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 }