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UnityのImage EffectでSobelフィルタによるエッジ検出

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UnityのImageEffectでSobelフィルタでエッジを検出するためシェーダーです。
プロパティの_Width_Heightにスクリーンサイズを、_Thresholdにエッジと検出するための閾値を設定します。

Shader "ImageEffect/Edge"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Width ("Width", Float) = 640 // Screen Size X
		_Height ("Height", Float) = 480 // Screen Size Y
		_Threshold ("Threshold", Range(0, 1)) = 0.5 // Threshold for edge
	}
	SubShader
	{

		Pass
		{
			CGPROGRAM
			#pragma vertex vert_img
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float _Width;
			float _Height;
			float _Threshold;

			float gray (fixed4 c) {
				return 0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b;
			}

			fixed4 frag (v2f_img i) : COLOR
			{
				float dx = 1.0 / _Width;
				float dy = 1.0 / _Height;
				float c00 = gray(tex2D(_MainTex, i.uv + float2(-dx, -dy))); 
				float c01 = gray(tex2D(_MainTex, i.uv + float2(-dx, 0.0))); 
				float c02 = gray(tex2D(_MainTex, i.uv + float2(-dx, dy))); 
				float c10 = gray(tex2D(_MainTex, i.uv + float2(0, -dy))); 
				float c12 = gray(tex2D(_MainTex, i.uv + float2(0, dy))); 
				float c20 = gray(tex2D(_MainTex, i.uv + float2(dx, -dy))); 
				float c21 = gray(tex2D(_MainTex, i.uv + float2(dx, 0.0))); 
				float c22 = gray(tex2D(_MainTex, i.uv + float2(dx, dy))); 

				float sx = -1.0 * c00 + -2.0 * c10 + -1.0 * c20 + 1.0 * c02 + 2.0 * c12 + 1.0 * c22;
				float sy = -1.0 * c00 + -2.0 * c01 + -1.0 * c02 + 1.0 * c20 + 2.0 * c21 + 1.0 * c22;

				float g = sqrt(sx * sx + sy * sy);

				return g > _Threshold ? fixed4(1, 1, 1, 1) : fixed4(0, 0, 0, 1);
			}
			ENDCG
		}
	}
}

FrameBuffer.gif

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