1.此脚本挂在摄像机上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EdgeDetection : PostEffectsBase {
//声明需要的Shader,并据此创建材质
public Shader EdgeDetectShader;
private Material _edgeDetectMaterial;
public Material Material
{
get
{
_edgeDetectMaterial = CheckShaderAndCreateMaterial(EdgeDetectShader, _edgeDetectMaterial);
return _edgeDetectMaterial;
}
}
//提供用于调整边缘线强度、描边颜色、背景颜色的参数
//当EdgesOnly等于0时,边缘会叠加在原图像上,等于1时,只显示边缘,不显示渲染图像
[Range(0.0f, 1.0f)] public float EdgesOnly = 0.0f;
public Color EdgeColor = Color.black;
public Color BackgroundColor = Color.white;
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (Material != null)
{
Material.SetFloat("_EdgeOnly",EdgesOnly);
Material.SetColor("_EdgeColor", EdgeColor);
Material.SetColor("_BackgroundColor", BackgroundColor);
Graphics.Blit(src,dest,Material);
}
else
{
Graphics.Blit(src,dest);
}
}
}
2.此Shader赋值给脚本
Shader "Unity Shaders Book/Chapter 12/EdgeDetection"
{
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
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
//xxx_TexelSize可访问xxx纹理对应的每个纹素的大小
//由于卷积需要对相邻区域内的纹理进行采样,需要利用_MainTex_TexelSize来计算各个相邻区域的纹理坐标
half4 _MainTex_TexelSize;
fixed _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
struct v2f
{
float4 pos : SV_POSITION;
//定义了一个维数为9的纹理数组,对应了使用Sobel算子采样时需要的9个领域纹理坐标
half2 uv[9] : TEXCOORD0;
};
//由于从顶点着色器到片元着色器的插值是线性的,可将计算采样纹理坐标的代码转移到顶点着色器中,减少运算提高性能,而且不会影响计算结果
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
//计算采样纹理坐标
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1);
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);
o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 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;
}
//计算像素的亮度值
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.721 * color.g;
}
//使用Sobel算子对原图进行边缘检测
half Sobel(v2f i) {
//定义Sobel卷积核的Cx和Gy值
const half Gx[9] = { -1,-2,-1,0,0,0,1,2,1 };
const half Gy[9] = { -1,0,1,-2,0,2,-1,0,1 };
//依次对9个像素进行采样,并计算亮度值
half texColor;
half edgeX = 0;
half edgeY = 0;
for (int it = 0; it < 9; it++) {
texColor = luminance(tex2D(_MainTex, i.uv[it]));
//与卷积核Gx和Gy中对应的权重相乘后,叠加到各自的梯度值上
edgeX += texColor * Gx[it];
edgeY += texColor * Gy[it];
}
//从1中减去水平方向和竖直方向的梯度值的绝对值,得到edge,edge值越小,表明该位置越可能是一个边缘点
half edge = 1 - abs(edgeX) - abs(edgeY);
return edge;
}
fixed4 frag(v2f i) : SV_Target
{
//调用Sobel函数计算当前像素的梯度值
half edge = Sobel(i);
//利用edge计算背景为原图的颜色值
fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);
//利用edge计算背景为纯色的颜色值
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
//计算二者插值,得到最终值
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
}
ENDCG
}
}
Fallback Off
}