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KernelTest.shader
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Shader "LX/KernelTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment extractBright
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
fixed4 extractBright(v2f i) : SV_Target
{
fixed4 col;
float kernel[] =
{
1, 1, 1,
1, 1, 1,
1, 1, 1
};
float weight = 0;
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 3; x++)
{
col += kernel[y * 3 + x] * tex2D(_MainTex, i.uv + _MainTex_TexelSize * fixed2(x - 1, y - 1));
weight += kernel[y * 3 + x];
}
}
return col / weight;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment extractBright
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _Tex;
sampler2D _MainTex;
float _Lerp;
fixed4 extractBright(v2f i) : SV_Target
{
return lerp(tex2D(_MainTex, i.uv), tex2D(_Tex, i.uv), _Lerp);
}
ENDCG
}
}
}