PostEffectsBase.cs

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

    // Called when start
    protected void CheckResources() {
        bool isSupported = CheckSupport();
        
        if (isSupported == false) {
            NotSupported();
        }
    }

    // Called in CheckResources to check support on this platform
    protected bool CheckSupport() {
        if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
            Debug.LogWarning("This platform does not support image effects or render textures.");
            return false;
        }
        
        return true;
    }

    // Called when the platform doesn't support this effect
    protected void NotSupported() {
        enabled = false;
    }
    
    protected void Start() {
        CheckResources();
    }

    // Called when need to create the material used by this effect
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
        if (shader == null) {
            return null;
        }
        
        if (shader.isSupported && material && material.shader == shader)
            return material;
        
        if (!shader.isSupported) {
            return null;
        }
        else {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else 
                return null;
        }
    }
}

EdgeDetectNormalsAndDepth.cs

using UnityEngine;
using System.Collections;

public class EdgeDetectNormalsAndDepth : PostEffectsBase {

    public Shader edgeDetectShader;
    private Material edgeDetectMaterial = null;
    public Material material {  
        get {
            edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
            return edgeDetectMaterial;
        }  
    }

    [Range(0.0f, 1.0f)]
    public float edgesOnly = 0.0f;

    public Color edgeColor = Color.black;

    public Color backgroundColor = Color.white;

    public float sampleDistance = 1.0f;

    public float sensitivityDepth = 1.0f;

    public float sensitivityNormals = 1.0f;
    
    void OnEnable() {
        GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
    }

    [ImageEffectOpaque]
    void OnRenderImage (RenderTexture src, RenderTexture dest) {
        if (material != null) {
            material.SetFloat("_EdgeOnly", edgesOnly);
            material.SetColor("_EdgeColor", edgeColor);
            material.SetColor("_BackgroundColor", backgroundColor);
            material.SetFloat("_SampleDistance", sampleDistance);
            material.SetVector("_Sensitivity", new Vector4(sensitivityNormals, sensitivityDepth, 0.0f, 0.0f));

            Graphics.Blit(src, dest, material);
        } else {
            Graphics.Blit(src, dest);
        }
    }
}

内置渲染管线

Shader "SunY/C13-EdgeDetectNormalAndDepth"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _EdgeOnly("Edge Only", float) = 1
        _EdgeColor("Edge Color", Color) = (0, 0, 0, 1)
        _BackgroundColor("Background Color", Color) = (1, 1, 1, 1)
        _SampleDistance("Sample Distance", float) = 1
        _Sensitivity("Sensitivity", Vector) = (1, 1, 1, 1)
    }

    SubShader
    {
        CGINCLUDE

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        fixed _EdgeOnly;
        fixed4 _EdgeColor;
        fixed4 _BackgroundColor;
        float _SampleDistance;
        float4 _Sensitivity;
        sampler2D _CameraDepthNormalsTexture;

        struct v2f
        {
            float4 pos : SV_POSITION;
            half2 uv[5] : TEXCOORD0;
        };

        v2f vert(appdata_img v)
        {
            v2f o;

            o.pos = UnityObjectToClipPos(v.vertex);
            half2 uv = v.texcoord;

            o.uv[0] = uv;

            #if UNITY_UV_STARTS_AT_TOP
                if(_MainTex_TexelSize.y < 0)
                    uv.y = 1 - uv.y;
            #endif

            o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1, 1) * _SampleDistance;
            o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1, -1) * _SampleDistance;
            o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 1) * _SampleDistance;
            o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1, -1) * _SampleDistance;

            return o;
        }

        half CheckSame(half4 center, half4 sample)
        {
            half2 centerNormal = center.xy;
            float centerDepth = DecodeFloatRG(center.zw);
            half2 sampleNormal = sample.xy;
            float sampleDepth = DecodeFloatRG(sample.zw);

            half2 diffNormal = abs(centerNormal - sampleNormal) * _Sensitivity.x;
            int isSameNormal = (diffNormal.x + diffNormal.y) < 0.1;
            float diffDepth = abs(centerDepth - sampleDepth) * _Sensitivity.y;
            int isSameDepth = diffDepth < 0.1 * centerDepth;

            return isSameNormal * isSameDepth ? 1.0 : 0.0;
        }

        fixed4 fragRobertsCrossDepthAndNormal(v2f i) : SV_Target
        {
            half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1]);
            half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2]);
            half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3]);
            half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4]);

            half edge = 1;

            edge *= CheckSame(sample1, sample2);
            edge *= CheckSame(sample3, sample4);

            fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[0]), edge);
            fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);

            return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
        }

        ENDCG

        Pass
        {
            ZTest Off
            ZWrite Off
            Cull Off

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment fragRobertsCrossDepthAndNormal

            ENDCG
        }
    }

    FallBack Off
}