145 lines
4.0 KiB
Plaintext
145 lines
4.0 KiB
Plaintext
Shader "XRP/Blur"
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{
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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float _BlurSize;
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struct v2f {
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float4 pos : SV_POSITION;
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half2 uv[5]: TEXCOORD0;
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};
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//垂直方向的模糊
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v2f vertBlurVertical(uint vertexID: SV_VertexID)
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{
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v2f o;
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o.pos = GetFullScreenTriangleVertexPosition(vertexID);
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half2 uv = GetFullScreenTriangleTexCoord(vertexID);
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o.uv[0] = uv;
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o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
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o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
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o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
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o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
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return o;
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}
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//水平方向的模糊
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v2f vertBlurHorizontal(uint vertexID: SV_VertexID)
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{
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v2f o;
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o.pos = GetFullScreenTriangleVertexPosition(vertexID);
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half2 uv = GetFullScreenTriangleTexCoord(vertexID);
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o.uv[0] = uv;
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o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
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o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
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o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
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o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
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return o;
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}
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half4 fragBlur(v2f i) : SV_Target {
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float weight[3] = {0.4026, 0.2442, 0.0545};
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half3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
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for (int it = 1; it < 3; it++) {
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sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
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sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
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}
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return half4(sum, 1.0);
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}
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ENDHLSL
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Pass
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{
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NAME "GAUSSIAN_BLUR_VERTICAL"
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HLSLPROGRAM
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#pragma vertex vertBlurVertical
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#pragma fragment fragBlur
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ENDHLSL
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}
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Pass
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{
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NAME "GAUSSIAN_BLUR_HORIZONTAL"
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HLSLPROGRAM
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#pragma vertex vertBlurHorizontal
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#pragma fragment fragBlur
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ENDHLSL
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}
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Pass
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{
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NAME "KawaseBlu"
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HLSLPROGRAM
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#pragma vertex KawaseBlurVert
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#pragma fragment KawaseBlurFrag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uvTopRight : TEXCOORD1;
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float2 uvTopLeft : TEXCOORD2;
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float2 uvBottomRight : TEXCOORD3;
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float2 uvBottomLeft : TEXCOORD4;
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};
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float _KawaseBlurOffset;
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TEXTURE2D(_BlitTexture);
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SAMPLER(sampler_LinearClamp);
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float4 _BlitTexture_TexelSize;
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Varyings KawaseBlurVert(uint vertexID: SV_VertexID)
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{
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Varyings output;
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output.positionHCS = GetFullScreenTriangleVertexPosition(vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(vertexID);
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output.uv = uv;
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output.uvTopRight = output.uv + float2( _KawaseBlurOffset, _KawaseBlurOffset) * _BlitTexture_TexelSize.xy;
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output.uvTopLeft = output.uv + float2(-_KawaseBlurOffset, _KawaseBlurOffset) * _BlitTexture_TexelSize.xy;
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output.uvBottomRight = output.uv + float2( _KawaseBlurOffset, -_KawaseBlurOffset) * _BlitTexture_TexelSize.xy;
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output.uvBottomLeft = output.uv + float2(-_KawaseBlurOffset, -_KawaseBlurOffset) * _BlitTexture_TexelSize.xy;
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return output;
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}
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float4 KawaseBlurFrag(Varyings input) : SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uv) * 0.2;
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color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvTopRight) * 0.2;
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color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvTopLeft) * 0.2;
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color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvBottomRight) * 0.2;
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color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvBottomLeft) * 0.2;
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return float4(color.rgb, 1.0);
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}
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ENDHLSL
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}
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}
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}
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