Created
June 3, 2018 02:01
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Unity edge detection using sobel filter naive implementation
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Shader "matheusfaria/EdgeDetectionSobel" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Threshold ("Threshold", Range(0, 1)) = 1 | |
} | |
Category | |
{ | |
Tags { | |
"Queue"="Transparent" | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float2 _MainTex_TexelSize; | |
int _Threshold; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
v2f vert (appdata_base v) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos (v.vertex); | |
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
float3x3 kernel = { | |
1, 0, -1, | |
2, 0, -2, | |
1, 0, -1 | |
}; | |
float2 edge = (0, 0); | |
for (int x = -1; x <= 1; ++x) { | |
for (int y = -1; y <= 1; ++y) { | |
float sample = tex2D(_MainTex, | |
float2( | |
i.uv.x + x * _MainTex_TexelSize.x, | |
i.uv.y + y * _MainTex_TexelSize.y | |
) | |
); | |
edge += float2(kernel[y + 1][x + 1], | |
kernel[x + 1][y + 1]) * sample; | |
} | |
} | |
float color = step(length(edge), _Threshold); | |
return half4(color, color, color, 1.0); | |
} | |
ENDCG | |
} | |
} | |
} | |
} |
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