HeavenStudioPlus/Assets/X-PostProcessing/Effects/SharpenV2/Shader/SharpenV2.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/SharpenV2"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half _Sharpness;
half4 Frag(VaryingsDefault i) : SV_Target
{
half2 pixelSize = float2(1 / _ScreenParams.x, 1 / _ScreenParams.y);
pixelSize *= 1.5f;
half4 blur = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(pixelSize.x, -pixelSize.y));
blur += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(-pixelSize.x, -pixelSize.y));
blur += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(pixelSize.x, pixelSize.y));
blur += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(-pixelSize.x, pixelSize.y));
blur *= 0.25;
half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
return sceneColor + (sceneColor - blur) * _Sharpness;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}