Shader "XRP/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 } Pass { NAME "KawaseBlu" HLSLPROGRAM #pragma vertex KawaseBlurVert #pragma fragment KawaseBlurFrag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; float2 uvTopRight : TEXCOORD1; float2 uvTopLeft : TEXCOORD2; float2 uvBottomRight : TEXCOORD3; float2 uvBottomLeft : TEXCOORD4; }; float _KawaseBlurOffset; TEXTURE2D(_BlitTexture); SAMPLER(sampler_LinearClamp); float4 _BlitTexture_TexelSize; Varyings KawaseBlurVert(uint vertexID: SV_VertexID) { Varyings output; output.positionHCS = GetFullScreenTriangleVertexPosition(vertexID); float2 uv = GetFullScreenTriangleTexCoord(vertexID); output.uv = uv; output.uvTopRight = output.uv + float2( _KawaseBlurOffset, _KawaseBlurOffset) * _BlitTexture_TexelSize.xy; output.uvTopLeft = output.uv + float2(-_KawaseBlurOffset, _KawaseBlurOffset) * _BlitTexture_TexelSize.xy; output.uvBottomRight = output.uv + float2( _KawaseBlurOffset, -_KawaseBlurOffset) * _BlitTexture_TexelSize.xy; output.uvBottomLeft = output.uv + float2(-_KawaseBlurOffset, -_KawaseBlurOffset) * _BlitTexture_TexelSize.xy; return output; } float4 KawaseBlurFrag(Varyings input) : SV_Target { float4 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uv) * 0.2; color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvTopRight) * 0.2; color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvTopLeft) * 0.2; color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvBottomRight) * 0.2; color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvBottomLeft) * 0.2; return float4(color.rgb, 1.0); } ENDHLSL } } }