Shader "Unlit/mohu"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv[9] : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;//纹理每个纹素的大小,例如512*512,那就是1/512
v2f vert (appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
//计算出当前像素附近的8个像素点,在顶点处理后会经过插值到片元(线性操作),不影响
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1);
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);
o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0);
o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1);
o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1);
o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//卷积核,取周围颜色的平均值作为新的颜色值 1/9
const half Gx[9] = { 0.11111, 0.11111, 0.11111,
0.11111, 0.11111, 0.11111,
0.11111, 0.11111, 0.11111 };
fixed4 texColor;
fixed4 col = 0;
for (int it = 0; it < 9; it++)
{
texColor = tex2D(_MainTex, i.uv[it]);
col += texColor * Gx[it];
}
return col;
}
ENDCG
}
}
Fallback Off
}

