边缘检测两个算法
1 片元着色器中计算每个纹素的卷积,设置阀值,判断该点是否为边缘,在边缘颜色与屏幕图片中做插值,如果为边缘则显示边缘颜色。
通常还会设置一个变量,是否改变出边缘外的颜色。
2 在片元着色器中将纹素重新转换到世界坐标,取得该纹素相对于相机的深度与法线,判断该纹素与周围纹素的深度与法线,如果差距过大(相对于自定义的阀值)则为边缘。
方法1适用于2d图片,方法2在3d的运用效果比较好,但是对于仅仅处理2d图片不适用。
下面方法2介绍
1获取该相机屏幕上的的深度与法线图
C#
获取深度与法线图
GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals;
仅获取深度图
GetComponent().depthTextureMode |= DepthTextureMode.Depth
在shader中直接声明变量
sampler2D _CameraDepthNormalsTexture;
sampler2D _CameraDepthTexture;
可以通过Shader得出深度与法线
片元
深度图
深度
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
法线图
法线-放在_CameraDepthNormalsTexture的xy内
fixed3 normal = DecodeViewNormalStereo(tex2D(_CameraDepthNormalsTexture, 1.uv).xy);
深度 - 放在_CameraDepthNormalsTexture的zw值内
float depth = DecodeFloatRG(tex2D(_CameraDepthNormalsTexture, i.uv).zw)
2 与周围纹素做对比。
首先取得周围纹素,与第一种方法类似
struct v2f {
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance;
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance;
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance;
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance;
return o;
}
3 对比
half CheckSame(half4 center, half4 sample) {
half2 centerNormal = center.xy;
float centerDepth = DecodeFloatRG(center.zw);
half2 sampleNormal = sample.xy;
float sampleDepth = DecodeFloatRG(sample.zw);
// difference in normals
// do not bother decoding normals - there's no need here
half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
// difference in depth
float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
// scale the required threshold by the distance
int isSameDepth = diffDepth < 0.1 * centerDepth;
// return:
// 1 - if normals and depth are similar enough
// 0 - otherwise
return isSameNormal * isSameDepth ? 1.0 : 0.0;
}
fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target {
half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1]);
half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2]);
half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3]);
half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4]);
half edge = 1.0;
edge *= CheckSame(sample1, sample2);
edge *= CheckSame(sample3, sample4);
fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[0]), edge);
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
}
4代码
NormalDepthEdge.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NormalDepthEdge : PostEffectsBase {
public Shader edgeDetectShader;
private Material edgeDetectMaterial = null;
public Material material {
get {
edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
return edgeDetectMaterial;
}
}
[Range(0.0f, 1.0f)]
public float edgesOnly = 0.0f;
public Color edgeColor = Color.black;
public Color backgroundColor = Color.white;
public float sampleDistance = 1.0f;
public float sensitivityDepth = 1.0f;
public float sensitivityNormals = 1.0f;
void OnEnable() {
GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals;
}
[ImageEffectOpaque]
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
material.SetFloat("_EdgeOnly", edgesOnly);
material.SetColor("_EdgeColor", edgeColor);
material.SetColor("_BackgroundColor", backgroundColor);
material.SetFloat("_SampleDistance", sampleDistance);
material.SetVector("_Sensitivity", new Vector4(sensitivityNormals, sensitivityDepth, 0.0f, 0.0f));
Graphics.Blit(src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
PostEffectsBase.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {
protected bool CheckSupport() {
if (SystemInfo.supportsImageEffects == false) {
Debug.LogWarning("This platform does not support image effects.");
return false;
}
return true;
}
protected void NotSupported() {
enabled = false;
}
protected void CheckResources() {
bool isSupported = CheckSupport();
if (isSupported == false) {
NotSupported();
}
}
protected void Start() {
CheckResources();
}
// Called when need to create the material used by this effect
protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
if (shader == null) {
return null;
}
if (shader.isSupported && material && material.shader == shader)
return material;
if (!shader.isSupported) {
return null;
}
else {
material = new Material(shader);
material.hideFlags = HideFlags.DontSave;
if (material)
return material;
else
return null;
}
}
}
NormalDepthEdge.shader
Shader "Custom/Edge Detection Normals And Depth" {
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)
_SampleDistance ("Sample Distance", Float) = 1.0
_Sensitivity ("Sensitivity", Vector) = (1, 1, 1, 1)
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
fixed _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
float _SampleDistance;
half4 _Sensitivity;
sampler2D _CameraDepthNormalsTexture;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
uv.y = 1 - uv.y;
#endif
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance;
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance;
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance;
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance;
return o;
}
half CheckSame(half4 center, half4 sample) {
half2 centerNormal = center.xy;
float centerDepth = DecodeFloatRG(center.zw);
half2 sampleNormal = sample.xy;
float sampleDepth = DecodeFloatRG(sample.zw);
// difference in normals
// do not bother decoding normals - there's no need here
half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
// difference in depth
float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
// scale the required threshold by the distance
int isSameDepth = diffDepth < 0.1 * centerDepth;
// return:
// 1 - if normals and depth are similar enough
// 0 - otherwise
return isSameNormal * isSameDepth ? 1.0 : 0.0;
}
fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target {
half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1]);
half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2]);
half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3]);
half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4]);
half edge = 1.0;
edge *= CheckSame(sample1, sample2);
edge *= CheckSame(sample3, sample4);
fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[0]), edge);
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
}
ENDCG
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRobertsCrossDepthAndNormal
ENDCG
}
}
FallBack Off
}