Files
2025-05-13 04:46:54 +03:00

95 lines
2.0 KiB
Plaintext

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
}
}
}