mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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96 lines
3 KiB
Text
96 lines
3 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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// reference: https://www.shadertoy.com/view/Xdf3Rf
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// https://en.wikipedia.org/wiki/Sobel_operator
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Shader "Hidden/X-PostProcessing/EdgeDetectionSobel"
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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 midLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, 0)));
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float bottomLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)));
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float midTop = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, stepy)));
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float midBottom = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, -stepy)));
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float topRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)));
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float midRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, 0)));
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float bottomRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)));
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// Sobel masks (see http://en.wikipedia.org/wiki/Sobel_operator)
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// 1 0 -1 -1 -2 -1
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// X = 2 0 -2 Y = 0 0 0
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// 1 0 -1 1 2 1
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// Gx = sum(kernelX[i][j]*image[i][j])
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float Gx = topLeft + 2.0 * midLeft + bottomLeft - topRight - 2.0 * midRight - bottomRight;
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// Gy = sum(kernelY[i][j]*image[i][j]);
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float Gy = -topLeft - 2.0 * midTop - topRight + bottomLeft + 2.0 * midBottom + bottomRight;
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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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}
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