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Cavity/Curvature image effect shader based on the Blender node graph in this post: https://blender.community/c/rightclickselect/J9bbbc/
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Shader "Milkbag/CurvatureImageEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_LightStrength ("LightStrength", Float) = 0.3 | |
_DarkStrength ("DarkStrength", Float) = 0.3 | |
_Spread ("Spread", Float) = 1.0 | |
[Toggle(USE_MULTIPLY)] _UseMultiply("Use Multiply", Float) = 0 | |
[Toggle(CURVATURE_ONLY)] _CurvatureOnly("Curvature Only", Float) = 0 | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma shader_feature USE_MULTIPLY | |
#pragma shader_feature CURVATURE_ONLY | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
float4 _MainTex_TexelSize; | |
sampler2D _CameraDepthNormalsTexture; | |
float _LightStrength; | |
float _DarkStrength; | |
float _Spread; | |
float _Bias; | |
//based on: | |
//https://blender.community/c/rightclickselect/J9bbbc/ | |
//https://i.imgur.com/dXx94sV.png | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float3 normals; | |
float depth; | |
DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.uv),depth,normals); | |
float3 center = normals; | |
DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.uv + float2(0,_MainTex_TexelSize.y*_Spread)),depth,normals); | |
float3 up = normals; | |
DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.uv + float2(0,-_MainTex_TexelSize.y*_Spread)),depth,normals); | |
float3 down = normals; | |
DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.uv + float2(-_MainTex_TexelSize.x*_Spread,0)),depth,normals); | |
float3 left = normals; | |
DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.uv + float2(_MainTex_TexelSize.x*_Spread,0)),depth,normals); | |
float3 right = normals; | |
float prewitt = (right.r-left.r) + (up.g-down.g); //add 0.5 to view it since it goes negative | |
//return prewitt.xxxx; | |
float obj = abs(right.b-left.b) + abs(up.b-down.b); //edge detect | |
obj = obj > 0.01; //make all lines strong | |
//return obj.xxxx; | |
float mask = saturate(0.7*(1.0-(prewitt+1.0))); //only the outline edges of objects | |
//return mask.xxxx; | |
float curvature = lerp(prewitt+0.5,0.5,mask); | |
//return curvature.xxxx; | |
fixed4 col = tex2D(_MainTex, i.uv); | |
curvature -= 0.5; //range now goes from -0.5 to 0.5 | |
curvature = ((curvature > 0) * _LightStrength*curvature) + ((curvature<0) * _DarkStrength*curvature); | |
#ifdef CURVATURE_ONLY | |
curvature += 0.5; | |
return curvature.xxxx; | |
#endif | |
#ifdef USE_MULTIPLY | |
return col * (1.0+curvature.xxxx); //multiply | |
#else | |
return col + curvature.xxxx; //add | |
#endif | |
} | |
ENDCG | |
} | |
} | |
} | |
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