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// MIT License | |
// Copyright (c) 2020 NedMakesGames | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files(the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions : | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
#ifndef SOBELOUTLINES_INCLUDED | |
#define SOBELOUTLINES_INCLUDED | |
// The sobel effect runs by sampling the texture around a point to see | |
// if there are any large changes. Each sample is multiplied by a convolution | |
// matrix weight for the x and y components seperately. Each value is then | |
// added together, and the final sobel value is the length of the resulting float2. | |
// Higher values mean the algorithm detected more of an edge | |
// These are points to sample relative to the starting point | |
static float2 sobelSamplePoints[9] = { | |
float2(-1, 1), float2(0, 1), float2(1, 1), | |
float2(-1, 0), float2(0, 0), float2(1, 0), | |
float2(-1, -1), float2(0, -1), float2(1, -1), | |
}; | |
// Weights for the x component | |
static float sobelXMatrix[9] = { | |
1, 0, -1, | |
2, 0, -2, | |
1, 0, -1 | |
}; | |
// Weights for the y component | |
static float sobelYMatrix[9] = { | |
1, 2, 1, | |
0, 0, 0, | |
-1, -2, -1 | |
}; | |
// This function runs the sobel algorithm over the depth texture | |
void DepthSobel_float(float2 UV, float Thickness, out float Out) { | |
float2 sobel = 0; | |
// We can unroll this loop to make it more efficient | |
// The compiler is also smart enough to remove the i=4 iteration, which is always zero | |
[unroll] for (int i = 0; i < 9; i++) { | |
float depth = SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV + sobelSamplePoints[i] * Thickness); | |
sobel += depth * float2(sobelXMatrix[i], sobelYMatrix[i]); | |
} | |
// Get the final sobel value | |
Out = length(sobel); | |
} | |
#endif |
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In newer versions the 'SHADERGRAPH_SAMPLE_SCENE_DEPTH' makes an error, but I dont know how to fix it, do you have a suggestion ?