//---------------------------------------------------------------------------------------------------------- // 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/EdgeDetectionScharr" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" half2 _Params; half4 _EdgeColor; half4 _BackgroundColor; #define _EdgeWidth _Params.x #define _BackgroundFade _Params.y float intensity(in float4 color) { return sqrt((color.x * color.x) + (color.y * color.y) + (color.z * color.z)); } float scharr(float stepx, float stepy, float2 center) { // get samples around pixel float topLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy))); float midLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, 0))); float bottomLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy))); float midTop = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, stepy))); float midBottom = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, -stepy))); float topRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy))); float midRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, 0))); float bottomRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy))); // 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]); float 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]); float Gy = 3.0 * topLeft + 10.0 * midTop + 3.0 * topRight -3.0* bottomLeft - 10.0 * midBottom -3.0* bottomRight; float scharrGradient = sqrt((Gx * Gx) + (Gy * Gy)); return scharrGradient; } half4 Frag(VaryingsDefault i) : SV_Target { half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); float scharrGradient = scharr(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y , i.texcoord); //return sceneColor * scharrGradient; //BackgroundFading sceneColor = lerp(sceneColor, _BackgroundColor, _BackgroundFade); //Edge Opacity float3 edgeColor = lerp(sceneColor.rgb, _EdgeColor.rgb, scharrGradient); return float4(edgeColor, 1); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }