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Copy pathSharpen2.shader
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Sharpen2.shader
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Shader "LX/Sharpen2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Intensity("Intensity", Range(0, 20)) = 2
}
SubShader
{
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 _MainTex_TexelSize;
float _Intensity;
fixed4 frag (v2f i) : SV_Target
{
fixed2 offset=fixed2(_MainTex_TexelSize.x,_MainTex_TexelSize.y);
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 col1 = tex2D(_MainTex, i.uv+fixed2(0,1)*offset);
fixed4 col2 = tex2D(_MainTex, i.uv+fixed2(1,0)*offset);
fixed4 col3 = tex2D(_MainTex, i.uv+fixed2(0,-1)*offset);
fixed4 col4 = tex2D(_MainTex, i.uv+fixed2(-1,0)*offset);
fixed4 average=(col1+col2+col3+col4)/4;
return col+col*_Intensity-average*_Intensity;
}
ENDCG
}
}
}