mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
330 lines
11 KiB
Text
330 lines
11 KiB
Text
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Shader "Hidden/EdgeDetect" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv[5] : TEXCOORD0;
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};
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struct v2fd {
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float4 pos : SV_POSITION;
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float2 uv[2] : TEXCOORD0;
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};
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sampler2D _MainTex;
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uniform float4 _MainTex_TexelSize;
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half4 _MainTex_ST;
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sampler2D _CameraDepthNormalsTexture;
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half4 _CameraDepthNormalsTexture_ST;
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sampler2D_float _CameraDepthTexture;
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half4 _CameraDepthTexture_ST;
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uniform half4 _Sensitivity;
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uniform half4 _BgColor;
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uniform half _BgFade;
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uniform half _SampleDistance;
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uniform float _Exponent;
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uniform float _Threshold;
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struct v2flum {
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float4 pos : SV_POSITION;
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float2 uv[3] : TEXCOORD0;
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};
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v2flum vertLum (appdata_img v)
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{
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v2flum o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );
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o.uv[0] = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST);
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o.uv[1] = UnityStereoScreenSpaceUVAdjust(uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST);
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o.uv[2] = UnityStereoScreenSpaceUVAdjust(uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST);
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return o;
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}
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fixed4 fragLum (v2flum i) : SV_Target
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{
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fixed4 original = tex2D(_MainTex, i.uv[0]);
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// a very simple cross gradient filter
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half3 p1 = original.rgb;
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half3 p2 = tex2D(_MainTex, i.uv[1]).rgb;
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half3 p3 = tex2D(_MainTex, i.uv[2]).rgb;
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half3 diff = p1 * 2 - p2 - p3;
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half len = dot(diff, diff);
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len = step(len, _Threshold);
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//if(len >= _Threshold)
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// original.rgb = 0;
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return len * lerp(original, _BgColor, _BgFade);
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}
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inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample)
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{
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// difference in normals
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// do not bother decoding normals - there's no need here
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half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y;
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int isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1;
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// difference in depth
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float sampleDepth = DecodeFloatRG (theSample.zw);
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float zdiff = abs(centerDepth-sampleDepth);
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// scale the required threshold by the distance
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int isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth;
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// return:
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// 1 - if normals and depth are similar enough
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// 0 - otherwise
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return isSameNormal * isSameDepth ? 1.0 : 0.0;
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}
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v2f vertRobert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 uv = v.texcoord.xy;
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o.uv[0] = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST);
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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uv.y = 1-uv.y;
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#endif
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// calc coord for the X pattern
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// maybe nicer TODO for the future: 'rotated triangles'
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o.uv[1] = UnityStereoScreenSpaceUVAdjust(uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance, _MainTex_ST);
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o.uv[2] = UnityStereoScreenSpaceUVAdjust(uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance, _MainTex_ST);
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o.uv[3] = UnityStereoScreenSpaceUVAdjust(uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance, _MainTex_ST);
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o.uv[4] = UnityStereoScreenSpaceUVAdjust(uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance, _MainTex_ST);
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return o;
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}
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v2f vertThin( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 uv = v.texcoord.xy;
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o.uv[0] = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST);
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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uv.y = 1-uv.y;
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#endif
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o.uv[1] = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST);
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o.uv[4] = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST);
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// offsets for two additional samples
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o.uv[2] = UnityStereoScreenSpaceUVAdjust(uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST);
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o.uv[3] = UnityStereoScreenSpaceUVAdjust(uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance, _MainTex_ST);
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return o;
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}
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v2fd vertD( appdata_img v )
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{
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v2fd o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 uv = v.texcoord.xy;
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o.uv[0] = uv;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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uv.y = 1-uv.y;
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#endif
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o.uv[1] = uv;
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return o;
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}
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float4 fragDCheap(v2fd i) : SV_Target
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{
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// inspired by borderlands implementation of popular "sobel filter"
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float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1]));
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float4 depthsDiag;
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float4 depthsAxis;
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float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy;
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depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist, _CameraDepthTexture_ST))); // TR
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depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist*float2(-1,1), _CameraDepthTexture_ST))); // TL
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depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist*float2(-1,1), _CameraDepthTexture_ST))); // BR
