Unity—2D边缘检测(描边效果)

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张三
张三 2022-04-11 14:57:50
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Unity—2D边缘检测(描边效果)

一、ShaderLab

1.Alpha值边缘检测

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根据图片的Alpha值边缘判定,向内扩一段距离做边缘,颜色设置未描边颜色;

片元着色阶段,向上下左右四个方向做检测,有一个点的透明度为0,判定为边缘;

Shader "2DOutline"{	Properties	{		_MainTex("Texture", 2D) = "white" {}		_LineWidth("Width",Range(0,0.4)) = 1.0		_LineColor("LineColor",color) = (1,1,1,1)		_Intensity("Intensity",Range(1,10)) = 1.0	}	SubShader	{		Tags { "RenderType" = "Opaque" "Queue" = "Transparent"}		Blend SrcAlpha OneMinusSrcAlpha				Pass		{			CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#include "UnityCG.cginc"			struct appdata			{				float4 vertex : POSITION;				float2 uv : TEXCOORD0;			};			struct v2f			{				float2 uv : TEXCOORD0;				float4 vertex : SV_POSITION;			};			sampler2D _MainTex;			float4 _MainTex_ST;			fixed _LineWidth;			float4 _LineColor;			fixed _Intensity;			v2f vert(appdata v)			{				v2f o;				o.vertex = UnityObjectToClipPos(v.vertex);				o.uv = TRANSFORM_TEX(v.uv, _MainTex);				return o;			}			fixed4 frag(v2f i) : SV_Target			{				fixed4 col = tex2D(_MainTex, i.uv);				// 采样周围4个点				float2 up_uv = i.uv + float2(0, 1) * _LineWidth * 1 / 10 * _MainTex_ST.xy;				float2 down_uv = i.uv + float2(0,-1) * _LineWidth * 1 / 10 * _MainTex_ST.xy;				float2 left_uv = i.uv + float2(-1,0) * _LineWidth * 1 / 10 * _MainTex_ST.xy;				float2 right_uv = i.uv + float2(1,0) * _LineWidth * 1 / 10 * _MainTex_ST.xy;				// 如果有一个点透明度为0 说明是边缘				float w = tex2D(_MainTex,up_uv).a * tex2D(_MainTex,down_uv).a * tex2D(_MainTex,left_uv).a * tex2D(_MainTex,right_uv).a;				if (w == 0) {					col.rgb = lerp(_LineColor * _Intensity, col.rgb, w);				}				return col;			}		ENDCG		} 	}}

如果图片内容恰好铺满整张图,没有alpha值,方法不适用;下图底部边缘消失了;

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2.卷积边缘检测

在屏幕后处理阶段,使用卷积做边缘检测;

卷积:根据像素周围八个方向的像素的计算出新的像素值;

边缘检测卷积算子,都包含水平和竖直两个方向的卷积核;

梯度公式:G = sqrt(Gx*Gx + Gy*Gy);

考虑性能问题,使用:G = |Gx|+|Gy|;

image-20220411113930523

顶点着色器计算卷积纹理采样坐标,减少计算量(片元数量更多);

片元着色阶段Sobel卷积计算,插值获得片元像素颜色;

Sobel计算结果和梯度Gradient比较,大于梯度和EdgeColor做插值;

屏幕后效调用OnRenderImage接口;

Shader "EdgeDetection" {	Properties{		_MainTex("Base (RGB)", 2D) = "white" {}		_EdgeColor("Edge Color", Color) = (0, 0, 0, 1)		        //卷积梯度		_Gradient("Gradient",float) =0.0	}	SubShader{		Pass 		{			ZTest Always Cull Off ZWrite Off			CGPROGRAM			#include "UnityCG.cginc"			#pragma vertex vert  			#pragma fragment frag			sampler2D _MainTex;			uniform half4 _MainTex_TexelSize;			//fixed _EdgeOnly;			fixed4 _EdgeColor;			//fixed4 _BackgroundColor;			fixed _Gradient;			struct v2f {				float4 pos : SV_POSITION;				half2 uv[9] : TEXCOORD0;			};			v2f vert(appdata_img v) {				v2f o;				o.pos = UnityObjectToClipPos(v.vertex);				half2 uv = v.texcoord;				o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1);				o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);				o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);				o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);				o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);				o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0);				o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1);				o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1);				o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1);				return o;			}			fixed luminance(fixed4 color) {				return  0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;			}			half Sobel(v2f i) {				const half Gx[9] = {    -1,  0,  1,										-2,  0,  2,										-1,  0,  1};				const half Gy[9] = {   -1, -2, -1,										0,  0,  0,										1,  2,  1};				half texColor;				half edgeX = 0;				half edgeY = 0;				for (int it = 0; it < 9; it++) {					texColor = luminance(tex2D(_MainTex, i.uv[it]));					edgeX += texColor * Gx[it];					edgeY += texColor * Gy[it];				}				half edge = 1 - abs(edgeX) - abs(edgeY);				return edge;			}			fixed4 frag(v2f i) : SV_Target {				half edge = Sobel(i);				fixed4 col = tex2D(_MainTex, i.uv[4]);				if(edge> _Gradient)					col = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);												return col;			}			ENDCG		}	}	FallBack Off}

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二、ShaderGraph

抓取图片缓冲,上下左右四个方位平移,乘以描边颜色;

四张图合并,减去原图范围的像素,只剩边缘;

最后将原图和边缘合并(可插值使边缘柔和);

升级项目到URP,修改projectsetting-graphic-pielinesettings;

导入ShaderGraph包,开始拖拖拽拽,真的香,效果好,速度快,思路清晰;

image-20220411140748392

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posted @ 2022-04-11 14:15 小紫苏 阅读(14) 评论(0) 编辑 收藏 举报
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