TEXTURE2D(_CameraColorTexture); SAMPLER(sampler_CameraColorTexture); float4 _CameraColorTexture_TexelSize; TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); TEXTURE2D(_CameraDepthNormalsTexture); SAMPLER(sampler_CameraDepthNormalsTexture); float3 DecodeNormal(float4 enc) { float kScale = 1.7777; float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1); float g = 2.0 / dot(nn.xyz,nn.xyz); float3 n; n.xy = g*nn.xy; n.z = g-1; return n; } void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out) { float halfScaleFloor = floor(OutlineThickness * 0.5); float halfScaleCeil = ceil(OutlineThickness * 0.5); float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w); float2 uvSamples[4]; float depthSamples[4]; float3 normalSamples[4], colorSamples[4]; uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor; uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil; uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor); uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil); for(int i = 0; i < 4 ; i++) { depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r; normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i])); colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]); } // Depth float depthFiniteDifference0 = depthSamples[1] - depthSamples[0]; float depthFiniteDifference1 = depthSamples[3] - depthSamples[2]; float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; float depthThreshold = (1/DepthSensitivity) * depthSamples[0]; edgeDepth = edgeDepth > depthThreshold ? 1 : 0; // Normals float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0]; float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2]; float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0; // Color float3 colorFiniteDifference0 = colorSamples[1] - colorSamples[0]; float3 colorFiniteDifference1 = colorSamples[3] - colorSamples[2]; float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1)); edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0; float edge = max(edgeDepth, max(edgeNormal, edgeColor)); float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]); Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a)); }