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depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist, _CameraDepthTexture_ST))); // BL
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depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist*float2(0,1), _CameraDepthTexture_ST))); // T
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depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist*float2(1,0), _CameraDepthTexture_ST))); // L
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depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist*float2(1,0), _CameraDepthTexture_ST))); // R
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depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist*float2(0,1), _CameraDepthTexture_ST))); // B
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depthsDiag -= centerDepth;
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depthsAxis /= centerDepth;
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const float4 HorizDiagCoeff = float4(1,1,-1,-1);
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const float4 VertDiagCoeff = float4(-1,1,-1,1);
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const float4 HorizAxisCoeff = float4(1,0,0,-1);
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const float4 VertAxisCoeff = float4(0,1,-1,0);
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float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff;
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float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff;
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float SobelX = dot(SobelH, float4(1,1,1,1));
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float SobelY = dot(SobelV, float4(1,1,1,1));
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float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);
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Sobel = 1.0-pow(saturate(Sobel), _Exponent);
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return Sobel * lerp(tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0].xy, _MainTex_ST)), _BgColor, _BgFade);
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}
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// pretty much also just a sobel filter, except for that edges "outside" the silhouette get discarded
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// which makes it compatible with other depth based post fx
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float4 fragD(v2fd i) : SV_Target
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{
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// inspired by borderlands implementation of popular "sobel filter"
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float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1], _CameraDepthTexture_ST)));
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float4 depthsDiag;
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float4 depthsAxis;
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float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy;
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depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist, _CameraDepthTexture_ST))); // TR
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depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist*float2(-1,1), _CameraDepthTexture_ST))); // TL
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depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist*float2(-1,1), _CameraDepthTexture_ST))); // BR
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depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist, _CameraDepthTexture_ST))); // BL
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depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist*float2(0,1), _CameraDepthTexture_ST))); // T
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depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist*float2(1,0), _CameraDepthTexture_ST))); // L
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depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]+uvDist*float2(1,0), _CameraDepthTexture_ST))); // R
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depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv[1]-uvDist*float2(0,1), _CameraDepthTexture_ST))); // B
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// make it work nicely with depth based image effects such as depth of field:
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depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx;
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depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx;
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depthsDiag -= centerDepth;
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depthsAxis /= centerDepth;
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const float4 HorizDiagCoeff = float4(1,1,-1,-1);
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const float4 VertDiagCoeff = float4(-1,1,-1,1);
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const float4 HorizAxisCoeff = float4(1,0,0,-1);
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const float4 VertAxisCoeff = float4(0,1,-1,0);
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float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff;
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float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff;
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float SobelX = dot(SobelH, float4(1,1,1,1));
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float SobelY = dot(SobelV, float4(1,1,1,1));
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float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY);
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Sobel = 1.0-pow(saturate(Sobel), _Exponent);
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return Sobel * lerp(tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0].xy, _MainTex_ST)), _BgColor, _BgFade);
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}
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half4 fragRobert(v2f i) : SV_Target {
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half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy);
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half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy);
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half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy);
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half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy);
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half edge = 1.0;
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edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2);
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edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4);
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return edge * lerp(tex2D(_MainTex, i.uv[0]), _BgColor, _BgFade);
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}
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half4 fragThin (v2f i) : SV_Target
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{
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half4 original = tex2D(_MainTex, i.uv[0]);
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half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]);
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half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]);
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half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]);
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// encoded normal
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half2 centerNormal = center.xy;
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// decoded depth
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float centerDepth = DecodeFloatRG (center.zw);
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half edge = 1.0;
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edge *= CheckSame(centerNormal, centerDepth, sample1);
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edge *= CheckSame(centerNormal, centerDepth, sample2);
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return edge * lerp(original, _BgColor, _BgFade);
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}
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ENDCG
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vertThin
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#pragma fragment fragThin
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vertRobert
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#pragma fragment fragRobert
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vertD
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#pragma fragment fragDCheap
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vertD
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#pragma fragment fragD
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vertLum
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#pragma fragment fragLum
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ENDCG
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}
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}
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Fallback off
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} // shader
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