Unity-2D边缘检测(描边效果)
一、ShaderLab
1.Alpha值边缘检测
根据图片的Alpha值边缘判定,向内扩一段距离做边缘,颜色设置未描边颜色;
片元着色阶段,向上下左右四个方向做检测,有一个点的透明度为0,判定为边缘;
Shader "2DOutline"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_LineWidth("Width",Range(0,0.4)) = 1.0
_LineColor("LineColor",color) = (1,1,1,1)
_Intensity("Intensity",Range(1,10)) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Transparent"}
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;
fixed _LineWidth;
float4 _LineColor;
fixed _Intensity;
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);
// 采样周围4个点
float2 up_uv = i.uv + float2(0, 1) * _LineWidth * 1 / 10 * _MainTex_ST.xy;
float2 down_uv = i.uv + float2(0,-1) * _LineWidth * 1 / 10 * _MainTex_ST.xy;
float2 left_uv = i.uv + float2(-1,0) * _LineWidth * 1 / 10 * _MainTex_ST.xy;
float2 right_uv = i.uv + float2(1,0) * _LineWidth * 1 / 10 * _MainTex_ST.xy;
// 如果有一个点透明度为0 说明是边缘
float w = tex2D(_MainTex,up_uv).a * tex2D(_MainTex,down_uv).a * tex2D(_MainTex,left_uv).a * tex2D(_MainTex,right_uv).a;
if (w == 0) {
col.rgb = lerp(_LineColor * _Intensity, col.rgb, w);
}
return col;
}
ENDCG
}
}
}
如果图片内容恰好铺满整张图,没有alpha值,方法不适用;下图底部边缘消失了;
2.卷积边缘检测
在屏幕后处理阶段,使用卷积做边缘检测;
卷积:根据像素周围八个方向的像素的计算出新的像素值;
边缘检测卷积算子,都包含水平和竖直两个方向的卷积核;
梯度公式:G = sqrt(Gx*Gx + Gy*Gy);
考虑性能问题,使用:G = |Gx|+|Gy|;
顶点着色器计算卷积纹理采样坐标,减少计算量(片元数量更多);
片元着色阶段Sobel卷积计算,插值获得片元像素颜色;
Sobel计算结果和梯度Gradient比较,大于梯度和EdgeColor做插值;
屏幕后效调用OnRenderImage接口;
Shader "EdgeDetection"
{
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_EdgeColor("Edge Color", Color) = (0, 0, 0, 1)
//卷积梯度
_Gradient("Gradient",float) =0.0
}
SubShader{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
//fixed _EdgeOnly;
fixed4 _EdgeColor;
//fixed4 _BackgroundColor;
fixed _Gradient;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[9] : TEXCOORD0;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1);
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);
o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 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;
}
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, 0, 1,
-2, 0, 2,
-1, 0, 1};
const half Gy[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 frag(v2f i) : SV_Target {
half edge = Sobel(i);
fixed4 col = tex2D(_MainTex, i.uv[4]);
if(edge> _Gradient)
col = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);
return col;
}
ENDCG
}
}
FallBack Off
}
二、ShaderGraph
抓取图片缓冲,上下左右四个方位平移,乘以描边颜色;
四张图合并,减去原图范围的像素,只剩边缘;
最后将原图和边缘合并(可插值使边缘柔和);
升级项目到URP,修改projectsetting-graphic-pielinesettings;
导入ShaderGraph包,开始拖拖拽拽,真的香,效果好,速度快,思路清晰;
Life is too short for so much sorrow.
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