MoHu.shader 3.5 KB

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  1. Shader "Unlit/MoHu"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Texture", 2D) = "white" {}
  6. }
  7. SubShader
  8. {
  9. Tags
  10. {
  11. "RenderType"="Opaque"
  12. }
  13. LOD 100
  14. Pass
  15. {
  16. CGPROGRAM
  17. #pragma vertex vert
  18. #pragma fragment frag
  19. #include "UnityCG.cginc"
  20. struct appdata
  21. {
  22. float4 vertex : POSITION;
  23. float2 uv : TEXCOORD0;
  24. };
  25. struct v2f
  26. {
  27. float2 uv : TEXCOORD0;
  28. UNITY_FOG_COORDS(1)
  29. float4 vertex : SV_POSITION;
  30. };
  31. sampler2D _MainTex;
  32. float4 _MainTex_ST;
  33. float4 _MainTex_TexelSize;
  34. v2f vert(appdata v)
  35. {
  36. v2f o;
  37. o.vertex = UnityObjectToClipPos(v.vertex);
  38. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  39. return o;
  40. }
  41. fixed4 frag(v2f i) : SV_Target
  42. {
  43. fixed4 col = tex2D(_MainTex, i.uv);
  44. fixed4 col2 = tex2D(_MainTex, i.uv + fixed2(-1, 0) * _MainTex_TexelSize.xy);
  45. fixed4 col3 = tex2D(_MainTex, i.uv + fixed2(1, 0) * _MainTex_TexelSize.xy);
  46. return (col + col2 + col3) / 3;
  47. }
  48. ENDCG
  49. }
  50. Pass
  51. {
  52. CGPROGRAM
  53. #pragma vertex vert
  54. #pragma fragment frag
  55. #include "UnityCG.cginc"
  56. struct appdata
  57. {
  58. float4 vertex : POSITION;
  59. float2 uv : TEXCOORD0;
  60. };
  61. struct v2f
  62. {
  63. float2 uv : TEXCOORD0;
  64. UNITY_FOG_COORDS(1)
  65. float4 vertex : SV_POSITION;
  66. };
  67. sampler2D _MainTex;
  68. float4 _MainTex_ST;
  69. float4 _MainTex_TexelSize;
  70. v2f vert(appdata v)
  71. {
  72. v2f o;
  73. o.vertex = UnityObjectToClipPos(v.vertex);
  74. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  75. return o;
  76. }
  77. fixed4 frag(v2f i) : SV_Target
  78. {
  79. fixed4 col = tex2D(_MainTex, i.uv);
  80. fixed4 col2 = tex2D(_MainTex, i.uv + fixed2(0, 1) * _MainTex_TexelSize.xy);
  81. fixed4 col3 = tex2D(_MainTex, i.uv + fixed2(0, -1) * _MainTex_TexelSize.xy);
  82. return (col + col2 + col3) / 3;
  83. }
  84. ENDCG
  85. }
  86. Pass
  87. {
  88. CGPROGRAM
  89. #pragma vertex vert
  90. #pragma fragment frag
  91. #include "UnityCG.cginc"
  92. struct appdata
  93. {
  94. float4 vertex : POSITION;
  95. float2 uv : TEXCOORD0;
  96. };
  97. struct v2f
  98. {
  99. float2 uv : TEXCOORD0;
  100. UNITY_FOG_COORDS(1)
  101. float4 vertex : SV_POSITION;
  102. };
  103. sampler2D _MainTex;
  104. float4 _MainTex_ST;
  105. float4 _MainTex_TexelSize;
  106. v2f vert(appdata v)
  107. {
  108. v2f o;
  109. o.vertex = UnityObjectToClipPos(v.vertex);
  110. o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  111. return o;
  112. }
  113. fixed4 frag(v2f i) : SV_Target
  114. {
  115. fixed4 col = tex2D(_MainTex, i.uv)*float4(0.5,0.5,0.5,1);
  116. return col;
  117. }
  118. ENDCG
  119. }
  120. }
  121. }