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paintCircular.shader
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paintCircular.shader
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Shader "Custom/PaintCircular"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Radius("Radius", float) = 3.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
// Properties
sampler2D _MainTex;
// (1/pixelHidth, 1/pixelHeight, width, height)
float4 _MainTex_TexelSize;
float _Radius;
float _RandAmt;
float3 mean[4] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
float3 variance[4] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
float4 frag(v2f_img input) : COLOR
{
float2 uv = input.uv;
// pixel location values for top-left pixel of each box A,B,C,D
float2 center[4] =
{
{-_Radius, -_Radius},
{0, -_Radius},
{-_Radius, 0},
{0, 0}
};
float2 pos;
float3 color;
for(int i = 0; i < 4; i++)
{
for(int x = 0; x <= _Radius; x++)
{
for(int y = 0; y <= _Radius; y++)
{
// get relative pixel location in ABCD box
// based on centering position + loop position
pos = center[i] + float2(x,y);
// convert relative pixel location
// to image pixel location
// based on image dimensions
pos = (pos * _MainTex_TexelSize.xy) + uv;
// sample color
color = tex2D(_MainTex, pos).rgb;
// add to mean & variance matricies for later calculation
mean[i] += color;
variance[i] += color * color;
}
}
}
// to calculate the mean for each ABCD box,
// we need the number of pixels per box
float n = pow(_Radius + 1, 2);
// we're looking for the smallest variance, so set min to something large
float min = 1;
// default color
float3 outColor = tex2D(_MainTex, uv).rgb;
// variance for each box
float sigma = 0;
for(int box = 0; box < 4; box++)
{
// calculate mean value for each box
mean[box] = mean[box] / n;
// calculate variance value for each box
variance[box] = abs(variance[box]/n - mean[box]*mean[box]);
sigma = variance[box].r + variance[box].g + variance[box].b;
// if this is the smallest variance,
// set min = sigma
// and output color = current color
float smallest = sigma < min;
min = (1-smallest)*min + smallest*sigma;
outColor = (1-smallest)*outColor + smallest*mean[box].rgb;
}
return float4(outColor, 1.0);
}
ENDCG
}
}
}