i.texcoord);
half3 backgroundColor = lerp(_BackgroundColor.rgb, sceneColor.rgb, _BackgroundFade);
float3 edgeColor = lerp(backgroundColor.rgb, scharrGradient.rgb, _EdgeNeonFade);
return float4(edgeColor * _Brigtness, 1);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}