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- shader_type spatial;
- render_mode unshaded;
- uniform sampler2D screen_texture : source_color, hint_screen_texture, filter_nearest;
- uniform sampler2D depth_texture : source_color, hint_depth_texture, filter_nearest;
- uniform sampler2D normal_texture : source_color, hint_normal_roughness_texture, filter_nearest;
- uniform float depth_threshold : hint_range(0, 1) = 0.05;
- uniform float reverse_depth_threshold : hint_range(0, 1) = 0.25;
- uniform float normal_threshold : hint_range(0, 1) = 0.6;
- uniform float darken_amount : hint_range(0, 1, 0.01) = 0.3;
- uniform float lighten_amount : hint_range(0, 10, 0.01) = 1.5;
- uniform vec3 normal_edge_bias = vec3(1, 1, 1);
- uniform vec3 light_direction = vec3(-0.96, -0.18, 0.2);
- float get_depth(vec2 screen_uv, mat4 inv_projection_matrix) {
- float depth = texture(depth_texture, screen_uv).r;
- vec3 ndc = vec3(screen_uv * 2.0 - 1.0, depth);
- vec4 view = inv_projection_matrix * vec4(ndc, 1.0);
- view.xyz /= view.w;
- return -view.z;
- }
- void vertex() {
- POSITION = vec4(VERTEX, 1.0);
- }
- void fragment() {
- float depth = get_depth(SCREEN_UV, INV_PROJECTION_MATRIX);
- vec3 normal = texture(normal_texture, SCREEN_UV).xyz * 2.0 - 1.0;
- vec2 texel_size = 1.0 / VIEWPORT_SIZE.xy;
- vec2 uvs[4];
- uvs[0] = vec2(SCREEN_UV.x, min(1.0 - 0.001, SCREEN_UV.y + texel_size.y));
- uvs[1] = vec2(SCREEN_UV.x, max(0.0, SCREEN_UV.y - texel_size.y));
- uvs[2] = vec2(min(1.0 - 0.001, SCREEN_UV.x + texel_size.x), SCREEN_UV.y);
- uvs[3] = vec2(max(0.0, SCREEN_UV.x - texel_size.x), SCREEN_UV.y);
- float depth_diff = 0.0;
- float depth_diff_reversed = 0.0;
- float nearest_depth = depth;
- vec2 nearest_uv = SCREEN_UV;
- float normal_sum = 0.0;
- for (int i = 0; i < 4; i++) {
- float d = get_depth(uvs[i], INV_PROJECTION_MATRIX);
- depth_diff += depth - d;
- depth_diff_reversed += d - depth;
- if (d < nearest_depth) {
- nearest_depth = d;
- nearest_uv = uvs[i];
- }
- vec3 n = texture(normal_texture, uvs[i]).xyz * 2.0 - 1.0;
- vec3 normal_diff = normal - n;
- // Edge pixels should yield to the normal closest to the bias direction
- float normal_bias_diff = dot(normal_diff, normal_edge_bias);
- float normal_indicator = smoothstep(-0.01, 0.01, normal_bias_diff);
- normal_sum += dot(normal_diff, normal_diff) * normal_indicator;
- }
- float depth_edge = step(depth_threshold, depth_diff);
- // The reverse depth sum produces depth lines inside of the object, but they don't look as nice as the normal depth_diff
- // Instead, we can use this value to mask the normal edge along the outside of the object
- float reverse_depth_edge = step(reverse_depth_threshold, depth_diff_reversed);
- float indicator = sqrt(normal_sum);
- float normal_edge = step(normal_threshold, indicator - reverse_depth_edge);
- vec3 original = texture(screen_texture, SCREEN_UV).rgb;
- vec3 nearest = texture(screen_texture, nearest_uv).rgb;
- mat3 view_to_world_normal_mat = mat3(
- INV_VIEW_MATRIX[0].xyz,
- INV_VIEW_MATRIX[1].xyz,
- INV_VIEW_MATRIX[2].xyz
- );
- float ld = dot((view_to_world_normal_mat * normal), normalize(light_direction));
- vec3 depth_col = nearest * darken_amount;
- vec3 normal_col = original * (ld > 0.0 ? darken_amount : lighten_amount);
- vec3 edge_mix = mix(normal_col, depth_col, depth_edge);
- ALBEDO = mix(original, edge_mix, (depth_edge > 0.0 ? depth_edge : normal_edge));
- }
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