使用Roberts算子来进行卷积计算,本质是计算左上角和右下角的差值*右上角和左下角的差值来作为边缘评估的依据。在计算中,我们评估对比(左上角和右下角)、(左下角和右上角)的法线值和深度值的差异都超过某个阔值,就认为这里就是一条边缘。
using UnityEngine; public class MiaoBianTwo : MonoBehaviour { public Material mat; [Range(0.0f, 1.0f)] public float edgesOnly = 0.0f;//是否只显示边缘 public Color backgroundColor = Color.white;//只显示边缘时的背景颜色 public Color edgeColor = Color.black;//描边的颜色 public float sampleDistance = 1.0f; //卷积取样的距离,越大描边会越大 public float sensitivityDepth = 1.0f;//深度值的阔值控制 public float sensitivityNormals = 1.0f;//法线的阔值控制 private void OnEnable() { this.GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals; } [ImageEffectOpaque] private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (mat != null) { mat.SetFloat("_EdgeOnly", edgesOnly); mat.SetColor("_EdgeColor", edgeColor); mat.SetColor("_BackgroundColor", backgroundColor); mat.SetFloat("_SampleDistance", sampleDistance); mat.SetVector("_Sensitivity", new Vector4(sensitivityNormals, sensitivityDepth, 0f, 0f)); Graphics.Blit(source, destination, mat); } else { Graphics.Blit(source, destination); } } }
Shader "Unlit/MiaoBianTwo" { Properties { _MainTex ("Texture", 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 { Tags { "RenderType" = "Opaque" } LOD 100 CGINCLUDE sampler2D _MainTex; half4 _MainTex_TexelSize; fixed _EdgeOnly; fixed4 _EdgeColor; fixed4 _BackgroundColor; float _SampleDistance; half4 _Sensitivity; sampler2D _CameraDepthNormalsTexture; #include "UnityCG.cginc" 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;//右上角 o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1, -1) * _SampleDistance;//左下角 o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 1) * _SampleDistance;//左上角 o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1, -1) * _SampleDistance;//右下角 return o; } //对比两点深度值和法线值的差异 half CheckSame(half4 center, half4 sample) { half2 centerNormal = center.xy;//法线不需要解包,这里只需要对比差异 float centerDepth = DecodeFloatRG(center.zw); half2 sampleNormal = sample.xy; float sampleDepth = DecodeFloatRG(sample.zw); //控制阔值的值越小,差异化就会就越小,边缘就越少 half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x; int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1; //差异小于0.1, float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y; int isSameDepth = diffDepth < 0.1 * centerDepth; return isSameDepth * isSameNormal ? 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); //edge为1表示差异化小,显示原来颜色,为0表示为描边颜色 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 }