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Unity edge detect normals shader for reference
Shader "Hidden/EdgeDetect" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv[5] : TEXCOORD0;
};
struct v2fd {
float4 pos : SV_POSITION;
float2 uv[2] : TEXCOORD0;
};
sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
sampler2D _CameraDepthNormalsTexture;
sampler2D_float _CameraDepthTexture;
uniform half4 _Sensitivity;
uniform half4 _BgColor;
uniform half _BgFade;
uniform half _SampleDistance;
uniform float _Exponent;
uniform float _Threshold;
struct v2flum {
float4 pos : SV_POSITION;
float2 uv[3] : TEXCOORD0;
};
v2flum vertLum (appdata_img v)
{
v2flum o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );
o.uv[0] = uv;
o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
return o;
}
fixed4 fragLum (v2flum i) : SV_Target
{
fixed4 original = tex2D(_MainTex, i.uv[0]);
// a very simple cross gradient filter
half3 p1 = original.rgb;
half3 p2 = tex2D(_MainTex, i.uv[1]).rgb;
half3 p3 = tex2D(_MainTex, i.uv[2]).rgb;
half3 diff = p1 * 2 - p2 - p3;
half len = dot(diff, diff);
len = step(len, _Threshold);
//if(len >= _Threshold)
// original.rgb = 0;
return len * lerp(original, _BgColor, _BgFade);
}
inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample)
{
// difference in normals
// do not bother decoding normals - there's no need here
half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y;
half isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1;
// difference in depth
float sampleDepth = DecodeFloatRG (theSample.zw);
float zdiff = abs(centerDepth-sampleDepth);
// scale the required threshold by the distance
half isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth;
// return:
// 1 - if normals and depth are similar enough
// 0 - otherwise
return isSameNormal * isSameDepth;
}
v2f vertRobert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float2 uv = v.texcoord.xy;
o.uv[0] = uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1-uv.y;
#endif
// calc coord for the X pattern
// maybe nicer TODO for the future: 'rotated triangles'
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance;
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance;
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance;
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance;
return o;
}
v2f vertThin( appdata_img v )
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float2 uv = v.texcoord.xy;
o.uv[0] = uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1-uv.y;
#endif
o.uv[1] = uv;
o.uv[4] = uv;
// offsets for two additional samples
o.uv[2] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance;
return o;
}
v2fd vertD( appdata_img v )
{
v2fd o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float2 uv = v.texcoord.xy;
o.uv[0] = uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1-uv.y;
#endif
o.uv[1] = uv;
return o;
}
float4 fragDCheap(v2fd i) : SV_Target
{
// inspired by borderlands implementation of popular "sobel filter"
float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1]));
float4 depthsDiag;
float4 depthsAxis;
float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy;
depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR
depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL
depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR
depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL
depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T
depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L
depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R
depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B
depthsDiag -= centerDepth;
depthsAxis /= centerDepth;
const float4 HorizDiagCoeff = float4(1,1,-1,-1);
const float4 VertDiagCoeff = float4(-1,1,-1,1);
const float4 HorizAxisCoeff = float4(1,0,0,-1);
const float4 VertAxisCoeff = float4(0,1,-1,0);
float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff;
float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff;
float SobelX = dot(SobelH, float4(1,1,1,1));
float SobelY = dot(SobelV, float4(1,1,1,1));
float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);
Sobel = 1.0-pow(saturate(Sobel), _Exponent);
return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade);
}
// pretty much also just a sobel filter, except for that edges "outside" the silhouette get discarded
// which makes it compatible with other depth based post fx
float4 fragD(v2fd i) : SV_Target
{
// inspired by borderlands implementation of popular "sobel filter"
float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1]));
float4 depthsDiag;
float4 depthsAxis;
float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy;
depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR
depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL
depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR
depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL
depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T
depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L
depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R
depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B
// make it work nicely with depth based image effects such as depth of field:
depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx;
depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx;
depthsDiag -= centerDepth;
depthsAxis /= centerDepth;
const float4 HorizDiagCoeff = float4(1,1,-1,-1);
const float4 VertDiagCoeff = float4(-1,1,-1,1);
const float4 HorizAxisCoeff = float4(1,0,0,-1);
const float4 VertAxisCoeff = float4(0,1,-1,0);
float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff;
float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff;
float SobelX = dot(SobelH, float4(1,1,1,1));
float SobelY = dot(SobelV, float4(1,1,1,1));
float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);
Sobel = 1.0-pow(saturate(Sobel), _Exponent);
return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade);
}
half4 fragRobert(v2f i) : SV_Target {
half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy);
half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy);
half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy);
half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy);
half edge = 1.0;
edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2);
edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4);
return edge * lerp(tex2D(_MainTex, i.uv[0]), _BgColor, _BgFade);
}
half4 fragThin (v2f i) : SV_Target
{
half4 original = tex2D(_MainTex, i.uv[0]);
half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]);
half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]);
half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]);
// encoded normal
half2 centerNormal = center.xy;
// decoded depth
float centerDepth = DecodeFloatRG (center.zw);
half edge = 1.0;
edge *= CheckSame(centerNormal, centerDepth, sample1);
edge *= CheckSame(centerNormal, centerDepth, sample2);
return edge * lerp(original, _BgColor, _BgFade);
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vertThin
#pragma fragment fragThin
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vertRobert
#pragma fragment fragRobert
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertD
#pragma fragment fragDCheap
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertD
#pragma fragment fragD
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertLum
#pragma fragment fragLum
ENDCG
}
}
Fallback off
} // shader
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