mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 10:37:37 +02:00
Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
@ -0,0 +1,97 @@
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// X-PostProcessing Library
|
||||
// https://github.com/QianMo/X-PostProcessing-Library
|
||||
// Copyright (C) 2020 QianMo. All rights reserved.
|
||||
// Licensed under the MIT License
|
||||
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
|
||||
// http://opensource.org/licenses/MIT
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Hidden/X-PostProcessing/EdgeDetectionScharrNeon"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
|
||||
half4 _Params;
|
||||
half4 _BackgroundColor;
|
||||
|
||||
#define _EdgeWidth _Params.x
|
||||
#define _Brigtness _Params.y
|
||||
#define _BackgroundFade _Params.z
|
||||
|
||||
|
||||
float intensity(in float4 color)
|
||||
{
|
||||
return sqrt((color.x * color.x) + (color.y * color.y) + (color.z * color.z));
|
||||
}
|
||||
|
||||
float scharr(float stepx, float stepy, float2 center)
|
||||
{
|
||||
// get samples around pixel
|
||||
float topLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, stepy)));
|
||||
float midLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, 0)));
|
||||
float bottomLeft = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(-stepx, -stepy)));
|
||||
float midTop = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, stepy)));
|
||||
float midBottom = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(0, -stepy)));
|
||||
float topRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, stepy)));
|
||||
float midRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, 0)));
|
||||
float bottomRight = intensity(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, center + float2(stepx, -stepy)));
|
||||
|
||||
// scharr masks ( http://en.wikipedia.org/wiki/Sobel_operator#Alternative_operators)
|
||||
// 3 0 -3 3 10 3
|
||||
// X = 10 0 -10 Y = 0 0 0
|
||||
// 3 0 -3 -3 -10 -3
|
||||
|
||||
// Gx = sum(kernelX[i][j]*image[i][j]);
|
||||
float Gx = 3.0 * topLeft + 10.0 * midLeft + 3.0 * bottomLeft - 3.0 * topRight - 10.0 * midRight - 3.0 * bottomRight;
|
||||
// Gy = sum(kernelY[i][j]*image[i][j]);
|
||||
float Gy = 3.0 * topLeft + 10.0 * midTop + 3.0 * topRight - 3.0 * bottomLeft - 10.0 * midBottom - 3.0 * bottomRight;
|
||||
|
||||
float scharrGradient = sqrt((Gx * Gx) + (Gy * Gy));
|
||||
return scharrGradient;
|
||||
}
|
||||
|
||||
|
||||
|
||||
half4 Frag(VaryingsDefault i) : SV_Target
|
||||
{
|
||||
|
||||
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
||||
|
||||
float scharrGradient = scharr(_EdgeWidth / _ScreenParams.x, _EdgeWidth / _ScreenParams.y , i.texcoord);
|
||||
|
||||
//BackgroundFading
|
||||
half4 backgroundColor = lerp(sceneColor, _BackgroundColor, _BackgroundFade);
|
||||
|
||||
//Edge Opacity
|
||||
float3 edgeColor = lerp(backgroundColor.rgb, sceneColor.rgb, scharrGradient);
|
||||
|
||||
return float4(edgeColor * _Brigtness, 1);
|
||||
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user