? ? ? ?邊緣檢測(cè)的原理主要是利用一些邊緣檢測(cè)算子來(lái)對(duì)圖像進(jìn)行卷積操作井辜。
? ? ? ? 還是一樣的,直接上代碼啦缓窜。
1.新建一份c#腳本定续,還是一樣的哦,改腳本必須掛在攝像機(jī)上禾锤,還有就是改腳本所繼承的基類腳本在之前的文章中也有PostEffectsBase私股,不上代碼了。需掛在攝像機(jī)上的腳本代碼如下:
public class EdgeDetection : PostEffectsBase {
public Shader edgeDetectShader;
private Material edgeDetectMaterial = null;
public Material material {
get {
edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
return edgeDetectMaterial;
}
}
[Range(0.0f, 1.0f)]
public float edgesOnly = 0.0f;
public Color edgeColor = Color.black;
public Color backgroundColor = Color.white;
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
material.SetFloat("_EdgeOnly", edgesOnly);
material.SetColor("_EdgeColor", edgeColor);
material.SetColor("_BackgroundColor", backgroundColor);
Graphics.Blit(src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
2.新建一個(gè)頂點(diǎn)著色器的shader
Shader "Unity Shaders Book/Chapter 12/Edge Detection" {
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)
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment fragSobel
sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
fixed _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[9] : TEXCOORD0;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, 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 fragSobel(v2f i) : SV_Target {
half edge = Sobel(i);
fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);
fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
}
ENDCG
}
}
FallBack Off
}
實(shí)現(xiàn)效果如下: