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【OpenGL】Shader实例分析(五)- 边缘检测

2014-04-18 17:59 543 查看
转发请保持地址:http://blog.csdn.net/stalendp/article/details/23139953

这里将介绍基于法线的边缘检测方法,这里的shader是参考官方的:http://wiki.unity3d.com/index.php/Outlined_Diffuse_3;运行效果如下:



代码如下:

[cpp] view plaincopy





Shader "Outlined/Diffuse" { // see http://wiki.unity3d.com/index.php/Outlined_Diffuse_3
Properties {

_Color ("Main Color", Color) = (.5,.5,.5,1)

_OutlineColor ("Outline Color", Color) = (0,0,0,1)

_Outline ("Outline width", Range (.002, 0.03)) = .005

_MainTex ("Base (RGB)", 2D) = "white" { }

}

CGINCLUDE

#include "UnityCG.cginc"

struct appdata {

float4 vertex : POSITION;

float3 normal : NORMAL;

};

struct v2f {

float4 pos : POSITION;

float4 color : COLOR;

};

uniform float _Outline;

uniform float4 _OutlineColor;

v2f vert(appdata v) {

// just make a copy of incoming vertex data but scaled according to normal direction

v2f o;

o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);

float2 offset = TransformViewToProjection(norm.xy);

o.pos.xy += offset * o.pos.z * _Outline;

// following please refer to : http://unitygems.com/noobs-guide-shaders-6-toon-shader/
// o.pos = mul( UNITY_MATRIX_MVP, v.vertex + (float4(v.normal,0) * _Outline));

o.color = _OutlineColor;

return o;

}

ENDCG

SubShader {

//Tags {"Queue" = "Geometry+100" }

CGPROGRAM

#pragma surface surf Lambert

sampler2D _MainTex;

fixed4 _Color;

struct Input {

float2 uv_MainTex;

};

void surf (Input IN, inout SurfaceOutput o) {

fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;

o.Albedo = c.rgb;

o.Alpha = c.a;

}

ENDCG

// note that a vertex shader is specified here but its using the one above

Pass {

Name "OUTLINE"

Tags { "LightMode" = "Always" }

Cull Front

ZWrite On

ColorMask RGB

Blend SrcAlpha OneMinusSrcAlpha

//Offset 50,50

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

half4 frag(v2f i) :COLOR { return i.color; }

ENDCG

}

}

SubShader {

CGPROGRAM

#pragma surface surf Lambert

sampler2D _MainTex;

fixed4 _Color;

struct Input {

float2 uv_MainTex;

};

void surf (Input IN, inout SurfaceOutput o) {

fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;

o.Albedo = c.rgb;

o.Alpha = c.a;

}

ENDCG

Pass {

Name "OUTLINE"

Tags { "LightMode" = "Always" }

Cull Front

ZWrite On

ColorMask RGB

Blend SrcAlpha OneMinusSrcAlpha

CGPROGRAM

#pragma vertex vert

#pragma exclude_renderers gles xbox360 ps3

ENDCG

SetTexture [_MainTex] { combine primary }

}

}

Fallback "Diffuse"

}

原理介绍:

分两个pass进行渲染,第一个渲染边框,第二个渲染实物。

1)边框的渲染

在vertex Shader阶段,吧顶点按照法线的方向进行扩展, 这样物体就比原来要膨胀(关于膨胀效果,请参考Surface Shader Example中的Normal Extrusion with Vertex Modifier)。

[cpp] view plaincopy





o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);

float2 offset = TransformViewToProjection(norm.xy); //计算法线的方向

o.pos.xy += offset * o.pos.z * _Outline; //按照法线的方向进行偏移

效果如下:



边框盖住里原始物体,这里只要设置只渲染背面,就可以达到效果,在渲染边框的Pass中设置“Cull Front”就可以了。

2)渲染实物



当然这个只是适用于3d物体,图像的边缘检测,还有canny算法等,以后再补充,这里给个Canny的地址:Canny Edge Detection Tutorial

另外一篇:http://en.wikipedia.org/wiki/Edge_detection; 还有: http://en.wikipedia.org/wiki/Canny_edge_detector

关于图像的边缘检测,可以运用在Deferred shading中的anti-aliasing

======

相关的文章:http://unitygems.com/noobs-guide-shaders-6-toon-shader/

Silhouette-Outlined Diffuse

OutlinedDiffuse

Lighted Bumped Outline

基于法线的边缘检测

Code Snippet: Edge Detector/Antialiasing Shader
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