Unity Shader·科技感描边效果(利用Robert算子边缘检测)

Unity Shader·科技感描边效果(利用Robert算子边缘检测)

前言

在制作跳舞视频的过程中,想要加上一点炫酷的效果,想着在节奏点的时候踩点炫酷的效果应该会非常好看。
偶然间发现以前写过的后处理效果中的描边加上HDR也有不错的效果。

Robert算子

Robert算子,之前被用到了图像增强中的锐化,原因是作为一阶微分算子,Robert简单,计算量小,对细节反应敏感。

算子对边缘检测的作用是提供边缘候选点,Robert算子相比于其他3x3算子,在不经过后处理时,可以给出相对较细的边缘。

Robert算子的形式是:
Unity Shader·科技感描边效果(利用Robert算子边缘检测)_第1张图片

我们可以使用2×2的标准一阶差来计算
在这里插入图片描述
shader中的算法:

			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;

通过深度法线检测

采样四个算子

			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]);

计算差值判断是否为边界

			half2 centerNormal = center.xy;
			float centerDepth = DecodeFloatRG(center.zw);
			half2 sampleNormal = sample.xy;
			float sampleDepth = DecodeFloatRG(sample.zw);
			// 法线差值,差值大于0.1判断为变换明显,作为边。
			half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
			int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
			// 深度差值,差值大于0.1判断为变换明显,作为边。
			float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
			int isSameDepth = diffDepth < 0.1;
			// 法线 或 深度 其中一个相差大(为0)就是边
			return isSameNormal * isSameDepth ? 1.0 : 0.0;

完整Shader

shader "Kirk/PostOutLineNAD"
{
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_EdgeOnly ("Edge Only", Float) = 1.0
		[HDR]_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;
		sampler2D _Mask;
		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
			// Roberts算子
			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;
		}
		    // 采样判断两点间是否存在一条边,存在返回0
		half CheckSame(half4 center, half4 sample) {
			half2 centerNormal = center.xy;
			float centerDepth = DecodeFloatRG(center.zw);
			half2 sampleNormal = sample.xy;
			float sampleDepth = DecodeFloatRG(sample.zw);
			// 法线差值,差值大于0.1判断为变换明显,作为边。
			half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
			int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
			// 深度差值,差值大于0.1判断为变换明显,作为边。
			float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
			int isSameDepth = diffDepth < 0.1;
			// 法线 或 深度 其中一个相差大(为0)就是边
			return isSameNormal * isSameDepth ? 1.0 : 0.0;
		}

		fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target {
			// 采样的四个算子, 深度+法线纹理 采样
			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;
			// 两个纹理差值 0为有边
			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
} 

附上两个C#脚本,一个后处理基类,一个指定shader属性以及请求深度图的脚本。

PostEffectsBase:

using System;
using System.Collections.Generic;
using UnityEngine;

    [ExecuteInEditMode]
    [RequireComponent(typeof(Camera))]
    public class PostEffectsBase : MonoBehaviour
    {
        protected bool supportHDRTextures = true;
        protected bool supportDX11 = false;
        protected bool isSupported = true;

        private List<Material> createdMaterials = new List<Material>();

        protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
        {
            if (!s)
            {
                Debug.Log("Missing shader in " + ToString());
                enabled = false;
                return null;
            }

            if (s.isSupported && m2Create && m2Create.shader == s)
                return m2Create;

            if (!s.isSupported)
            {
                NotSupported();
                Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not supported on this platform!");
                return null;
            }

            m2Create = new Material(s);
            createdMaterials.Add(m2Create);
            m2Create.hideFlags = HideFlags.DontSave;

            return m2Create;
        }


        protected Material CreateMaterial(Shader s, Material m2Create)
        {
            if (!s)
            {
                Debug.Log("Missing shader in " + ToString());
                return null;
            }

            if (m2Create && (m2Create.shader == s) && (s.isSupported))
                return m2Create;

            if (!s.isSupported)
            {
                return null;
            }

            m2Create = new Material(s);
            createdMaterials.Add(m2Create);
            m2Create.hideFlags = HideFlags.DontSave;

