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OilPaint.shader
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Shader "LX/OilPaint"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_PSize ("Pixel Size (XY)", Vector) = (0,0,0,0)
}
CGINCLUDE
#include "UnityCG.cginc"
#define H3Z half3(0.0, 0.0, 0.0)
sampler2D _MainTex;
half2 _PSize;
int _Radius;
half4 frag(v2f_img i) : SV_Target
{
half3 m0 = H3Z;
half3 m1 = H3Z;
half3 m2 = H3Z;
half3 m3 = H3Z;
half3 s0 = H3Z;
half3 s1 = H3Z;
half3 s2 = H3Z;
half3 s3 = H3Z;
int k, j;
for (j = -_Radius; j <= 0; j++)
{
for (k = -_Radius; k <= 0; k++)
{
half3 c = tex2D(_MainTex, i.uv + half2(k, j) * _PSize).rgb;
m0 += c;
s0 += c * c;
}
}
for (j = -_Radius; j <= 0; j++)
{
for (k = 0; k <= _Radius; k++)
{
half3 c = tex2D(_MainTex, i.uv + half2(k, j) * _PSize).rgb;
m1 += c;
s1 += c * c;
}
}
for (j = 0; j <= _Radius; j++)
{
for (k = 0; k <= _Radius; k++)
{
half3 c = tex2D(_MainTex, i.uv + half2(k, j) * _PSize).rgb;
m2 += c;
s2 += c * c;
}
}
for (j = 0; j <= _Radius; j++)
{
for (k = -_Radius; k <= 0; k++)
{
half3 c = tex2D(_MainTex, i.uv + half2(k, j) * _PSize).rgb;
m3 += c;
s3 += c * c;
}
}
const half n = half((_Radius + 1) * (_Radius + 1));
half minSigma2 = 1;
half3 color = H3Z;
m0 /= n;
s0 = abs(s0 / n - m0 * m0);
half sigma2 = Luminance(s0);
if (sigma2 < minSigma2)
{
minSigma2 = sigma2;
color = m0;
}
m1 /= n;
s1 = abs(s1 / n - m1 * m1);
sigma2 = Luminance(s1);
if (sigma2 < minSigma2)
{
minSigma2 = sigma2;
color = m1;
}
m2 /= n;
s2 = abs(s2 / n - m2 * m2);
sigma2 = Luminance(s2);
if (sigma2 < minSigma2)
{
minSigma2 = sigma2;
color = m2;
}
m3 /= n;
s3 = abs(s3 / n - m3 * m3);
sigma2 = Luminance(s3);
if (sigma2 < minSigma2)
{
minSigma2 = sigma2;
color = m3;
}
return half4(color, 1.0);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Fog
{
Mode off
}
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
ENDCG
}
}
FallBack off
}