Shader教程:屏幕后处理-利用卷积算子计算边缘检测
发表于2018-03-29
卷积操作是使用一个卷积核(kernel)对一张图像中的每个像素进行一系列的操作,再通过简单计算过程可以实现图像处理效果中的边缘检测了。那下面就和大家介绍下利用卷积算子计算边缘检测的代码实现。
代码如下:
Shader "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; // 顶点投影坐标 o.pos = mul(UNITY_MATRIX_MVP, v.vertex); // uv坐标 half2 uv = v.texcoord; // 纹素值*Sobel算子 o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1); o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -2); o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1); o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-2, 0); o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0); o.uv[5] = uv + _MainTex_TexelSize.xy * half2(2, 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; } // 固定参数,求亮度 fixed luminance(fixed4 color) { return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; } half Sobel(v2f i) { 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]; } half edge = 1 - abs(edgeX) - abs(edgeY); return edge; } fixed4 fragSobel(v2f i) : SV_Target { // edge值越小,表示越可能是边缘点 half edge = Sobel(i); // i.uv[4]是0,0偏移,等同于UV坐标 // 边缘+彩色 fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge); // 边缘 fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge); // 边缘彩色混合 return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly); } ENDCG } } FallBack Off }