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Question by twoski · Mar 08, 2019 at 08:17 PM · shadershadersshader programmingshader writing

Apply inner stroke with fragment shader

I have a very simple perlin noise fragment shader that i use on a 2d mesh shape to make it look like water.

alt text

I want this mesh to create an inner stroke border along the edges so it looks more realistic (like it has a shoreline).

Here's the fragment shader it currently uses (ie. the polygon on the left). I want to change it so it looks like the polygon on the right.

 Shader "Custom/Perlin3"
 {
     Properties
     {
         _GridSize ("GridSize", float) = 1.0
         _X ("Seed X", float) = 1.0
         _Y ("Seed Y", float) = 1.0
         _ScaleX ("Scale X", float) = 1.0
         _ScaleY ("Scale Y", float) = 1.0
         _Threshold1 ("Color 1-2 Threshold", float) = 0.3
         _Threshold2 ("Color 2-3 Threshold", float) = 0.6
         _Color1 ("Color1", Color) = (1,1,1,1)
         _Color2 ("Color2", Color) = (1,1,1,1)
         _Color3 ("Color3", Color) = (1,1,1,1)
     }
  
     SubShader
     {
         Tags { "RenderType"="Opaque" }
  
         Pass
         {
             CGPROGRAM
             #pragma vertex vert_img
             #pragma fragment frag
             #include "UnityCG.cginc"
  
             float4 permute(float4 x)
             {
                 return fmod(34.0 * pow(x, 2) + x, 289.0);
             }
  
             float2 fade(float2 t) {
                 return 6.0 * pow(t, 5.0) - 15.0 * pow(t, 4.0) + 10.0 * pow(t, 3.0);
             }
  
             float4 taylorInvSqrt(float4 r) {
                 return 1.79284291400159 - 0.85373472095314 * r;
             }
  
             #define DIV_289 0.00346020761245674740484429065744f
  
             float mod289(float x) 
             {
                 return x - floor(x * DIV_289) * 289.0;
             }
  
             float PerlinNoise2D(float2 P)
             {
                   float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
                   float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
  
                   float4 ix = Pi.xzxz;
                   float4 iy = Pi.yyww;
                   float4 fx = Pf.xzxz;
                   float4 fy = Pf.yyww;
  
                   float4 i = permute(permute(ix) + iy);
  
                   float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
                   float4 gy = abs(gx) - 0.5 ;
                   float4 tx = floor(gx + 0.5);
                   gx = gx - tx;
  
                   float2 g00 = float2(gx.x,gy.x);
                   float2 g10 = float2(gx.y,gy.y);
                   float2 g01 = float2(gx.z,gy.z);
                   float2 g11 = float2(gx.w,gy.w);
  
                   float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
                   g00 *= norm.x;
                   g01 *= norm.y;
                   g10 *= norm.z;
                   g11 *= norm.w;
  
                   float n00 = dot(g00, float2(fx.x, fy.x));
                   float n10 = dot(g10, float2(fx.y, fy.y));
                   float n01 = dot(g01, float2(fx.z, fy.z));
                   float n11 = dot(g11, float2(fx.w, fy.w));
  
                   float2 fade_xy = fade(Pf.xy);
                   float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
                   float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
                   return 2.3 * n_xy;
             }
  
             float _GridSize;
             float _X;
             float _Y;
             float _ScaleX;
             float _ScaleY;
             float _Threshold1;
             float _Threshold2;
 
             uniform float4 _Color1;
             uniform float4 _Color2;
             uniform float4 _Color3;
  
             fixed4 frag (v2f_img i) : SV_Target
             {
                 i.uv *= _GridSize;
                 i.uv += float2(_X, _Y);
                 i.uv /= float2(_ScaleX, _ScaleY);
                 float ns = PerlinNoise2D(i.uv) / 2 + 0.5f;
 
                 if (ns < _Threshold1)
                 {
                     return _Color1;
                 }
                 if (ns < _Threshold2)
                 {
                     return _Color2;
                 }
                 return _Color3;
             }
 
             ENDCG
         }
     }
 }
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