Unity Shader 边缘检测
发表于2018-02-09
边缘检测的原理是利用一些边缘检测算子对图像进行卷积操作,大家在很多场景中需要使用到,为此下面就给大家介绍下边缘检测的shader代码实现。
效果:
shader代码:
Shader "Custom/ScannerShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _MaskTex("MaskTex", 2D) = "white" {} _EdgeOnly ("Edge Only", Float) = 1.0 _EdgeColor ("Edgge Color", Color) = (0,0,0,1) _BackgroundColor ("Background Color",Color) = (1,1,1,0) _Thickness ("Thickness",Float) = 1.0 _Speed("Speed",Range(-1,0))=-0.5 } SubShader { Tags { "RenderType"="Opaque" } cull off LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 maskuv : TEXCOORD0; float2 uv[9] : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _MaskTex; half4 _MainTex_TexelSize; fixed _EdgeOnly; fixed4 _EdgeColor; fixed4 _BackgroundColor; fixed _Thickness; fixed _Speed; fixed luminance(fixed4 color) { return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; } half Sobel(v2f i) { 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 }; 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]; } half edge = 1 - abs(edgeX) - abs(edgeY); return edge; } v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); half2 uv = v.uv; o.maskuv = v.uv + frac(fixed2(0,_Speed * _Time.y)); //o.maskuv = v.uv + fixed2(0.7 * _Time.y,0); o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1) * _Thickness; o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1)* _Thickness; o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1)* _Thickness; o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0)* _Thickness; o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0)* _Thickness; o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0)* _Thickness; o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1)* _Thickness; o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1)* _Thickness; o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1)* _Thickness; return o; } fixed4 frag (v2f i) : SV_Target { half edge = Sobel(i); fixed4 maskColor = tex2D(_MaskTex, i.maskuv); fixed4 withEdgeColor = lerp(_EdgeColor,tex2D(_MainTex, i.uv[4]),edge); fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge); fixed4 col = lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly); return fixed4(col.rgb,col.a * (1.0 - maskColor.r)); } ENDCG } } }