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2025-07-17 17:21:42 +08:00
Shader "Unlit/Blur"
{
SubShader
{
ZTest Always Cull Off ZWrite Off
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _BlurSize;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
//垂直方向的模糊
v2f vertBlurVertical(uint vertexID: SV_VertexID)
{
v2f o;
o.pos = GetFullScreenTriangleVertexPosition(vertexID);
half2 uv = GetFullScreenTriangleTexCoord(vertexID);
o.uv[0] = uv;
o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
return o;
}
//水平方向的模糊
v2f vertBlurHorizontal(uint vertexID: SV_VertexID)
{
v2f o;
o.pos = GetFullScreenTriangleVertexPosition(vertexID);
half2 uv = GetFullScreenTriangleTexCoord(vertexID);
o.uv[0] = uv;
o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
return o;
}
half4 fragBlur(v2f i) : SV_Target {
float weight[3] = {0.4026, 0.2442, 0.0545};
half3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
for (int it = 1; it < 3; it++) {
sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
}
return half4(sum, 1.0);
}
ENDHLSL
Pass
{
NAME "GAUSSIAN_BLUR_VERTICAL"
HLSLPROGRAM
#pragma vertex vertBlurVertical
#pragma fragment fragBlur
ENDHLSL
}
Pass
{
NAME "GAUSSIAN_BLUR_HORIZONTAL"
HLSLPROGRAM
#pragma vertex vertBlurHorizontal
#pragma fragment fragBlur
ENDHLSL
}
}
}