Edge detection without depth texture (so you can use it in 2D)
A simple edge detection shader
I added 2 colours for extra customizability, but you can remove the second colour by just using a colour with 0 opacity.
Shader code
shader_type canvas_item;
// A shader by The Gingerjam, thanks al1-ce for their rgb2hsv and hsv2rgb code: https://godotshaders.com/shader/hsv-adjustment/, the rest is by me
// You can also detect edges by hue or saturation by changing all .z in line 37 and 39 to .x or .y
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
uniform float add : hint_range(0.0, 0.002, 0.0001);
uniform float threshold : hint_range(0.0, 1.0, 0.001);
uniform float threshold2 : hint_range(0.0, 1.0, 0.001);
uniform vec4 edgeColour : source_color;
uniform vec4 edgeColour2 : source_color;
uniform vec4 nonEdgeColour : source_color;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void fragment() {
vec3 up = rgb2hsv((texture(screen_texture, vec2(SCREEN_UV.x, SCREEN_UV.y + add))).rgb);
vec3 down = rgb2hsv((texture(screen_texture, vec2(SCREEN_UV.x, SCREEN_UV.y - add))).rgb);
vec3 left = rgb2hsv((texture(screen_texture, vec2(SCREEN_UV.x - add, SCREEN_UV.y))).rgb);
vec3 right = rgb2hsv((texture(screen_texture, vec2(SCREEN_UV.x + add, SCREEN_UV.y))).rgb);
vec3 real = rgb2hsv((texture(screen_texture, SCREEN_UV)).rgb);
if(abs(real.z - up.z) > threshold || abs(real.z - down.z) > threshold || abs(real.z - left.z) > threshold || abs(real.z - right.z) > threshold){
COLOR.rgb = edgeColour.rgb;
} else if(abs(real.z - up.z) > threshold2 || abs(real.z - down.z) > threshold2 || abs(real.z - left.z) > threshold2 || abs(real.z - right.z) > threshold2){
COLOR.rgb = edgeColour2.rgb;
} else {
COLOR.rgb = nonEdgeColour.rgb;
}
}