Files
com.misaki.hdrp-toon/Runtime/HDRP/Shaders/SobelOutline.shader
2024-08-15 17:00:11 +09:00

209 lines
8.5 KiB
GLSL

// This is based on the work of Steven Sell
// Check out their excellent article at https://www.vertexfragment.com/ramblings/unity-postprocessing-sobel-outline/
Shader "Hidden/Shader/Sobel"
{
Properties
{
// This property is necessary to make the CommandBuffer.Blit bind the source texture to _MainTex
_MainTex("Main Texture", 2DArray) = "grey" {}
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 worldPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
// List of properties to control your post process effect
float _Intensity;
float _Thickness;
float4 _Colour;
float _DepthMultiplier;
float _DepthBias;
float _NormalMultiplier;
float _NormalBias;
TEXTURE2D_X(_MainTex);
float Sobel_Basic(float topLeft, float top, float topRight,
float left, float right,
float bottomLeft, float bottom, float bottomRight)
{
float x = topLeft + 2 * left + bottomLeft - topRight - 2 * right - bottomRight;
float y = -topLeft - 2 * top - topRight + bottomLeft + 2 * bottom + bottomRight;
return sqrt(x * x + y * y);
}
float Sobel_Scharr(float topLeft, float top, float topRight,
float left, float right,
float bottomLeft, float bottom, float bottomRight)
{
float x = -3 * topLeft - 10 * left - 3 * bottomLeft + 3 * topRight + 10 * right + 3 * bottomRight;
float y = 3 * topLeft + 10 * top + 3 * topRight - 3 * bottomLeft - 10 * bottom - 3 * bottomRight;
return sqrt(x * x + y * y);
}
float SobelSampleDepth(float2 uv, float offsetU, float offsetV)
{
float topLeft = SampleCameraDepth(uv + float2(-offsetU, offsetV));
//float top = SampleCameraDepth(uv + float2( 0, offsetV));
float topRight = SampleCameraDepth(uv + float2( offsetU, offsetV));
//float left = SampleCameraDepth(uv + float2(-offsetU, 0));
//float centre = SampleCameraDepth(uv + float2( 0, 0));
//float right = SampleCameraDepth(uv + float2( offsetU, 0));
float bottomLeft = SampleCameraDepth(uv + float2(-offsetU, -offsetV));
//float bottom = SampleCameraDepth(uv + float2( 0, -offsetV));
float bottomRight = SampleCameraDepth(uv + float2( offsetU, -offsetV));
float DepthEdgeDetection = saturate((abs(topLeft - bottomRight) + abs(topRight - bottomLeft)) / max(max(max(topLeft, topRight), bottomLeft), bottomRight));
return DepthEdgeDetection;
}
float3 SampleWorldNormal(float2 uv)
{
// if the camera depth is invalid - early out
if (SampleCameraDepth(uv) <= 0)
return float3(0, 0, 0);
NormalData normalData;
DecodeFromNormalBuffer(uv * _ScreenSize.xy, normalData);
return normalData.normalWS;
}
float Sobel_Basic(float3 topLeft, float3 top, float3 topRight,
float3 left, float3 right,
float3 bottomLeft, float3 bottom, float3 bottomRight)
{
float3 x = topLeft + 2 * left + bottomLeft - topRight - 2 * right - bottomRight;
float3 y = -topLeft - 2 * top - topRight + bottomLeft + 2 * bottom + bottomRight;
return sqrt(dot(x, x) + dot(y, y));
}
float Sobel_Scharr(float3 topLeft, float3 top, float3 topRight,
float3 left, float3 right,
float3 bottomLeft, float3 bottom, float3 bottomRight)
{
float3 x = -3 * topLeft - 10 * left - 3 * bottomLeft + 3 * topRight + 10 * right + 3 * bottomRight;
float3 y = 3 * topLeft + 10 * top + 3 * topRight - 3 * bottomLeft - 10 * bottom - 3 * bottomRight;
return sqrt(dot(x, x) + dot(y, y));
}
float2 SobelSampleNormal(float2 uv, float offsetU, float offsetV, float3 V)
{
float3 topLeft = (SampleWorldNormal(uv + float2(-offsetU, offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
//float3 top = SampleWorldNormal(uv + float2( 0, offsetV));
float3 topRight = (SampleWorldNormal(uv + float2( offsetU, offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
//float3 left = SampleWorldNormal(uv + float2(-offsetU, 0));
//float3 centre = SampleWorldNormal(uv + float2( 0, 0));
//float3 right = SampleWorldNormal(uv + float2( offsetU, 0));
float3 bottomLeft = (SampleWorldNormal(uv + float2(-offsetU, -offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
//float3 bottom = SampleWorldNormal(uv + float2( 0, -offsetV));
float3 bottomRight = (SampleWorldNormal(uv + float2( offsetU, -offsetV)) + float3(1, 1, 1)) / float3(0.5, 0.5, 0.5);
float3 DepthEdgeDetection = abs(topLeft - bottomRight) + abs(topRight - bottomLeft);
DepthEdgeDetection = max(max(DepthEdgeDetection.x, DepthEdgeDetection.y), DepthEdgeDetection.z);
float mask = min(min(min(dot(V, topLeft), dot(V, topRight)), dot(V, bottomLeft)), dot(V, bottomRight));
return float2(DepthEdgeDetection.x, mask);
}
float4 CustomPostProcess(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Note that if HDUtils.DrawFullScreen is used to render the post process, use ClampAndScaleUVForBilinearPostProcessTexture(input.texcoord.xy) to get the correct UVs
float3 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex, s_linear_clamp_sampler, input.texcoord).xyz;
// determine our offsets
float offsetU = _Thickness / _ScreenSize.x;
float offsetV = _Thickness / _ScreenSize.y;
// determine the uv coordinates
float2 uv = input.positionCS.xy* _ScreenSize.zw;
float3 V = GetWorldSpaceNormalizeViewDir(input.positionCS);
// run the sobel sampling of the depth buffer
float sobelDepth = SobelSampleDepth(uv, offsetU, offsetV);
//sobelDepth = pow(abs(saturate(sobelDepth)) * _DepthMultiplier, _DepthBias);
sobelDepth = smoothstep(_DepthMultiplier, _DepthMultiplier + _DepthBias, sobelDepth);
// run the sobel sampling of the normals
float2 sobelNormal = SobelSampleNormal(uv, offsetU, offsetV, V);
//sobelNormal = pow(abs(saturate(sobelNormal)) * _NormalMultiplier, _NormalBias);
float normalEdge = sobelNormal.x;
sobelDepth *= sobelNormal.y;
normalEdge = smoothstep(_NormalMultiplier, _NormalMultiplier + _NormalBias, normalEdge);
float outlineIntensity = saturate(max(sobelDepth, normalEdge));
//outlineIntensity = step(0.999f, outlineIntensity);
// apply the sobel effect
float3 finalColor = lerp(sourceColor, _Colour, outlineIntensity * _Intensity);
//return float4(sobelNormal, sobelNormal, sobelNormal, 1);
//return float4(sobelDepth, sobelDepth, sobelDepth, 1);
return float4(finalColor, 1);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Sobel"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment CustomPostProcess
#pragma vertex Vert
ENDHLSL
}
}
Fallback Off
}