Skip to content

Instantly share code, notes, and snippets.

@TheStoneBook
Last active October 14, 2018 11:37
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save TheStoneBook/f11772496afab8585ab959202f04265b to your computer and use it in GitHub Desktop.
Save TheStoneBook/f11772496afab8585ab959202f04265b to your computer and use it in GitHub Desktop.
【Unity】ソーベルフィルターでエッジ検出【Shader】
Shader "Unlit/SobelEdge"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Width("Width",float)=1920
_Height("Height",float)=1080
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _Width;
float _Height;
float gray(fixed4 c)
{
return 0.2126*c.r+0.7152*c.g+0.0722*c.b;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float dx=1/_Width;
float dy=1/_Height;
float c00=gray(tex2D(_MainTex,i.uv+float2(-dx,-dy)));
float c01=gray(tex2D(_MainTex,i.uv+float2(0,-dy)));
float c02=gray(tex2D(_MainTex,i.uv+float2(dx,-dy)));
float c10=gray(tex2D(_MainTex,i.uv+float2(-dx,0)));
float c12=gray(tex2D(_MainTex,i.uv+float2(dx,0)));
float c20=gray(tex2D(_MainTex,i.uv+float2(-dx,dy)));
float c21=gray(tex2D(_MainTex,i.uv+float2(0,dy)));
float c22=gray(tex2D(_MainTex,i.uv+float2(dx,dy)));
float sx=-1.0*c00+-2.0*c10+-1.0*c20+1.0*c02+2.0*c12+1.0*c22;
float sy=1.0*c00+2.0*c01+1.0*c02+-1.0*c20+-2.0*c21+-1.0*c22;
return sqrt(sx*sx+sy*sy);
}
ENDCG
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment