Shader "Unlit/Corner" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata{ float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f{ float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } static const float3x3 sobelX = float3x3( float3(-1, 0, 1), float3(-2, 0, 2), float3(-1, 0, 1) ); static const float3x3 sobelY = float3x3( float3(-1, -2, -1), float3(0, 0, 0), float3(1, 2, 1) ); float sobelFilter(sampler2D image, float2 uv, float3x3 kernel) { float2 textureSize = float2(512, 512); float sum = 0.0f; for (int y = -1; y <= 1; ++y) { for (int x = -1; x <= 1; ++x) { sum += tex2D(image, uv + float2((float)x / textureSize.x, (float)y / textureSize.y)).r * kernel[y + 1][x + 1]; } } return sum; } float4 frag (v2f i) : SV_Target{ float2 textureSize = float2(512,512); float2 texelSize = 1.0f / textureSize; float Ix = tex2D(_MainTex, i.uv + float2(texelSize.x, 0.0f)).r - tex2D(_MainTex, i.uv).r; float Iy = tex2D(_MainTex, i.uv + float2(0.0f, texelSize.y)).r - tex2D(_MainTex, i.uv).r; float2x2 jacobi; jacobi[0][0] = Ix * Ix; jacobi[0][1] = Ix * Iy; jacobi[1][0] = Ix * Iy; jacobi[1][1] = Iy * Iy; float jacobian = (Ix * Ix) * (Iy * Iy) - (Ix * Iy) * (Ix * Iy); //return tex2D(_MainTex, i.uv).r; float sX = sobelFilter(_MainTex, i.uv, sobelX); float sY = sobelFilter(_MainTex, i.uv, sobelY); //return sX; return sY; return sX*sX + sY*sY; //return jacobian == 0; //return abs(float4(Ix, Iy, 0, 1)); } ENDCG } } }