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 } } }