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@NedMakesGames
Last active December 1, 2023 23:47
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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
@Luk3Schro3d3r
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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 ?

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