Created
September 24, 2021 11:45
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Crying Suns' Rim Light Effect Normal Map Generator
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#pragma kernel CSMain | |
RWTexture2D<float4> Result; | |
Texture2D<float4> InputTexture; | |
uint textureWidth; | |
uint textureHeight; | |
uint maxIteration; | |
[numthreads(8,8,1)] | |
void CSMain (uint3 id : SV_DispatchThreadID) | |
{ | |
float4 px = InputTexture[id.xy]; | |
float hWeight = 0.5; | |
float vWeight = 0.5; | |
float intensity = 1; | |
float intensityIncrement = 1.0 / maxIteration; | |
bool trace = false; | |
if (px.a > 0) { | |
for (uint i = 1; i <= maxIteration && !trace; i++) { | |
uint limitCheck = i - 1; | |
hWeight = 0.5; | |
vWeight = 0.5; | |
if (id.x > limitCheck && InputTexture[uint2(id.x - i, id.y)].a < 0.5) { | |
trace = true; | |
hWeight -= 0.5; | |
} | |
if (id.x < textureWidth - limitCheck - 1 && InputTexture[uint2(id.x + i, id.y)].a < 0.5) { | |
trace = true; | |
hWeight += 0.5; | |
} | |
if (id.y > limitCheck && InputTexture[uint2(id.x, id.y - i)].a < 0.5) { | |
trace = true; | |
vWeight -= 0.5; | |
} | |
if (id.y < textureHeight - limitCheck - 1 && InputTexture[uint2(id.x, id.y + i)].a < 0.5) { | |
trace = true; | |
vWeight += 0.5; | |
} | |
if (trace) { | |
intensity = intensityIncrement * (maxIteration - limitCheck); | |
} | |
} | |
} | |
Result[id.xy] = float4( | |
hWeight, | |
trace ? intensity : 0, | |
vWeight, | |
1 | |
); | |
} |
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