基于深度法线纹理的边缘检测,使用卷积核Roberts,原理上是右下角的点的法线和深度值减去左上角的深度法线值,左下角的深度法线值减去右上角的深度法线值。
这两句为啥要这样写。。
int isSameDepth = diffDepth < 0.1 * centerDepth;
int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
CS:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bianyuanCS : PostEffectsBase
{
public Shader bianyuanShader;
private Material bianyuanMaterial;
public Material material
{
get
{
bianyuanMaterial = CheckShaderAndCreateMaterial(bianyuanShader, bianyuanMaterial);
return bianyuanMaterial;
}
}
[Range(0.0f, 1.0f)]
public float edgesOnly = 0.0f;
public Color edgeColor = Color.black;
public Color backgroundColor = Color.white;
//使用深度法线纹理时使用的采样距离
public float sampleDistance = 1.0f;
//灵敏度
public float sensitivityDepth = 1.0f;
public float sensitivityNormals = 1.0f;
private void OnEnable()
{
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
}
//在所有不透明物体被渲染完后调用
[ImageEffectOpaque]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
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(source, destination, material);
}
else
{
Graphics.Blit(source, destination);
}
}
}
SHADER:
Shader "Custom/bianyuanShader"
{
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;
float _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
float _SampleDistance;
fixed4 _Sensitivity;
half4 _MainTex_TexelSize;
sampler2D _CameraDepthNormalsTexture;
struct v2f
{
fixed4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
o.uv[0] = uv;
o.uv[1] = uv + _MainTex_TexelSize * half2(1,1) * _SampleDistance;
o.uv[2] = uv + _MainTex_TexelSize * half2(-1,-1) * _SampleDistance;
o.uv[3] = uv + _MainTex_TexelSize * half2(-1,1) * _SampleDistance;
o.uv[4] = uv + _MainTex_TexelSize * half2(1,-1) * _SampleDistance;
return o;
}
half CheckSame(half4 center,half4 sample)
{
half2 centerNormal = center.xy;
half2 centerDepth = center.zw;
half2 sampleNormal = sample.xy;
half2 sampleDepth = sample.zw;
//abs求整数的绝对值
half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
half2 diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
int isSameDepth = diffDepth < 0.1 * centerDepth;
return isSameNormal * isSameDepth ? 1.0 : 0.0;
}
fixed4 frag(v2f i) : SV_Target
{
//用四个坐标对深度法线图进行采样
//tex2D()对_CameraDepthNormalsTexture进行采样
//Unity提供了DecodeDepthNormal函数对采样结果进行解码
//sample里面xy分量存储法线信息,zw分量存储深度信息
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 frag
ENDCG
}
}
FallBack Off
}
效果: