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 | Shader "Hidden/PostProcess/EdgeDetectionOutline"
 {
 HLSLINCLUDE
 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
 
 TEXTURE2D_X(_MainTex);
 
 float4 _MainTex_TexelSize;
 float4 _Threshold;
 float3 _Color;
 
 struct PostProcessVaryings
 {
 float4 positionCS : SV_POSITION;
 float2 texcoord   : TEXCOORD0;
 UNITY_VERTEX_OUTPUT_STEREO
 };
 
 struct FullScreenTrianglePostProcessAttributes
 {
 uint vertexID : SV_VertexID;
 UNITY_VERTEX_INPUT_INSTANCE_ID
 };
 
 float3 SampleSceneNormals(float2 uv, TEXTURE2D_X_FLOAT(_Texture), SAMPLER(sampler_Texture))
 {
 return UnpackNormalOctRectEncode(SAMPLE_TEXTURE2D_X(_Texture, sampler_Texture, UnityStereoTransformScreenSpaceTex(uv)).xy) * float3(1.0, 1.0, -1.0);
 }
 
 float SampleSceneDepth(float2 uv, TEXTURE2D_X_FLOAT(_Texture), SAMPLER(sampler_Texture))
 {
 return SAMPLE_TEXTURE2D_X(_Texture, sampler_Texture, UnityStereoTransformScreenSpaceTex(uv)).r;
 }
 
 SAMPLER(sampler_linear_clamp);
 
 
 float4 SampleSceneDepthNormal(float2 uv){
 float depth = SampleSceneDepth(uv, _CameraDepthTexture, sampler_linear_clamp);
 float depthEye = LinearEyeDepth(depth, _ZBufferParams);
 float3 normal = SampleSceneNormals(uv, _CameraNormalsTexture, sampler_linear_clamp);
 return float4(normal, depthEye);
 }
 
 float4 SampleNeighborhood(float2 uv, float thickness){
 const float2 offsets[8] = {
 float2(-1, -1),
 float2(-1, 0),
 float2(-1, 1),
 float2(0, -1),
 float2(0, 1),
 float2(1, -1),
 float2(1, 0),
 float2(1, 1)
 };
 
 float2 delta = _MainTex_TexelSize.xy * thickness;
 float4 sum = 0;
 float weight = 0;
 
 for(int i=0; i<8; i++){
 float4 sample = SampleSceneDepthNormal(uv + delta * offsets[i]);
 sum += sample / sample.w;
 weight += 1/sample.w;
 }
 sum /= weight;
 return sum;
 }
 
 float4 Sample4Neighborhood(float2 uv, float thickness){
 const float2 offsets[4] = {
 float2(-1, 0),
 float2(0, -1),
 float2(0, 1),
 float2(1, 0),
 };
 
 float2 delta = _MainTex_TexelSize.xy * thickness;
 float4 sum = 0;
 float weight = 0;
 
 for(int i=0; i<4; i++){
 float4 sample = SampleSceneDepthNormal(uv + delta * offsets[i]);
 sum += sample / sample.w;
 weight += 1/sample.w;
 }
 sum /= weight;
 return sum;
 }
 
 PostProcessVaryings FullScreenTrianglePostProcessVertex (FullScreenTrianglePostProcessAttributes input)
 {
 PostProcessVaryings output;
 UNITY_SETUP_INSTANCE_ID(input);
 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
 output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
 return output;
 }
 
 float4 EdgeDetectionFragment (PostProcessVaryings input) : SV_Target
 {
 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
 
 float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
 float4 center = SampleSceneDepthNormal(uv);
 #if _LowQuality
 float4 neighborhood = Sample4Neighborhood(uv,  _Threshold.y);
 #else
 float4 neighborhood = SampleNeighborhood(uv,  _Threshold.y);
 #endif
 float normalSampler = smoothstep(_Threshold.x, 1, dot(center.xyz, neighborhood.xyz));
 float depthSampler = smoothstep(_Threshold.z * center.w, 0.0001f * center.w, abs(center.w - neighborhood.w));
 float edge = 1 - normalSampler * depthSampler;
 
 float4 color = LOAD_TEXTURE2D_X(_MainTex, uv * _ScreenSize.xy);
 color.rgb = lerp(color.rgb, _Color, edge * _Threshold.w);
 return color;
 }
 ENDHLSL
 
 SubShader
 {
 Cull Off ZWrite Off ZTest Always
 Pass
 {
 HLSLPROGRAM
 #pragma
 #pragma shader_feature_local _LowQuality
 #pragma vertex FullScreenTrianglePostProcessVertex
 #pragma fragment EdgeDetectionFragment
 ENDHLSL
 }
 }
 Fallback Off
 }
 
 
 |