所需知识点:
卷积进行边缘检测的的基本原理:
https://blog.csdn.net/u013555719/article/details/81121005
Shader "Unity Shaders Book/Chapter 12/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;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
half2 uv = v.texcoord;
// 取每个点的邻接点的纹理坐标信息
// 在顶点着色器处理,提高效率。从顶点到片元的插值是线性的,并不会影响计算结果。
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;
}
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
// 边缘检测算子Sobel,获取梯度值
half Sobel(v2f i) {
// 卷积核(矩阵过滤器),构造3x3垂直边缘过滤器矩阵
// 卷积结果:每一个点的邻接点元素与过滤器对应的元素相乘并累加
// 此时的值越大说明越是接近边缘
// 如果是原图有垂直的边缘,那么可以形成一条垂直的线条
// x,y方向上值
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; it < 9; it++) {
texColor = luminance(tex2D(_MainTex, i.uv[it]));
edgeX += texColor * Gx[it];
edgeY += texColor * Gy[it];
}
// 梯度值应该等于sqrt(x平方 + y平方)
//half edge = 1 - sqrt((edgeX * edgeX) + (edgeY * edgeY));
// 为了效率考虑,直接采用绝对值的方式,为了方便下面使用lerp函数,所以用1-
half edge = 1 - (abs(edgeX) + abs(edgeY));
return edge;
}
fixed4 fragSobel(v2f i) : SV_Target {
// 当前像素的梯度值,值越小表示越可能是一个边缘点
half edge = Sobel(i);
fixed4 col = tex2D(_MainTex, i.uv[4]);
fixed4 withEdgeColor = lerp(_EdgeColor, col, edge);
//fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
//return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
// 稍微改改,可以设置边缘线的强度
return lerp(withEdgeColor, col, _EdgeOnly);
}
ENDCG
}
}
FallBack Off
}
学习来源:unity shader入门精要