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- Shader "Custom/AntiAliasingShader"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
-
- SubShader
- {
- Tags { "RenderType"="Opaque" }
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 color = tex2D(_MainTex, i.uv);
-
- // 取周围像素的平均值来模拟抗锯齿效果
- float2 uvOffset = 1.0 / _ScreenParams.xy;
- color += tex2D(_MainTex, i.uv + float2(-uvOffset.x, -uvOffset.y));
- color += tex2D(_MainTex, i.uv + float2(-uvOffset.x, uvOffset.y));
- color += tex2D(_MainTex, i.uv + float2(uvOffset.x, -uvOffset.y));
- color += tex2D(_MainTex, i.uv + float2(uvOffset.x, uvOffset.y));
- color /= 5.0;
-
- return color;
- }
- ENDCG
- }
- }
- }
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