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ImageBlur.shader
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ImageBlur.shader
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Shader "BanMing/ImageBlur"
{
Properties
{
_BlurSize("Blur Size", Float) = 1.0
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
//因为我们需要记录当前的屏幕所以是需要透明通道
Tags {"Queue" = "Transparent"}
CGINCLUDE
sampler2D _GrabTexture;
half4 _GrabTexture_TexelSize;
float _BlurSize;
float4 _Color;
struct v2f
{
// float4 grabPos : TEXCOORD0;
float4 uv[5] : TEXCOORD1;
float4 vertex : SV_POSITION;
};
//公用模糊片面函数
fixed4 fragBlur(v2f i) : SV_Target
{
float weight[3] = {0.4026, 0.2442, 0.0545};
fixed4 sum = tex2Dproj(_GrabTexture, i.uv[0]) * weight[0];
for(int index = 1; index < 3; index++ ) {
sum += tex2Dproj(_GrabTexture, i.uv[index]) * weight[index];
sum += tex2Dproj(_GrabTexture, i.uv[2 * index]) * weight[index];
}
return sum * _Color;
}
ENDCG
//横向模糊
GrabPass {}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlur
#include "UnityCG.cginc"
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//获得屏幕填色
float4 grabPos = ComputeGrabScreenPos(o.vertex);
o.uv[0] = grabPos;
o.uv[1].xy = grabPos.xy + float2(_GrabTexture_TexelSize.x, 0.0) * _BlurSize;
o.uv[1].zw = grabPos.zw;
o.uv[2].xy = grabPos.xy - float2(_GrabTexture_TexelSize.x, 0.0) * _BlurSize;
o.uv[2].zw = grabPos.zw;
o.uv[3].xy = grabPos.xy + float2(_GrabTexture_TexelSize.x * 2, 0.0) * _BlurSize;
o.uv[3].zw = grabPos.zw;
o.uv[4].xy = grabPos.xy - float2(_GrabTexture_TexelSize.x * 2, 0.0) * _BlurSize;
o.uv[4].zw = grabPos.zw;
return o;
}
ENDCG
}
//纵向模糊
GrabPass {}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlur
#include "UnityCG.cginc"
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//获得屏幕填色
float4 grabPos = ComputeGrabScreenPos(o.vertex);
o.uv[0] = grabPos;
o.uv[1].xy = grabPos.xy + float2(0.0, _GrabTexture_TexelSize.y) * _BlurSize;
o.uv[1].zw = grabPos.zw;
o.uv[2].xy = grabPos.xy - float2(0.0, _GrabTexture_TexelSize.y) * _BlurSize;
o.uv[2].zw = grabPos.zw;
o.uv[3].xy = grabPos.xy + float2(0.0, _GrabTexture_TexelSize.y * 2) * _BlurSize;
o.uv[3].zw = grabPos.zw;
o.uv[4].xy = grabPos.xy - float2(0.0, _GrabTexture_TexelSize.y * 2) * _BlurSize;
o.uv[4].zw = grabPos.zw;
return o;
}
ENDCG
}
}
}