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using System.Reflection; | |
using UnityEditor.ShaderGraph; | |
using UnityEngine; | |
[Title("Custom", "Image", "Sobel Edge Detection")] | |
public class SobelNode : CodeFunctionNode | |
{ | |
public SobelNode() | |
{ | |
name = "Sobel Edge Detection"; | |
} | |
protected override MethodInfo GetFunctionToConvert() | |
{ | |
return GetType().GetMethod("SobelFunction", | |
BindingFlags.Static | BindingFlags.NonPublic); | |
} | |
static string SobelFunction( | |
[Slot(1, Binding.MeshUV0)] Vector2 uv, | |
[Slot(2, Binding.None)] SamplerState SS, | |
[Slot(3, Binding.None)] out Vector4 RGB | |
) | |
{ | |
RGB = Vector4.zero; | |
return @" | |
{ | |
float2 delta = float2(0.002, 0.002); | |
float4 hr = float4(0, 0, 0, 0); | |
float4 vt = float4(0, 0, 0, 0); | |
hr += _MainTex.Sample(SS, (uv + float2(-1.0, -1.0) * delta)) * 1.0; | |
hr += _MainTex.Sample(SS, (uv + float2( 0.0, -1.0) * delta)) * 0.0; | |
hr += _MainTex.Sample(SS, (uv + float2( 1.0, -1.0) * delta)) * -1.0; | |
hr += _MainTex.Sample(SS, (uv + float2(-1.0, 0.0) * delta)) * 2.0; | |
hr += _MainTex.Sample(SS, (uv + float2( 0.0, 0.0) * delta)) * 0.0; | |
hr += _MainTex.Sample(SS, (uv + float2( 1.0, 0.0) * delta)) * -2.0; | |
hr += _MainTex.Sample(SS, (uv + float2(-1.0, 1.0) * delta)) * 1.0; | |
hr += _MainTex.Sample(SS, (uv + float2( 0.0, 1.0) * delta)) * 0.0; | |
hr += _MainTex.Sample(SS, (uv + float2( 1.0, 1.0) * delta)) * -1.0; | |
vt += _MainTex.Sample(SS, (uv + float2(-1.0, -1.0) * delta)) * 1.0; | |
vt += _MainTex.Sample(SS, (uv + float2( 0.0, -1.0) * delta)) * 2.0; | |
vt += _MainTex.Sample(SS, (uv + float2( 1.0, -1.0) * delta)) * 1.0; | |
vt += _MainTex.Sample(SS, (uv + float2(-1.0, 0.0) * delta)) * 0.0; | |
vt += _MainTex.Sample(SS, (uv + float2( 0.0, 0.0) * delta)) * 0.0; | |
vt += _MainTex.Sample(SS, (uv + float2( 1.0, 0.0) * delta)) * 0.0; | |
vt += _MainTex.Sample(SS, (uv + float2(-1.0, 1.0) * delta)) * -1.0; | |
vt += _MainTex.Sample(SS, (uv + float2( 0.0, 1.0) * delta)) * -2.0; | |
vt += _MainTex.Sample(SS, (uv + float2( 1.0, 1.0) * delta)) * -1.0; | |
hr = sqrt((hr.r * hr.r) + (hr.g * hr.g) + (hr.b * hr.b)); | |
vt = sqrt((vt.r * vt.r) + (vt.g * vt.g) + (vt.b * vt.b)); | |
RGB = sqrt(hr * hr + vt * vt); | |
} | |
"; | |
} | |
} |
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