mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-02 22:37:28 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
88 lines
2.9 KiB
Text
88 lines
2.9 KiB
Text
|
|
//----------------------------------------------------------------------------------------------------------
|
|
// 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/EdgeDetectionScharrNeonV2"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/StdLib.hlsl"
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
half4 _Params;
|
|
half4 _BackgroundColor;
|
|
|
|
#define _EdgeWidth _Params.x
|
|
#define _EdgeNeonFade _Params.y
|
|
#define _Brigtness _Params.z
|
|
#define _BackgroundFade _Params.w
|
|
|
|
|
|
float3 scharr(float stepx, float stepy, float2 center)
|
|
{
|
|
// get samples around pixel
|
|
float3 topLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy)).rgb;
|
|
float3 midLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, 0)).rgb;
|
|
float3 bottomLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)).rgb;
|
|
float3 midTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, stepy)).rgb;
|
|
float3 midBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, -stepy)).rgb;
|
|
float3 topRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)).rgb;
|
|
float3 midRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, 0)).rgb;
|
|
float3 bottomRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)).rgb;
|
|
|
|
|
|
// 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]);
|
|
float3 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]);
|
|
float3 Gy = 3.0 * topLeft + 10.0 * midTop + 3.0 * topRight - 3.0 * bottomLeft - 10.0 * midBottom - 3.0 * bottomRight;
|
|
|
|
float3 scharrGradient = sqrt((Gx * Gx) + (Gy * Gy)).rgb;
|
|
return scharrGradient;
|
|
}
|
|
|
|
|
|
|
|
half4 Frag(VaryingsDefault i): SV_Target
|
|
{
|
|
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
|
|
|
float3 scharrGradient = scharr(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y, i.texcoord);
|
|
|
|
half3 backgroundColor = lerp(_BackgroundColor.rgb, sceneColor.rgb, _BackgroundFade);
|
|
|
|
float3 edgeColor = lerp(backgroundColor.rgb, scharrGradient.rgb, _EdgeNeonFade);
|
|
|
|
return float4(edgeColor * _Brigtness, 1);
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|