made shader that blurs image using a 3x3 kernel
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@ -54,18 +54,19 @@ public class ComputeController : MonoBehaviour
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_kernelHandle = _computeShader.FindKernel("cs_main");
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_computeShader.SetTexture(_kernelHandle, SourceTexture, _inputTexture);
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_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
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RunComputeShader();
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}
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#endregion
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#region Update
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private void Update()
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{
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ShaderUpdate();
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_resultMaterial.mainTexture = _resultTexture;
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}
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// private void Update()
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// {
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// ShaderUpdate();
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//
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// _resultMaterial.mainTexture = _resultTexture;
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private void ShaderUpdate()
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{
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@ -0,0 +1,38 @@
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#pragma kernel cs_main
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Texture2D source_texture;
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RWTexture2D<float4> result;
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[numthreads(8, 8, 1)]
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void cs_main(uint3 id : SV_DispatchThreadID)
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{
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//Define a basic 3x3 Gaussian kernel (just for illustration)
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// float3x3 kernel = {
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// {7, 1, 1},
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// {1, 20, 1},
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// {1, 1, 7}
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// };
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float3x3 kernel = {
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{ 1, 2, 1 },
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{ 2, 4, 2 },
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{ 1, 2, 1 }
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};
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// Normalize kernel
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//kernel /= 7+1+1+1+20+1+1+1+7;
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kernel /= 16;
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float4 sum = float4(0, 0, 0, 0);
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// Convolution: Multiply the surrounding pixels with the kernel and sum them
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for (int y = -1; y <= 1; y++)
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{
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for (int x = -1; x <= 1; x++)
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{
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sum += source_texture[id.xy + uint2(x, y)] * kernel[x + 1][y + 1];
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}
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}
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result[id.xy] = sum;
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}
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