material
MF_SobelSample
- Exposure: public
- UE Version: 4.25
//HLSL Code:
float x = offset.x;
float y = offset.y;
float4 v1 =
float4(
Tex.SampleLevel(TexSampler, uv + float2(+x,+y),0).x,
Tex.SampleLevel(TexSampler, uv + float2(+x,-y),0).x,
Tex.SampleLevel(TexSampler, uv + float2(+x, 0),0).x,
Tex.SampleLevel(TexSampler, uv + float2( 0,+y),0).x
);
float4 v2 =
float4(
Tex.SampleLevel(TexSampler, uv + float2(-x,-y),0).x,
Tex.SampleLevel(TexSampler, uv + float2(-x,+y),0).x,
Tex.SampleLevel(TexSampler, uv + float2(-x, 0),0).x,
Tex.SampleLevel(TexSampler, uv + float2( 0,-y),0).x
);
float4 v = v1 - v2;
return (float2(v.y, -v.y) + 2.0 * float2( v.z, v.w) + v.x );
//Output Type :CMOT Float2
//Input 0: Tex
//Input 1: offset
//Input 2: uv
ctrl + v