92962fef26
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
88 lines
2.3 KiB
Plaintext
88 lines
2.3 KiB
Plaintext
|
|
//----------------------------------------------------------------------------------------------------------
|
|
// 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
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|