转发请保持地址:http://blog.csdn.net/stalendp/article/details/23139953
这里将介绍基于法线的边缘检测方法,这里的shader是参考官方的:http://wiki.unity3d.com/index.php/Outlined_Diffuse_3;运行效果如下:
代码如下:
- Shader "Outlined/Diffuse" { // see http://wiki.unity3d.com/index.php/Outlined_Diffuse_3
- Properties {
- _Color ("Main Color", Color) = (.5,.5,.5,1)
- _OutlineColor ("Outline Color", Color) = (0,0,0,1)
- _Outline ("Outline width", Range (.002, 0.03)) = .005
- _MainTex ("Base (RGB)", 2D) = "white" { }
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct v2f {
- float4 pos : POSITION;
- float4 color : COLOR;
- };
- uniform float _Outline;
- uniform float4 _OutlineColor;
- v2f vert(appdata v) {
- // just make a copy of incoming vertex data but scaled according to normal direction
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
- float2 offset = TransformViewToProjection(norm.xy);
- o.pos.xy += offset * o.pos.z * _Outline;
- // following please refer to : http://unitygems.com/noobs-guide-shaders-6-toon-shader/
- // o.pos = mul( UNITY_MATRIX_MVP, v.vertex + (float4(v.normal,0) * _Outline));
- o.color = _OutlineColor;
- return o;
- }
- ENDCG
- SubShader {
- //Tags {"Queue" = "Geometry+100" }
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _MainTex;
- fixed4 _Color;
- struct Input {
- float2 uv_MainTex;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- // note that a vertex shader is specified here but its using the one above
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" }
- Cull Front
- ZWrite On
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- //Offset 50,50
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- half4 frag(v2f i) :COLOR { return i.color; }
- ENDCG
- }
- }
- SubShader {
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _MainTex;
- fixed4 _Color;
- struct Input {
- float2 uv_MainTex;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- Pass {
- Name "OUTLINE"
- Tags { "LightMode" = "Always" }
- Cull Front
- ZWrite On
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma exclude_renderers gles xbox360 ps3
- ENDCG
- SetTexture [_MainTex] { combine primary }
- }
- }
- Fallback "Diffuse"
- }
原理介绍:
分两个pass进行渲染,第一个渲染边框,第二个渲染实物。
1)边框的渲染
在vertex Shader阶段,吧顶点按照法线的方向进行扩展, 这样物体就比原来要膨胀(关于膨胀效果,请参考Surface Shader Example中的Normal Extrusion with Vertex Modifier)。
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
- float2 offset = TransformViewToProjection(norm.xy); //计算法线的方向
- o.pos.xy += offset * o.pos.z * _Outline; //按照法线的方向进行偏移
边框盖住里原始物体,这里只要设置只渲染背面,就可以达到效果,在渲染边框的Pass中设置“Cull Front”就可以了。
2)渲染实物
略
当然这个只是适用于3d物体,图像的边缘检测,还有canny算法等,以后再补充,这里给个Canny的地址:Canny Edge Detection Tutorial
另外一篇:http://en.wikipedia.org/wiki/Edge_detection; 还有: http://en.wikipedia.org/wiki/Canny_edge_detector
关于图像的边缘检测,可以运用在Deferred shading中的anti-aliasing中
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相关的文章:http://unitygems.com/noobs-guide-shaders-6-toon-shader/