// THIS SHADER MUST BE APPLIED TO A QUAD (MeshInstance) WITH A SIZE OF (2, 2) // add MeshInstance-Quad to your Camera and copy paste this shader to quad material - shader material // and on Quad set Center_offset z to -1 // AND on Material-Render Priority set 127 // used shader https://godotshaders.com/shader/screen-space-edge-detection-outline-shader/ Written by Warren Jennings // modified 2022, by Danil: // added Cavity-like style of edge, look below "Cavity formula" comment // added method 4 - Sobel filter shader_type spatial; render_mode blend_mix,depth_draw_always,cull_back,unshaded; uniform int outline_mode : hint_range(1, 4, 1) = 3; uniform float outline_intensity : hint_range(0, 10) = 1; uniform float outline_bias : hint_range(-10, 10) = 0; uniform vec4 outline_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0); uniform bool display_edge_only = false; uniform bool display_cavity = false; uniform float THRESHOLD = 0.2; varying flat mat4 model_view_matrix; void vertex() { POSITION = vec4(VERTEX, 1.0); model_view_matrix = MODELVIEW_MATRIX; } void fragment() { ALBEDO = outline_color.rgb; ALPHA=0.; vec2 screen_size = vec2(textureSize(SCREEN_TEXTURE, 1)); float px = 0.5/screen_size.x; float py = 0.5/screen_size.y; float d = texture(DEPTH_TEXTURE, SCREEN_UV).x; float du = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(0.0, py)).x; float dd = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(0.0, -py)).x; float dr = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(px, 0.0)).x; float dl = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(-px, 0.0)).x; if (outline_mode == 1){ ALPHA = 0.0 + abs(abs(d)-abs(du)) + abs(abs(d)-abs(dd)) + abs(abs(d)-abs(dl)) + abs(abs(d)-abs(dr)); ALPHA *= 1000.0*outline_intensity; } else if (outline_mode == 2) { ALPHA = 0.0 + abs(abs(abs(d)-abs(du)) - abs(abs(d)-abs(dd))) + abs(abs(abs(d)-abs(dl)) - abs(abs(d)-abs(dr))); ALPHA *= 3.0*50000.0*outline_intensity; } else if (outline_mode == 3) { float dq = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(-px, py)).x; float de = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(px, py)).x; float dz = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(-px, -py)).x; float dc = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(px, -py)).x; ALPHA = 0.0 + abs(abs(abs(d)-abs(du)) - abs(abs(d)-abs(dd))) + abs(abs(abs(d)-abs(dl)) - abs(abs(d)-abs(dr))) + abs(abs(abs(d)-abs(dq)) - abs(abs(d)-abs(dc))) + abs(abs(abs(d)-abs(dz)) - abs(abs(d)-abs(de))); ALPHA *= 50000.0*outline_intensity; } else if (outline_mode == 4) { float sobel0[9] = float[9]( -1.,-2.,-1., 0., 0., 0., 1., 2., 1. ); float sobel1[9] = float[9]( -1., 0., 1., -2., 0., 2., -1., 0., 1. ); vec2 value = vec2(0); for (int mat_id = 0; mat_id < 2; mat_id++) { for (int i = 0; i < 3; i++){ for (int j = 0; j < 3; j++){ vec2 offset = vec2(float(i - 1), float(j - 1)) *1./screen_size; float kernel = mat_id==0?sobel0[i+j*3]:sobel1[i+j*3]; vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV + offset); float luma = dot(color.rgb, vec3(0.299, 0.587, 0.114)); if(mat_id==0)value.x += luma * kernel;else value.y += luma * kernel; } } } ALPHA = step(THRESHOLD, length(value)) * length(value); } if (outline_mode <= 3)ALPHA += outline_bias; ALPHA=clamp(ALPHA,0.,1.); if(display_edge_only){ ALBEDO=vec3(1.-ALPHA); ALPHA=1.; }else { ALPHA *= outline_color.a; if(display_cavity){ vec3 scr_col=texture(SCREEN_TEXTURE,SCREEN_UV).rgb; // Cavity-fake color formula, feel free to change to mix //ALBEDO = outline_color.rgb*scr_col*scr_col+outline_color.rgb*0.25;// basic Cavity example float td=(0.5-length(scr_col*.5+scr_col*scr_col)*1.75); ALBEDO = outline_color.rgb*scr_col*scr_col+scr_col*(td)*3.5+0.25*outline_color.rgb*(1.-td); ALBEDO = clamp(ALBEDO*1.5,0.,1.); } } METALLIC = 0.001; ROUGHNESS = 0.999; SPECULAR = 0.5; }