mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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211 lines
4.9 KiB
Text
211 lines
4.9 KiB
Text
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/EdgeDetectionRoberts"
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{
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HLSLINCLUDE
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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half2 _Params;
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half4 _EdgeColor;
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half4 _BackgroundColor;
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#define _EdgeWidth _Params.x
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#define _BackgroundFade _Params.y
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float intensity(in float4 color)
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{
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return sqrt((color.x * color.x) + (color.y * color.y) + (color.z * color.z));
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}
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float sobel(float stepx, float stepy, float2 center)
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{
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// get samples around pixel
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float topLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy)));
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float bottomLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)));
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float topRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)));
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float bottomRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)));
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// Roberts Operator
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//X = -1 0 Y = 0 -1
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// 0 1 1 0
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// Gx = sum(kernelX[i][j]*image[i][j])
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float Gx = -1.0 * topLeft + 1.0 * bottomRight;
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// Gy = sum(kernelY[i][j]*image[i][j]);
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float Gy = -1.0 * topRight + 1.0 * bottomLeft;
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float sobelGradient = sqrt((Gx * Gx) + (Gy * Gy));
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return sobelGradient;
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}
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half4 Frag(VaryingsDefault i): SV_Target
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{
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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float sobelGradient = sobel(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y, i.texcoord);
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half4 backgroundColor = lerp(sceneColor, _BackgroundColor, _BackgroundFade);
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float3 edgeColor = lerp(backgroundColor.rgb, _EdgeColor.rgb, sobelGradient);
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return float4(edgeColor, 1);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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//HLSLINCLUDE
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//
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//#include "../../../Shaders/StdLib.hlsl"
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//#include "../../../Shaders/XPostProcessing.hlsl"
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//
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//
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//
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//half _Float1;
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//half _Float2;
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//half _Float3;
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//half4 _Color1;
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//
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//struct v2f
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//{
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// float2 uvRoberts[5] : TEXCOORD0;
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// float4 vertex : SV_POSITION;
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//};
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//v2f vert_Roberts(appdata v)
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//{
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// v2f o;
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// o.vertex = UnityObjectToClipPos(v.vertex);
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// o.uvRoberts[0] = v.uv + float2(-1, -1) * _MainTex_TexelSize * _SampleRange;
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// o.uvRoberts[1] = v.uv + float2(1, -1) * _MainTex_TexelSize * _SampleRange;
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// o.uvRoberts[2] = v.uv + float2(-1, 1) * _MainTex_TexelSize * _SampleRange;
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// o.uvRoberts[3] = v.uv + float2(1, 1) * _MainTex_TexelSize * _SampleRange;
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// o.uvRoberts[4] = v.uv;
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// return o;
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//}
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//float Roberts(v2f i)
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//{
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// const float Gx[4] =
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// {
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// -1, 0,
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// 0, 1
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// };
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// const float Gy[4] =
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// {
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// 0, -1,
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// 1, 0
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// };
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// float edgex, edgey;
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// for (int j = 0; j < 4; j++)
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// {
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// fixed4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvRoberts[j]);
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// float lum = Luminance(col.rgb);
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// edgex += lum * Gx[j];
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// edgey += lum * Gy[j];
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// }
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// return 1 - abs(edgex) - abs(edgey);
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//}
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//fixed4 frag_Roberts(v2f i) : SV_Target
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//{
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// fixed4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvRoberts[4]);
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// float g = Roberts(i);
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// g = pow(g, _EdgePower);
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// col.rgb = lerp(_EdgeColor, _NonEdgeColor, g);
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// return col;
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//}
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////half4 Frag(VaryingsDefault i): SV_Target
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////{
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////
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//// half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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//// half3 col = 0.5 + 0.5 * cos(_Time.y + i.texcoord.xyx + float3(0, 2, 4));
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////
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//// half3 finalColor = lerp(sceneColor.rgb, col, _Float1 * 0.1);
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////
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//// return half4(finalColor, 1.0);
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////}
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////
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//ENDHLSL
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//
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//SubShader
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//{
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// Cull Off ZWrite Off ZTest Always
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//
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// Pass
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// {
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// HLSLPROGRAM
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//
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// #pragma vertex vert_Roberts
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// #pragma fragment frag_Roberts
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//
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// ENDHLSL
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//
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// }
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//}
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}
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