//---------------------------------------------------------------------------------------------------------- // X-PostProcessing Library // https://github.com/QianMo/X-PostProcessing-Library // Copyright (C) 2020 QianMo. All rights reserved. // Licensed under the MIT License // You may not use this file except in compliance with the License.You may obtain a copy of the License at // http://opensource.org/licenses/MIT //---------------------------------------------------------------------------------------------------------- Shader "Hidden/X-PostProcessing/EdgeDetectionRobertsNeonV2" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" half4 _Params; half4 _BackgroundColor; #define _EdgeWidth _Params.x #define _EdgeNeonFade _Params.y #define _Brigtness _Params.z #define _BackgroundFade _Params.w float3 sobel(float stepx, float stepy, float2 center) { // get samples around pixel float3 topLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy)).rgb; float3 bottomLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)).rgb; float3 topRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)).rgb; float3 bottomRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)).rgb; // Roberts Operator //X = -1 0 Y = 0 -1 // 0 1 1 0 // Gx = sum(kernelX[i][j]*image[i][j]) float3 Gx = -1.0 * topLeft + 1.0 * bottomRight; // Gy = sum(kernelY[i][j]*image[i][j]); float3 Gy = -1.0 * topRight + 1.0 * bottomLeft; float3 sobelGradient = sqrt((Gx * Gx) + (Gy * Gy)); return sobelGradient; } half4 Frag(VaryingsDefault i): SV_Target { half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); float3 sobelGradient = sobel(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y, i.texcoord); half3 backgroundColor = lerp(_BackgroundColor.rgb, sceneColor.rgb, _BackgroundFade); //Edge Opacity float3 edgeColor = lerp(backgroundColor.rgb, sobelGradient.rgb, _EdgeNeonFade); return float4(edgeColor * _Brigtness, 1); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }