源码 / Ch26/EdgeDetect.shader
Ch26/EdgeDetect.shader
// 案例 26.9:Sobel 描边。对线性深度和法线分别求 Sobel 梯度,任一超过阈值即为边。 Shader "Cookbook/Ch26/EdgeDetect" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } ZTest Always ZWrite Off Cull Off Pass { Name "EdgeDetect" HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag // 延迟渲染开启“精确 G-Buffer 法线”时,法线纹理是八面体编码,SampleSceneNormals 需要这个关键字来解码 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" float4 _EdgeParams; // x 强度, y 粗细(像素), z 深度阈值, w 法线阈值 float4 _EdgeColor; float4 _EdgeBgColor; // rgb 背景色, a = edgesOnly // Sobel 核:Gx = [-1 0 1; -2 0 2; -1 0 1],Gy 为其转置 static const float2 kOffsets[8] = { float2(-1, -1), float2(0, -1), float2(1, -1), float2(-1, 0), float2(1, 0), float2(-1, 1), float2(0, 1), float2(1, 1) }; static const float kGx[8] = { -1, 0, 1, -2, 2, -1, 0, 1 }; static const float kGy[8] = { -1, -2, -1, 0, 0, 1, 2, 1 }; half EdgeAt(float2 uv) { float2 texel = _EdgeParams.y / _ScreenParams.xy; float rawCenter = SampleSceneDepth(uv); float centerDepth = LinearEyeDepth(rawCenter, _ZBufferParams); float2 gDepth = 0; float3 gNx = 0, gNy = 0; [unroll] for (int i = 0; i < 8; i++) { float2 suv = uv + kOffsets[i] * texel; float d = LinearEyeDepth(SampleSceneDepth(suv), _ZBufferParams); float3 n = SampleSceneNormals(suv); gDepth += float2(kGx[i], kGy[i]) * d; gNx += kGx[i] * n; gNy += kGy[i] * n; } // 深度梯度除以中心深度:远处物体深度差天然更大,不归一化的话远景会全是线 float depthEdge = length(gDepth) / max(centerDepth, 1e-3); // 掠射角修正:斜着看一个平面(例如远处地面)时,相邻像素深度变化很快, // 相对梯度约与 1/(N·V) 成正比。乘上 N·V 把这部分“假边”压下去 float3 normalC = SampleSceneNormals(uv); float3 positionWS = ComputeWorldSpacePosition(uv, rawCenter, UNITY_MATRIX_I_VP); float3 viewDirWS = normalize(GetCameraPositionWS() - positionWS); float ndv = saturate(dot(normalC, viewDirWS)); depthEdge *= ndv; float normalEdge = sqrt(dot(gNx, gNx) + dot(gNy, gNy)); half e = max(step(_EdgeParams.z, depthEdge), step(_EdgeParams.w, normalEdge)); return e; } half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); half edge = EdgeAt(uv) * _EdgeParams.x; half3 baseColor = lerp(color.rgb, _EdgeBgColor.rgb, _EdgeBgColor.a); return half4(lerp(baseColor, _EdgeColor.rgb, edge), color.a); } ENDHLSL } } }