HeavenStudio/Assets/Shaders/Outline/Outline.hlsl

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HLSL
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2022-02-19 18:26:01 +00:00
TEXTURE2D(_CameraColorTexture);
SAMPLER(sampler_CameraColorTexture);
float4 _CameraColorTexture_TexelSize;
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_CameraDepthNormalsTexture);
SAMPLER(sampler_CameraDepthNormalsTexture);
float3 DecodeNormal(float4 enc)
{
float kScale = 1.7777;
float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1);
float g = 2.0 / dot(nn.xyz,nn.xyz);
float3 n;
n.xy = g*nn.xy;
n.z = g-1;
return n;
}
void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out)
{
float halfScaleFloor = floor(OutlineThickness * 0.5);
float halfScaleCeil = ceil(OutlineThickness * 0.5);
float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w);
float2 uvSamples[4];
float depthSamples[4];
float3 normalSamples[4], colorSamples[4];
uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor;
uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil;
uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor);
uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil);
for(int i = 0; i < 4 ; i++)
{
depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r;
normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i]));
colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]);
}
// Depth
float depthFiniteDifference0 = depthSamples[1] - depthSamples[0];
float depthFiniteDifference1 = depthSamples[3] - depthSamples[2];
float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100;
float depthThreshold = (1/DepthSensitivity) * depthSamples[0];
edgeDepth = edgeDepth > depthThreshold ? 1 : 0;
// Normals
float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0];
float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2];
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0;
// Color
float3 colorFiniteDifference0 = colorSamples[1] - colorSamples[0];
float3 colorFiniteDifference1 = colorSamples[3] - colorSamples[2];
float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1));
edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0;
float edge = max(edgeDepth, max(edgeNormal, edgeColor));
float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]);
Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a));
}