            return m2Create;
        }

        void OnEnable()
        {
            isSupported = true;
        }

        void OnDestroy()
        {
            RemoveCreatedMaterials();
        }

        private void RemoveCreatedMaterials()
        {
            while (createdMaterials.Count > 0)
            {
                Material mat = createdMaterials[0];
                createdMaterials.RemoveAt(0);
#if UNITY_EDITOR
                DestroyImmediate(mat);
#else
                Destroy(mat);
#endif
            }
        }

        protected bool CheckSupport()
        {
            return CheckSupport(false);
        }


        public virtual bool CheckResources()
        {
            Debug.LogWarning("CheckResources () for " + ToString() + " should be overwritten.");
            return isSupported;
        }


        protected void Start()
        {
            CheckResources();
        }

        protected bool CheckSupport(bool needDepth)
        {
            isSupported = true;
            supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
            supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders;

            if (!SystemInfo.supportsImageEffects)
            {
                NotSupported();
                return false;
            }

            if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
            {
                NotSupported();
                return false;
            }

            if (needDepth)
                GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;

            return true;
        }

        protected bool CheckSupport(bool needDepth, bool needHdr)
        {
            if (!CheckSupport(needDepth))
                return false;

            if (needHdr && !supportHDRTextures)
            {
                NotSupported();
                return false;
            }

            return true;
        }


        public bool Dx11Support()
        {
            return supportDX11;
        }


        protected void ReportAutoDisable()
        {
            Debug.LogWarning("The image effect " + ToString() + " has been disabled as it's not supported on the current platform.");
        }

        // deprecated but needed for old effects to survive upgrading
        bool CheckShader(Shader s)
        {
            Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package.");
            if (!s.isSupported)
            {
                NotSupported();
                return false;
            }
            else
            {
                return false;
            }
        }


        protected void NotSupported()
        {
            enabled = false;
            isSupported = false;
            return;
        }


        protected void DrawBorder(RenderTexture dest, Material material)
        {
            float x1;
            float x2;
            float y1;
            float y2;

            RenderTexture.active = dest;
            bool invertY = true; // source.texelSize.y < 0.0ff;
            // Set up the simple Matrix
            GL.PushMatrix();
            GL.LoadOrtho();

            for (int i = 0; i < material.passCount; i++)
            {
                material.SetPass(i);

                float y1_; float y2_;
                if (invertY)
                {
                    y1_ = 1.0f; y2_ = 0.0f;
                }
                else
                {
                    y1_ = 0.0f; y2_ = 1.0f;
                }

                // left
                x1 = 0.0f;
                x2 = 0.0f + 1.0f / (dest.width * 1.0f);
                y1 = 0.0f;
                y2 = 1.0f;
                GL.Begin(GL.QUADS);

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // right
                x1 = 1.0f - 1.0f / (dest.width * 1.0f);
                x2 = 1.0f;
                y1 = 0.0f;
                y2 = 1.0f;

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // top
                x1 = 0.0f;
                x2 = 1.0f;
                y1 = 0.0f;
                y2 = 0.0f + 1.0f / (dest.height * 1.0f);

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // bottom
                x1 = 0.0f;
                x2 = 1.0f;
                y1 = 1.0f - 1.0f / (dest.height * 1.0f);
                y2 = 1.0f;

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                GL.End();
            }

            GL.PopMatrix();
        }
    }


EdgeDetectNormal:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EdgeDetectNormal : PostEffectsBase
{
    public Shader edgeDetectShader;
    public RenderTexture RTex;
    public RenderTexture RTexMask;

    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 sensitivityNormal = 1.0f;
     
    private void OnEnable()
    {
        GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
    }

    [ImageEffectOpaque]

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if(material != null)
        {
            material.SetTexture("_Mask", RTexMask);
            material.SetFloat("_EdgeOnly", edgesOnly);
            material.SetColor("_EdgeColor", edgeColor);
            material.SetColor("_BackgroundColor", backGroundColor);
            material.SetFloat("_SampleDistance", sampleDistance);
            material.SetVector("_Sensitivity", new Vector4(sensitivityNormal, sensitivityDepth, 0.0f, 0.0f));
            Graphics.Blit(source, destination, material);
            material.SetFloat("_EdgeOnly", 1);
            Graphics.Blit(source, RTex, material);

            DrawDepth();
        }
        else
        {
            Graphics.Blit(source, destination);
        }
    }

    void DrawDepth()
    {

    }
}

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