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Shader "Tutorial/019_OutlinesPostprocessed"
{
//show values to edit in inspector
Properties{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_NormalMult ("Normal Outline Multiplier", Range(0,4)) = 1
_NormalBias ("Normal Outline Bias", Range(1,4)) = 1
_DepthMult ("Depth Outline Multiplier", Range(0,4)) = 1
_DepthBias ("Depth Outline Bias", Range(1,4)) = 1
}
SubShader{
// markers that specify that we don't need culling
// or comparing/writing to the depth buffer
Cull Off
ZWrite Off
ZTest Always
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//the rendered screen so far
sampler2D _MainTex;
//the depth normals texture
sampler2D _CameraDepthNormalsTexture;
//texelsize of the depthnormals texture
float4 _CameraDepthNormalsTexture_TexelSize;
//variables for customising the effect
float4 _OutlineColor;
float _NormalMult;
float _NormalBias;
float _DepthMult;
float _DepthBias;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
void Compare(inout float depthOutline, inout float normalOutline,
float baseDepth, float3 baseNormal, float2 uv, float2 offset){
//read neighbor pixel
float4 neighborDepthnormal = tex2D(_CameraDepthNormalsTexture,
uv + _CameraDepthNormalsTexture_TexelSize.xy * offset);
float3 neighborNormal;
float neighborDepth;
DecodeDepthNormal(neighborDepthnormal, neighborDepth, neighborNormal);
neighborDepth = neighborDepth * _ProjectionParams.z;
float depthDifference = baseDepth - neighborDepth;
depthOutline = depthOutline + depthDifference;
float3 normalDifference = baseNormal - neighborNormal;
normalDifference = normalDifference.r + normalDifference.g + normalDifference.b;
normalOutline = normalOutline + normalDifference;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
//read depthnormal
float4 depthnormal = tex2D(_CameraDepthNormalsTexture, i.uv);
//decode depthnormal
float3 normal;
float depth;
DecodeDepthNormal(depthnormal, depth, normal);
//get depth as distance from camera in units
depth = depth * _ProjectionParams.z;
float depthDifference = 0;
float normalDifference = 0;
Compare(depthDifference, normalDifference, depth, normal, i.uv, float2(1, 0));
Compare(depthDifference, normalDifference, depth, normal, i.uv, float2(0, 1));
Compare(depthDifference, normalDifference, depth, normal, i.uv, float2(0, -1));
Compare(depthDifference, normalDifference, depth, normal, i.uv, float2(-1, 0));
depthDifference = depthDifference * _DepthMult;
depthDifference = saturate(depthDifference);
depthDifference = pow(depthDifference, _DepthBias);
normalDifference = normalDifference * _NormalMult;
normalDifference = saturate(normalDifference);
normalDifference = pow(normalDifference, _NormalBias);
float outline = normalDifference + depthDifference;
float4 sourceColor = tex2D(_MainTex, i.uv);
float4 color = lerp(sourceColor, _OutlineColor, outline);
return color;
}
ENDCG
}
}
}