Shader "Unlit/InvertTest" { Properties { _MainTex ("Texture", 2D) = "white" {} _Delta ("Line Thickness", Range(0.0005, 0.0025)) = 0.001 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Name "Test Filter" HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); float _Delta; int _PosterizationCount; float SampleDepth(float2 uv) { #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) return SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r; #else return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); #endif } float sobel (float2 uv) { float2 delta = float2(_Delta, _Delta); float hr = 0; float vt = 0; hr += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0; hr += SampleDepth(uv + float2( 1.0, -1.0) * delta) * -1.0; hr += SampleDepth(uv + float2(-1.0, 0.0) * delta) * 2.0; hr += SampleDepth(uv + float2( 1.0, 0.0) * delta) * -2.0; hr += SampleDepth(uv + float2(-1.0, 1.0) * delta) * 1.0; hr += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0; vt += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0; vt += SampleDepth(uv + float2( 0.0, -1.0) * delta) * 2.0; vt += SampleDepth(uv + float2( 1.0, -1.0) * delta) * 1.0; vt += SampleDepth(uv + float2(-1.0, 1.0) * delta) * -1.0; vt += SampleDepth(uv + float2( 0.0, 1.0) * delta) * -2.0; vt += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0; return sqrt(hr * hr + vt * vt); } #pragma vertex vert #pragma fragment frag struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; output.uv = input.uv; return output; } float4 frag (Varyings i) : SV_Target { // sample the texture float4 col = tex2D(_MainTex, i.uv); float lum = dot(col.xyz, float3(0.28, 0.58, 0.14)); //col.xyz = (1.0 - lum.xxx)*0.5; col.xyz = (1.0 - saturate(col)).xyz * 0.5; float s = saturate(sobel(i.uv)); return half4(s.xxx, 1); //col.x = 0; return col; } ENDHLSL } } }