Shader "Edge Detection" {
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)
}
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment fragSobel
sampler2D _MainTex
uniform half4 _MainTex_TexelSize
fixed _EdgeOnly
fixed4 _EdgeColor
fixed4 _BackgroundColor
struct v2f {
float4 pos : SV_POSITION
half2 uv[9] : TEXCOORD0
}
v2f vert(appdata_img v) {
v2f o
// 顶点投影坐标
o.pos = mul(UNITY_MATRIX_MVP, v.vertex)
// uv坐标
half2 uv = v.texcoord
// 纹素值*Sobel算子
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1)
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -2)
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1)
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-2, 0)
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0)
o.uv[5] = uv + _MainTex_TexelSize.xy * half2(2, 0)
o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1)
o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1)
o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1)
return o
}
// 固定参数,求亮度
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b
}
half Sobel(v2f i) {
const half Gy[9] = {-1, 0, 1,
-2, 0, 2,
-1, 0, 1}
const half Gx[9] = {-1, -2, -1,
0, 0, 0,
1, 2, 1}
half texColor
half edgeX = 0
half edgeY = 0
for (int it = 0
texColor = luminance(tex2D(_MainTex, i.uv[it]))
edgeX += texColor * Gx[it]
edgeY += texColor * Gy[it]
}
half edge = 1 - abs(edgeX) - abs(edgeY)
return edge
}
fixed4 fragSobel(v2f i) : SV_Target {
// edge值越小,表示越可能是边缘点
half edge = Sobel(i)
// i.uv[4]是0,0偏移,等同于UV坐标
// 边缘+彩色
fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge)
// 边缘
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge)
// 边缘彩色混合
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly)
}
ENDCG
}
}
FallBack Off
}