Adaptive Outline

作者:rebot | 分类:光影包

价格:0 墨喵币 下载量:0 点赞:0 版本 1
本资源为搬运资源,原资源地址: https://modrinth.com/shader/adaptiveoutline
资源信息

Minecraft 版本: 1.16 1.16.1 1.16.2 1.16.3 1.16.4 1.16.5 1.17 1.17.1 1.18 1.18.1 1.18.2 1.19 1.19.1 1.19.2 1.19.3 1.19.4 1.20 1.20.1 1.20.2 1.20.3 1.20.4 1.20.5 1.20.6 1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11

平台: iris optifine

标签: cartoon vanilla-like

资源介绍

This is a vanilla shader with a stroke.

The stroke brightens the light areas and darkens the dark areas.
outline
шейдер изменём только в final.fsh

#version 330 compatibility

uniform sampler2D colortex0; 
uniform sampler2D depthtex0; 

in vec2 texcoord;
layout(location = 0) out vec4 color;

void main() {
    vec2 texel = 1.0 / vec2(textureSize(colortex0, 0));
    vec4 scene = texture(colortex0, texcoord);

    float d_center = 1.0 - textureLod(depthtex0, texcoord, 0.0).r;

    vec2 offsets[2] = vec2[](
        vec2(texel.x, 0),
        vec2(texel.x * 3.0, 0)
    );

    float gradients[4];

    for(int i = 0; i < 2; i++) {
        float d_right = 1.0 - textureLod(depthtex0, texcoord + offsets[i], 0.0).r;
        float d_left  = 1.0 - textureLod(depthtex0, texcoord - offsets[i], 0.0).r;

        gradients[i] = abs(d_right - d_left) / (offsets[i].x * 2.0);

        vec2 vertical_offset = vec2(0, offsets[i].x);
        float d_up    = 1.0 - textureLod(depthtex0, texcoord + vertical_offset, 0.0).r;
        float d_down  = 1.0 - textureLod(depthtex0, texcoord - vertical_offset, 0.0).r;

        gradients[i + 2] = abs(d_up - d_down) / (vertical_offset.y * 2.0);
    }

    float gradient_ratio_h = gradients[0] / (gradients[1] + 0.0001);
    float gradient_ratio_v = gradients[2] / (gradients[3] + 0.0001);

    bool is_real_edge_h = gradient_ratio_h > 2.0;
    bool is_real_edge_v = gradient_ratio_v > 2.0;

    float edge = 0.0;

    if(is_real_edge_h || is_real_edge_v) {
        float max_gradient = max(gradients[0], gradients[2]);
        edge = max_gradient * 500.0;
    }

    float depth_precision = 0.001 + d_center * 0.01;
    if(edge < depth_precision * 100.0) {
        edge = 0.0;
    }

    float threshold = 0.15;

    if(edge > threshold && (is_real_edge_h || is_real_edge_v)) {
        float edge_strength = clamp((edge - threshold) * 2.0, 0.0, 1.0);

        vec4 color_up = texture(colortex0, texcoord + vec2(0, texel.y));
        vec4 color_down = texture(colortex0, texcoord - vec2(0, texel.y));
        vec4 color_left = texture(colortex0, texcoord - vec2(texel.x, 0));
        vec4 color_right = texture(colortex0, texcoord + vec2(texel.x, 0));

        vec4 avg_color = (color_up + color_down + color_left + color_right) * 0.25;

        float neighbor_brightness = dot(avg_color.rgb, vec3(0.299, 0.587, 0.114));

        float brightness_factor;

        if(neighbor_brightness > 0.35) { // here we change the change threshold
            brightness_factor = 1.0 + edge_strength * 0.2; // we're changing it here brightens
        } else {
            brightness_factor = 1.0 - edge_strength * 0.2; // we're changing it here darkens
        }

        color.rgb = scene.rgb * brightness_factor;
        color.a = scene.a;

    } else {
        color = scene;
    }
}
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