|
|
|
|
|
/*
|
|
|
|
|
|
██████╗░███████╗██████╗░████████╗██╗░░██╗ ███╗░░░███╗░█████╗░░██████╗██╗░░██╗ ███████╗██████╗░░██████╗░███████╗
|
|
|
|
|
|
██╔══██╗██╔════╝██╔══██╗╚══██╔══╝██║░░██║ ████╗░████║██╔══██╗██╔════╝██║░██╔╝ ██╔════╝██╔══██╗██╔════╝░██╔════╝
|
|
|
|
|
|
██║░░██║█████╗░░██████╔╝░░░██║░░░███████║ ██╔████╔██║███████║╚█████╗░█████═╝░ █████╗░░██║░░██║██║░░██╗░█████╗░░
|
|
|
|
|
|
██║░░██║██╔══╝░░██╔═══╝░░░░██║░░░██╔══██║ ██║╚██╔╝██║██╔══██║░╚═══██╗██╔═██╗░ ██╔══╝░░██║░░██║██║░░╚██╗██╔══╝░░
|
|
|
|
|
|
██████╔╝███████╗██║░░░░░░░░██║░░░██║░░██║ ██║░╚═╝░██║██║░░██║██████╔╝██║░╚██╗ ███████╗██████╔╝╚██████╔╝███████╗
|
|
|
|
|
|
╚═════╝░╚══════╝╚═╝░░░░░░░░╚═╝░░░╚═╝░░╚═╝ ╚═╝░░░░░╚═╝╚═╝░░╚═╝╚═════╝░╚═╝░░╚═╝ ╚══════╝╚═════╝░░╚═════╝░╚══════╝
|
|
|
|
|
|
|
|
|
|
|
|
██████╗░███████╗████████╗███████╗░█████╗░████████╗██╗░█████╗░███╗░░██╗
|
|
|
|
|
|
██╔══██╗██╔════╝╚══██╔══╝██╔════╝██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║
|
|
|
|
|
|
██║░░██║█████╗░░░░░██║░░░█████╗░░██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║
|
|
|
|
|
|
██║░░██║██╔══╝░░░░░██║░░░██╔══╝░░██║░░██╗░░░██║░░░██║██║░░██║██║╚████║
|
|
|
|
|
|
██████╔╝███████╗░░░██║░░░███████╗╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║
|
|
|
|
|
|
╚═════╝░╚══════╝░░░╚═╝░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
|
|
|
|
|
|
|
|
|
|
|
|
░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
|
|
|
|
|
|
██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
|
|
|
|
|
|
╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
|
|
|
|
|
|
░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
|
|
|
|
|
|
██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
|
|
|
|
|
|
╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
|
|
|
|
|
|
|
|
|
|
|
|
█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
|
|
|
|
|
|
█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
|
|
|
|
|
|
▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
|
|
|
|
|
|
____________________________________________________________________________________________________________________________________________
|
|
|
|
|
|
|
|
|
|
|
|
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
|
|
|
|
|
|
█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
|
|
|
|
|
|
____________________________________________________________________________________________________________________________________________
|
|
|
|
|
|
License:
|
|
|
|
|
|
The license is ATTRIBUTION 3.0
|
|
|
|
|
|
|
|
|
|
|
|
More license info here:
|
|
|
|
|
|
https://creativecommons.org/licenses/by/3.0/
|
|
|
|
|
|
____________________________________________________________________________________________________________________________________________
|
|
|
|
|
|
This shader has NOT been tested on any other PC configuration except the following:
|
|
|
|
|
|
CPU: Intel Core i5-6400
|
|
|
|
|
|
GPU: NVidia GTX 750Ti
|
|
|
|
|
|
RAM: 16GB
|
|
|
|
|
|
Windows: 10 x64
|
|
|
|
|
|
DirectX: 11
|
|
|
|
|
|
____________________________________________________________________________________________________________________________________________
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
Shader "Ultimate 10+ Shaders/Depth Mask Edge Detection"
|
|
|
|
|
|
{
|
|
|
|
|
|
Properties
|
|
|
|
|
|
{
|
|
|
|
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
|
|
|
|
}
|
|
|
|
|
|
SubShader
|
|
|
|
|
|
{
|
|
|
|
|
|
Tags { "Queue"="Transparent" }
|
|
|
|
|
|
Cull Back
|
|
|
|
|
|
ZTest Always
|
|
|
|
|
|
|
|
|
|
|
|
Pass
|
|
|
|
|
|
{
|
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
|
|
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
|
|
|
|
|
|
|
struct appdata
|
|
|
|
|
|
{
|
|
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
struct v2f
|
|
|
|
|
|
{
|
|
|
|
|
|
float4 position : POSITION;
|
|
|
|
|
|
float4 screenPos : TEXCOORD0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
fixed4 _Color;
|
|
|
|
|
|
sampler2D _CameraDepthTexture;
|
|
|
|
|
|
|
|
|
|
|
|
v2f vert(appdata input)
|
|
|
|
|
|
{
|
|
|
|
|
|
v2f output;
|
|
|
|
|
|
|
|
|
|
|
|
output.position = UnityObjectToClipPos(input.vertex);
|
|
|
|
|
|
output.screenPos = output.position;
|
|
|
|
|
|
|
|
|
|
|
|
return output;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
half4 pixel;
|
|
|
|
|
|
half2 uv;
|
|
|
|
|
|
fixed onePixelW, onePixelH;
|
|
|
|
|
|
half4 frag(v2f input) : SV_Target
|
|
|
|
|
|
{
|
|
|
|
|
|
uv = input.screenPos.xy / input.screenPos.w;
|
|
|
|
|
|
uv.x = (uv.x + 1) * .5;
|
|
|
|
|
|
uv.y = (uv.y + 1) * .5;
|
|
|
|
|
|
|
|
|
|
|
|
onePixelW = 1.0 / _ScreenParams.x;
|
|
|
|
|
|
onePixelH = 1.0 / _ScreenParams.y;
|
|
|
|
|
|
|
|
|
|
|
|
pixel = Linear01Depth(abs(
|
|
|
|
|
|
tex2D(_CameraDepthTexture, float2(uv.x - onePixelW, uv.y)) -
|
|
|
|
|
|
tex2D(_CameraDepthTexture, float2(uv.x + onePixelW, uv.y)) +
|
|
|
|
|
|
tex2D(_CameraDepthTexture, float2(uv.x, uv.y + onePixelH)) -
|
|
|
|
|
|
tex2D(_CameraDepthTexture, float2(uv.x, uv.y - onePixelH))
|
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
|
|
return pixel * _Color;
|
|
|
|
|
|
}
|
|
|
|
|
|
ENDCG
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|