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Outline shader
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TEXTURE2D(_CameraColorTexture); | |
SAMPLER(sampler_CameraColorTexture); | |
float4 _CameraColorTexture_TexelSize; | |
TEXTURE2D(_CameraDepthTexture); | |
SAMPLER(sampler_CameraDepthTexture); | |
TEXTURE2D(_CameraDepthNormalsTexture); | |
SAMPLER(sampler_CameraDepthNormalsTexture); | |
float3 DecodeNormal(float4 enc) | |
{ | |
float kScale = 1.7777; | |
float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1); | |
float g = 2.0 / dot(nn.xyz,nn.xyz); | |
float3 n; | |
n.xy = g*nn.xy; | |
n.z = g-1; | |
return n; | |
} | |
void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out) | |
{ | |
float halfScaleFloor = floor(OutlineThickness * 0.5); | |
float halfScaleCeil = ceil(OutlineThickness * 0.5); | |
float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w); | |
float2 uvSamples[4]; | |
float depthSamples[4]; | |
float3 normalSamples[4], colorSamples[4]; | |
uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor; | |
uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil; | |
uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor); | |
uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil); | |
for(int i = 0; i < 4 ; i++) | |
{ | |
depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r; | |
normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i])); | |
colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]); | |
} | |
// Depth | |
float depthFiniteDifference0 = depthSamples[1] - depthSamples[0]; | |
float depthFiniteDifference1 = depthSamples[3] - depthSamples[2]; | |
float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; | |
float depthThreshold = (1/DepthSensitivity) * depthSamples[0]; | |
edgeDepth = edgeDepth > depthThreshold ? 1 : 0; | |
// Normals | |
float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0]; | |
float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2]; | |
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); | |
edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0; | |
// Color | |
float3 colorFiniteDifference0 = colorSamples[1] - colorSamples[0]; | |
float3 colorFiniteDifference1 = colorSamples[3] - colorSamples[2]; | |
float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1)); | |
edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0; | |
float edge = max(edgeDepth, max(edgeNormal, edgeColor)); | |
float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]); | |
Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a)); | |
} |
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