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BlurSharpening.shader
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Shader "Lfz/BlurSharpening"
{
Properties
{
// 0 will give blur effect
_T ("Sharpening Factor", Float) = 1.0
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float _T;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
// kernel step:
float2 _Kernel_hz = float2(_MainTex_TexelSize.x,0); //horizontal step
float2 _Kernel_vt = float2(0,_MainTex_TexelSize.y); //vertical step
float2 _Kernel_diag0 = float2(
_MainTex_TexelSize.x,
_MainTex_TexelSize.y
); //top right
float2 _Kernel_diag1 = float2(
_MainTex_TexelSize.x,
-_MainTex_TexelSize.y
);//bottom right
// access colors:
/*
[c_00 c_01 c_02
c_10 c_11 c_12
c_20 c_21 c_22]
*/
float4 c_00 = tex2D(_MainTex, i.uv - _Kernel_diag1);
float4 c_01 = tex2D(_MainTex, i.uv + _Kernel_vt);
float4 c_02 = tex2D(_MainTex, i.uv + _Kernel_diag0);
float4 c_10 = tex2D(_MainTex, i.uv - _Kernel_hz);
float4 c_11 = tex2D(_MainTex, i.uv);
float4 c_12 = tex2D(_MainTex, i.uv + _Kernel_hz);
float4 c_20 = tex2D(_MainTex, i.uv - _Kernel_diag0);
float4 c_21 = tex2D(_MainTex, i.uv - _Kernel_vt);
float4 c_22 = tex2D(_MainTex, i.uv + _Kernel_diag1);
// summation:
float4 col = float4(0,0,0,0);
col += c_00+c_02+c_20+c_22;
col += 2*(c_01+c_10+c_12+c_21);
col += 4*c_11;
col /= 16;
col = (1-_T)*col + _T*tex2D(_MainTex, i.uv);
//col = tex2D(_MainTex, i.uv); //original color
return col;
}
ENDCG
}
}
}