// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 13/Edge Detection Normals And Depth" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _EdgeOnly ("Edge Only", Float) = 1.0 _EdgeColor ("Edge Color", Color) = (0, 0, 0, 1) _BackgroundColor ("Background Color", Color) = (1, 1, 1, 1) _SampleDistance ("Sample Distance", Float) = 1.0 _Sensitivity ("Sensitivity", Vector) = (1, 1, 1, 1) } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; half4 _MainTex_TexelSize; fixed _EdgeOnly; fixed4 _EdgeColor; fixed4 _BackgroundColor; float _SampleDistance; half4 _Sensitivity; sampler2D _CameraDepthNormalsTexture; struct v2f { float4 pos : SV_POSITION; half2 uv[5]: TEXCOORD0; }; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); half2 uv = v.texcoord; o.uv[0] = uv; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) uv.y = 1 - uv.y; #endif o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance; o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance; o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance; o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance; return o; } half CheckSame(half4 center, half4 sample) { half2 centerNormal = center.xy; float centerDepth = DecodeFloatRG(center.zw); half2 sampleNormal = sample.xy; float sampleDepth = DecodeFloatRG(sample.zw); // difference in normals // do not bother decoding normals - there's no need here half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x; int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1; // difference in depth float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y; // scale the required threshold by the distance int isSameDepth = diffDepth < 0.1 * centerDepth; // return: // 1 - if normals and depth are similar enough // 0 - otherwise return isSameNormal * isSameDepth ? 1.0 : 0.0; } fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target { half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1]); half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2]); half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3]); half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4]); half edge = 1.0; edge *= CheckSame(sample1, sample2); edge *= CheckSame(sample3, sample4); fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[0]), edge); fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge); return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly); } ENDCG Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment fragRobertsCrossDepthAndNormal ENDCG } } FallBack Off }