Unity Shader 屏幕后处理效果 边缘检测

edge 0

edge 0.5

edge 1

脚本

using UnityEngine;

public class EdgeDetection : PostEffectsBase
{
    public Shader edgeDetectShader;
    private Material edgeDetectMaterial = null;
    public Material material
    {
        get
        {
            edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
            return edgeDetectMaterial;
        }
    }

    [Range(0.0f, 1.0f)]
    public float edgesOnly = 0.0f;

    public Color edgeColor = Color.black;

    public Color backgroundColor = Color.white;

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (material != null)
        {
            material.SetFloat("_EdgeOnly", edgesOnly);
            material.SetColor("_EdgeColor", edgeColor);
            material.SetColor("_BackgroundColor", backgroundColor);

            Graphics.Blit(source, destination, material);
        }
        else
        {
            Graphics.Blit(source, destination);
        }
    }
}

shader

Shader "MyShaderEdgeDetection"
{
    Properties
    {
        _MainTex("Base (RGB)", 2D) = "white" {}
        _EdgeOnly("Edge Only", Float) = 1.0
        _EdgeColor("Edge Color", Color) = (0, 0, 0, 1)
        _BackgroundColor("Background Color", Color) = (1, 1, 1, 1)
    }
        SubShader
        {
            Pass
        {
                ZTest Always Cull Off ZWrite Off

                CGPROGRAM

                #include "UnityCG.cginc"

                #pragma vertex vert  
                #pragma fragment fragSobel

                sampler2D _MainTex;
                uniform half4 _MainTex_TexelSize;
                fixed _EdgeOnly;
                fixed4 _EdgeColor;
                fixed4 _BackgroundColor;

                struct v2f
                {
                    float4 pos : SV_POSITION;
                    half2 uv[9] : TEXCOORD0;
                };

                v2f vert(appdata_img v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);

                    half2 uv = v.texcoord;

                    o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1);
                    o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);
                    o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);
                    o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);
                    o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);
                    o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0);
                    o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1);
                    o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1);
                    o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1);

                    return o;
                }

                fixed luminance(fixed4 color)
                {
                    return  0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
                }

                half Sobel(v2f i)
                {
                    const half Gx[9] = {-1,  0,  1,
                                            -2,  0,  2,
                                            -1,  0,  1};
                    const half Gy[9] = {-1, -2, -1,
                                            0,  0,  0,
                                            1,  2,  1};

                    half texColor;
                    half edgeX = 0;
                    half edgeY = 0;
                    for (int it = 0; it < 9; it++) {
                        texColor = luminance(tex2D(_MainTex, i.uv[it]));
                        edgeX += texColor * Gx[it];
                        edgeY += texColor * Gy[it];
                    }

                    half edge = 1 - abs(edgeX) - abs(edgeY);

                    return edge;
                }

                fixed4 fragSobel(v2f i) : SV_Target
                {
                    half edge = Sobel(i);

                    fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);
                    fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
                    return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
                }

                ENDCG
            }
        }
            FallBack Off
}

参考 我买的 unity shader 入门精要

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