//---------------------------------------------------------------------------------------------------------- // 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 //---------------------------------------------------------------------------------------------------------- // reference: https://www.shadertoy.com/view/Xdf3Rf // https://en.wikipedia.org/wiki/Sobel_operator Shader "Hidden/X-PostProcessing/EdgeDetectionSobel" { 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 sobel(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))); // Sobel masks (see http://en.wikipedia.org/wiki/Sobel_operator) // 1 0 -1 -1 -2 -1 // X = 2 0 -2 Y = 0 0 0 // 1 0 -1 1 2 1 // Gx = sum(kernelX[i][j]*image[i][j]) float Gx = topLeft + 2.0 * midLeft + bottomLeft - topRight - 2.0 * midRight - bottomRight; // Gy = sum(kernelY[i][j]*image[i][j]); float Gy = -topLeft - 2.0 * midTop - topRight + bottomLeft + 2.0 * midBottom + bottomRight; float sobelGradient = sqrt((Gx * Gx) + (Gy * Gy)); return sobelGradient; } half4 Frag(VaryingsDefault i): SV_Target { half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); float sobelGradient= sobel(_EdgeWidth /_ScreenParams.x, _EdgeWidth /_ScreenParams.y , i.texcoord); half4 backgroundColor = lerp(sceneColor, _BackgroundColor, _BackgroundFade); float3 edgeColor = lerp(backgroundColor.rgb, _EdgeColor.rgb, sobelGradient); return float4(edgeColor, 1); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }