HeavenStudioPlus/Assets/X-PostProcessing/Effects/EdgeDetectionRoberts/Shader/EdgeDetectionRoberts.shader
wookywok f14d2a423f Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

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Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

210 lines
4.9 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/EdgeDetectionRoberts"
{
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 bottomLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)));
float topRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)));
float bottomRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)));
// Roberts Operator
//X = -1 0 Y = 0 -1
// 0 1 1 0
// Gx = sum(kernelX[i][j]*image[i][j])
float Gx = -1.0 * topLeft + 1.0 * bottomRight;
// Gy = sum(kernelY[i][j]*image[i][j]);
float Gy = -1.0 * topRight + 1.0 * bottomLeft;
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
}
}
//HLSLINCLUDE
//
//#include "../../../Shaders/StdLib.hlsl"
//#include "../../../Shaders/XPostProcessing.hlsl"
//
//
//
//half _Float1;
//half _Float2;
//half _Float3;
//half4 _Color1;
//
//struct v2f
//{
// float2 uvRoberts[5] : TEXCOORD0;
// float4 vertex : SV_POSITION;
//};
//v2f vert_Roberts(appdata v)
//{
// v2f o;
// o.vertex = UnityObjectToClipPos(v.vertex);
// o.uvRoberts[0] = v.uv + float2(-1, -1) * _MainTex_TexelSize * _SampleRange;
// o.uvRoberts[1] = v.uv + float2(1, -1) * _MainTex_TexelSize * _SampleRange;
// o.uvRoberts[2] = v.uv + float2(-1, 1) * _MainTex_TexelSize * _SampleRange;
// o.uvRoberts[3] = v.uv + float2(1, 1) * _MainTex_TexelSize * _SampleRange;
// o.uvRoberts[4] = v.uv;
// return o;
//}
//float Roberts(v2f i)
//{
// const float Gx[4] =
// {
// -1, 0,
// 0, 1
// };
// const float Gy[4] =
// {
// 0, -1,
// 1, 0
// };
// float edgex, edgey;
// for (int j = 0; j < 4; j++)
// {
// fixed4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvRoberts[j]);
// float lum = Luminance(col.rgb);
// edgex += lum * Gx[j];
// edgey += lum * Gy[j];
// }
// return 1 - abs(edgex) - abs(edgey);
//}
//fixed4 frag_Roberts(v2f i) : SV_Target
//{
// fixed4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvRoberts[4]);
// float g = Roberts(i);
// g = pow(g, _EdgePower);
// col.rgb = lerp(_EdgeColor, _NonEdgeColor, g);
// return col;
//}
////half4 Frag(VaryingsDefault i): SV_Target
////{
////
//// half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
//// half3 col = 0.5 + 0.5 * cos(_Time.y + i.texcoord.xyx + float3(0, 2, 4));
////
//// half3 finalColor = lerp(sceneColor.rgb, col, _Float1 * 0.1);
////
//// return half4(finalColor, 1.0);
////}
////
//ENDHLSL
//
//SubShader
//{
// Cull Off ZWrite Off ZTest Always
//
// Pass
// {
// HLSLPROGRAM
//
// #pragma vertex vert_Roberts
// #pragma fragment frag_Roberts
//
// ENDHLSL
//
// }
//}
}