Unity Shader 屏幕后处理 使用深度和法线纹理 边缘检测

代码

using UnityEngine;

public class EdgeDetectNormalsAndDepth : 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;

    public float sampleDistance = 1.0f;

    public float sensitivityDepth = 1.0f;

    public float sensitivityNormals = 1.0f;

    void OnEnable()
    {
        GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
    }

    [ImageEffectOpaque]
    void OnRenderImage(RenderTexture src, RenderTexture dest)
    {
        if (material != null)
        {
            material.SetFloat("_EdgeOnly", edgesOnly);
            material.SetColor("_EdgeColor", edgeColor);
            material.SetColor("_BackgroundColor", backgroundColor);
            material.SetFloat("_SampleDistance", sampleDistance);
            material.SetVector("_Sensitivity", new Vector4(sensitivityNormals, sensitivityDepth, 0.0f, 0.0f));

            Graphics.Blit(src, dest, material);
        }
        else
        {
            Graphics.Blit(src, dest);
        }
    }
}

shader

Shader "MyShader/EdgeDetectNormalsAndDepth"
{
    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)
        _SampleDistance("Sample Distance", Float) = 1.0
        _Sensitivity("Sensitivity", Vector) = (1, 1, 1, 1)
    }
        SubShader{
            CGINCLUDE

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            half4 _MainTex_TexelSize;
            fixed _EdgeOnly;
            fixed4 _EdgeColor;
            fixed4 _BackgroundColor;
            float _SampleDistance;
            half4 _Sensitivity;

            sampler2D _CameraDepthNormalsTexture;

            struct v2f {
                float4 pos : SV_POSITION;
                half2 uv[5]: TEXCOORD0;
            };

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

                half2 uv = v.texcoord;
                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 + _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;
            }

            half CheckSame(half4 center, half4 sample) {
                half2 centerNormal = center.xy;
                float centerDepth = DecodeFloatRG(center.zw);
                half2 sampleNormal = sample.xy;
                float sampleDepth = DecodeFloatRG(sample.zw);

                // difference in normals
                // do not bother decoding normals - there's no need here
                half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
                int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
                // difference in depth
                float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
                // scale the required threshold by the distance
                int isSameDepth = diffDepth < 0.1 * centerDepth;

                // return:
                // 1 - if normals and depth are similar enough
                // 0 - otherwise
                return isSameNormal * isSameDepth ? 1.0 : 0.0;
            }

            fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target {
                half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1]);
                half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2]);
                half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3]);
                half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4]);

                half edge = 1.0;

                edge *= CheckSame(sample1, sample2);
                edge *= CheckSame(sample3, sample4);

                fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[0]), edge);
                fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);

                return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
            }

            ENDCG

            Pass {
                ZTest Always Cull Off ZWrite Off

                CGPROGRAM

                #pragma vertex vert  
                #pragma fragment fragRobertsCrossDepthAndNormal

                ENDCG
            }
        }
            FallBack Off
}

参考 我买的 unity shader 入门精要

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