一、ShaderLab
1.Alpha值边缘检测

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;

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|;

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
- }

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;


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