219 lines
7.9 KiB
GLSL
219 lines
7.9 KiB
GLSL
Shader "Hidden/FlatKit/OutlineFilter"
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{
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Properties
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{
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[HideInInspector]_BaseMap ("Base (RGB)", 2D) = "white" {}
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_EdgeColor ("Outline Color", Color) = (1, 1, 1, 1)
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_Thickness ("Thickness", Range(0, 5)) = 1
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[Space(15)]
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[Toggle(OUTLINE_USE_DEPTH)]_UseDepth ("Use Depth", Float) = 1
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_DepthThresholdMin ("Min Depth Threshold", Range(0, 1)) = 0
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_DepthThresholdMax ("Max Depth Threshold", Range(0, 1)) = 0.25
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[Space(15)]
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[Toggle(OUTLINE_USE_NORMALS)]_UseNormals ("Use Normals", Float) = 0
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_NormalThresholdMin ("Min Normal Threshold", Range(0, 1)) = 0.5
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_NormalThresholdMax ("Max Normal Threshold", Range(0, 1)) = 1.0
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[Space(15)]
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[Toggle(OUTLINE_USE_COLOR)]_UseColor ("Use Color", Float) = 0
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_ColorThresholdMin ("Min Color Threshold", Range(0, 1)) = 0
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_ColorThresholdMax ("Max Color Threshold", Range(0, 1)) = 0.25
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[Space(15)]
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[Toggle(OUTLINE_ONLY)]_OutlineOnly ("Outline Only", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZWrite Off Cull Off
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Pass
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{
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Name "Outline"
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#pragma shader_feature OUTLINE_USE_DEPTH
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#pragma shader_feature OUTLINE_USE_NORMALS
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#pragma shader_feature OUTLINE_USE_COLOR
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#pragma shader_feature OUTLINE_ONLY
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#pragma shader_feature RESOLUTION_INVARIANT_THICKNESS
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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uniform half _Thickness;
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uniform half4 _EdgeColor;
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uniform half _DepthThresholdMin, _DepthThresholdMax;
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uniform half _NormalThresholdMin, _NormalThresholdMax;
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uniform half _ColorThresholdMin, _ColorThresholdMax;
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TEXTURE2D_X(_CameraColorTexture);
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SAMPLER(sampler_CameraColorTexture);
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// #define OUTLINE_USE_TRANSPARENT_DEPTH
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#ifdef OUTLINE_USE_TRANSPARENT_DEPTH
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TEXTURE2D_X(_CameraTransparentDepthTexture);
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#endif
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float4 _SourceSize;
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// Z buffer depth to linear 0-1 depth
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// Handles orthographic projection correctly
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float Linear01Depth(float z)
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{
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const float isOrtho = unity_OrthoParams.w;
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const float isPers = 1.0 - unity_OrthoParams.w;
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z *= _ZBufferParams.x;
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return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y);
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}
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float SampleDepth(float2 uv)
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{
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float d = SampleSceneDepth(uv);
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#ifdef OUTLINE_USE_TRANSPARENT_DEPTH
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d += SAMPLE_TEXTURE2D_X(_CameraTransparentDepthTexture, sampler_CameraColorTexture, UnityStereoTransformScreenSpaceTex(uv)).r;
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#endif
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return Linear01Depth(d);
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}
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float4 SampleCameraColor(float2 uv)
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{
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return SAMPLE_TEXTURE2D_X(_CameraColorTexture, sampler_CameraColorTexture, UnityStereoTransformScreenSpaceTex(uv));
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}
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float4 Outline(float2 uv)
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{
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float4 original = SampleCameraColor(uv);
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const float offset_positive = +ceil(_Thickness * 0.5f);
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const float offset_negative = -floor(_Thickness * 0.5f);
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#if RESOLUTION_INVARIANT_THICKNESS
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const float screen_ratio = _SourceSize.x / _SourceSize.y;
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const float2 texel_size = 1.0 / 800.0 * float2(1.0, screen_ratio);
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#else
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const float2 texel_size = _SourceSize.zw;
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#endif
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float left = texel_size.x * offset_negative;
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float right = texel_size.x * offset_positive;
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float top = texel_size.y * offset_negative;
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float bottom = texel_size.y * offset_positive;
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const float2 uv0 = uv + float2(left, top);
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const float2 uv1 = uv + float2(right, bottom);
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const float2 uv2 = uv + float2(right, top);
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const float2 uv3 = uv + float2(left, bottom);
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#ifdef OUTLINE_USE_DEPTH
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const float d0 = SampleDepth(uv0);
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const float d1 = SampleDepth(uv1);
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const float d2 = SampleDepth(uv2);
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const float d3 = SampleDepth(uv3);
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const float depth_threshold_scale = 300.0f;
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float d = length(float2(d1 - d0, d3 - d2)) * depth_threshold_scale;
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d = smoothstep(_DepthThresholdMin, _DepthThresholdMax, d);
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#else
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float d = 0.0f;
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#endif // OUTLINE_USE_DEPTH
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#ifdef OUTLINE_USE_NORMALS
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const float3 n0 = SampleSceneNormals(uv0);
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const float3 n1 = SampleSceneNormals(uv1);
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const float3 n2 = SampleSceneNormals(uv2);
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const float3 n3 = SampleSceneNormals(uv3);
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const float3 nd1 = n1 - n0;
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const float3 nd2 = n3 - n2;
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float n = sqrt(dot(nd1, nd1) + dot(nd2, nd2));
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n = smoothstep(_NormalThresholdMin, _NormalThresholdMax, n);
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#else
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float n = 0.0f;
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#endif // OUTLINE_USE_NORMALS
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#ifdef OUTLINE_USE_COLOR
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const float3 c0 = SampleCameraColor(uv0).rgb;
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const float3 c1 = SampleCameraColor(uv1).rgb;
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const float3 c2 = SampleCameraColor(uv2).rgb;
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const float3 c3 = SampleCameraColor(uv3).rgb;
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const float3 cd1 = c1 - c0;
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const float3 cd2 = c3 - c2;
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float c = sqrt(dot(cd1, cd1) + dot(cd2, cd2));
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c = smoothstep(_ColorThresholdMin, _ColorThresholdMax, c);
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#else
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float c = 0;
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#endif // OUTLINE_USE_COLOR
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const float g = max(d, max(n, c));
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#ifdef OUTLINE_ONLY
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original.rgb = lerp(1.0 - _EdgeColor.rgb, _EdgeColor.rgb, g * _EdgeColor.a);
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#endif // OUTLINE_ONLY
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float4 output;
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output.rgb = lerp(original.rgb, _EdgeColor.rgb, g * _EdgeColor.a);
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output.a = original.a;
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return output;
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}
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struct Attributes
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{
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float4 positionHCS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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output.positionCS = float4(input.positionHCS.xyz, 1.0);
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#if UNITY_UV_STARTS_AT_TOP
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output.positionCS.y *= -1;
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#endif
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#else
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output.positionCS = TransformObjectToHClip(input.positionHCS.xyz);
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#endif
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output.uv = input.uv;
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float4 c = Outline(input.uv);
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return c;
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}
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#pragma vertex vert
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#pragma fragment frag
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ENDHLSL
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}
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}
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FallBack "Diffuse"
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}
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