//---------------------------------------------------------------------------------------------------------- // 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 } } }