Created
January 8, 2016 18:43
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#include "postFx.hlsl" | |
#include "shadergen:/autogenConditioners.h" | |
// GPU Gems 3, pg 443-444 | |
float GetEdgeWeight(float2 uv0, in sampler2D prepassBuffer, in float2 targetSize) | |
{ | |
float2 offsets[9] = { | |
float2( 0.0, 0.0), | |
float2(-1.0, -1.0), | |
float2( 0.0, -1.0), | |
float2( 1.0, -1.0), | |
float2( 1.0, 0.0), | |
float2( 1.0, 1.0), | |
float2( 0.0, 1.0), | |
float2(-1.0, 1.0), | |
float2(-1.0, 0.0), | |
}; | |
float2 PixelSize = 1.0 / targetSize; | |
float Depth[9]; | |
float3 Normal[9]; | |
for(int i = 0; i < 9; i++) | |
{ | |
float2 uv = uv0 + offsets[i] * PixelSize; | |
float4 gbSample = prepassUncondition( tex2D(prepassBuffer, uv) ); | |
Depth[i] = gbSample.a; | |
Normal[i] = gbSample.rgb; | |
} | |
float4 Deltas1 = float4(Depth[1], Depth[2], Depth[3], Depth[4]); | |
float4 Deltas2 = float4(Depth[5], Depth[6], Depth[7], Depth[8]); | |
Deltas1 = abs(Deltas1 - Depth[0]); | |
Deltas2 = abs(Depth[0] - Deltas2); | |
float4 maxDeltas = max(Deltas1, Deltas2); | |
float4 minDeltas = max(min(Deltas1, Deltas2), 0.00001); | |
float4 depthResults = step(minDeltas * 25.0, maxDeltas); | |
Deltas1.x = dot(Normal[1], Normal[0]); | |
Deltas1.y = dot(Normal[2], Normal[0]); | |
Deltas1.z = dot(Normal[3], Normal[0]); | |
Deltas1.w = dot(Normal[4], Normal[0]); | |
Deltas2.x = dot(Normal[5], Normal[0]); | |
Deltas2.y = dot(Normal[6], Normal[0]); | |
Deltas2.z = dot(Normal[7], Normal[0]); | |
Deltas2.w = dot(Normal[8], Normal[0]); | |
Deltas1 = abs(Deltas1 - Deltas2); | |
float4 normalResults = step(0.4, Deltas1); | |
normalResults = max(normalResults, depthResults); | |
return dot(normalResults, float4(1.0, 1.0, 1.0, 1.0)) * 0.25; | |
} | |
float4 main( PFXVertToPix IN, | |
uniform sampler2D prepassBuffer :register(S0), | |
uniform float2 targetSize : register(C0) ) : COLOR0 | |
{ | |
return GetEdgeWeight(IN.uv0, prepassBuffer, targetSize ); | |
} |
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#include "postFx.hlsl" | |
#include "shadergen:/autogenConditioners.h" | |
float4 main( PFXVertToPix IN, | |
uniform sampler2D edgeBuffer :register(S0), uniform sampler2D backBuffer : register(S1) ) : COLOR0 | |
{ | |
float4 e = float4( tex2D( edgeBuffer, IN.uv0 ).rrr, 1.0 ); | |
e.r = e.g = e.b = 1.0 - e.r; | |
float thresh = 0.9; | |
//.7 0 .16 1 | |
if (e.r < thresh) | |
{ | |
e.r = 0.16; | |
e.g = 0.0; | |
e.b = 0.7; | |
} | |
return tex2D(backBuffer, IN.uv0) * e; | |
} |
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az
https://gist.github.com/Azaezel/6840d64dfe64f221d5bd somebody was sayin somethin about an outline shader btw? odl version of ours. also a version in the afx repo. believe it was intended for object-selection.
az
https://gist.github.com/Azaezel/6840d64dfe64f221d5bd <- actually, there's a couple more to that I forgot.
az
https://gist.github.com/Azaezel/6840d64dfe64f221d5bd#file-rendermanager-cs-L63 + https://gist.github.com/Azaezel/6840d64dfe64f221d5bd#file-postfx-cs-L31-L32 will be the least-obvious one. stops outlines from bleeding through translucent objects and fucking up their profiles.