深度加法线纹理代码注解

//摄像机代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EdgeDectionNormalDepth: 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;
	}

	/// <summary>
	/// OnRenderImage is called after all rendering is complete to render image.
	/// </summary>
	/// <param name="src">The source RenderTexture.</param>
	/// <param name="dest">The destination RenderTexture.</param>
	[ImageEffectOpaque]//希望在不透明的pass后调用该函数,render queue < 2500 的pass
	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代码

Shader"ShaderBook/13/EdgeDectionNormalDepth"{
    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;  //控制采样距离
		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;//主纹理不需要翻转
            #if UNITY_UV_STARTS_AT_TOP
			if (_MainTex_TexelSize.y < 0)
				uv.y = 1 - uv.y;
			#endif                   
            //其他纹理需要被翻转。   
            o.uv[1] = uv + _MainTex_TexelSize.xy * half2( 1, 1)  * _SampleDistance;//右上角
			o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1)  * _SampleDistance;//左下角
			o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 1)  * _SampleDistance;//左上角
			o.uv[4] = uv + _MainTex_TexelSize.xy * half2( 1,-1)  * _SampleDistance;//右下角

            return o;
        }

        //DecodeFloatRG 和 DecodeViewNormalStereo来解码深度+法线纹理中的深度和法线信息。
        half CheckSame(half4 center,half4 sample){
            //我们没有解码真正的法线值,只需要比较采样值的差异度
            half2 centerNormal = center.xy;
			float centerDepth = DecodeFloatRG(center.zw);
			half2 sampleNormal = sample.xy;
			float sampleDepth = DecodeFloatRG(sample.zw);

            //difference in normals(法线的差值)*灵敏度
            //当出现法线方向不同的时候肯定就是边界处
            half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
            //两个法线是否相等
			int   isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
            //深度差值
			float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
            // 因为depth值很大,为了判断相等让他相差(0.1倍自身)
            int   isSameDepth = diffDepth < (0.05 * 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 = 1.0f;
            //返回为0时表明两点有边界
			edge *= CheckSame(sample1, sample2);//右上左下
			edge *= CheckSame(sample3, sample4);//左上右下
            if(edge == 0){//AA
                
            }
            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
}
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