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