2023-04-03 11:04:31 +08:00

86 lines
2.4 KiB
GLSL

Shader "BF/PostEffect/Blur"
{
Properties
{
[HideInInspector]_MainTex("MainTex", 2D) = "white"{}
_BlurSize("BlurSize", Float)=1
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _BlurSize;
struct a2v
{
float4 pos : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
half2 uvs[5] : TEXCOORD0;
};
v2f vertVertical(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uvs[0] = v.uv.xy;
o.uvs[1] = v.uv.xy + float2(0, -1) * _MainTex_TexelSize.xy * _BlurSize;
o.uvs[2] = v.uv.xy + float2(0, -2) * _MainTex_TexelSize.xy * _BlurSize;
o.uvs[3] = v.uv.xy + float2(0, 1) * _MainTex_TexelSize.xy * _BlurSize;
o.uvs[4] = v.uv.xy + float2(0, 2) * _MainTex_TexelSize.xy * _BlurSize;
return o;
}
v2f vertHorizontal(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uvs[0] = v.uv.xy;
o.uvs[1] = v.uv.xy + float2(-1, 0) * _MainTex_TexelSize.xy * _BlurSize;
o.uvs[2] = v.uv.xy + float2(-2, 0) * _MainTex_TexelSize.xy * _BlurSize;
o.uvs[3] = v.uv.xy + float2(1, 0) * _MainTex_TexelSize.xy * _BlurSize;
o.uvs[4] = v.uv.xy + float2(2, 0) * _MainTex_TexelSize.xy * _BlurSize;
return o;
}
fixed4 frag(v2f f) : SV_TARGET
{
float weight[3] = {0.4026, 0.2442, 0.0545};
fixed4 o;
o = tex2D(_MainTex, f.uvs[0]) * weight[0];
o += tex2D(_MainTex, f.uvs[1]) * weight[1];
o += tex2D(_MainTex, f.uvs[2]) * weight[2];
o += tex2D(_MainTex, f.uvs[3]) * weight[1];
o += tex2D(_MainTex, f.uvs[4]) * weight[2];
return o;
}
ENDCG
Pass
{
NAME "GAUSSIAN_BLUR_VERTICAL"
CGPROGRAM
#pragma vertex vertVertical
#pragma fragment frag
ENDCG
}
Pass
{
NAME "GAUSSIAN_BLUR_HORIZONTAL"
CGPROGRAM
#pragma vertex vertHorizontal
#pragma fragment frag
ENDCG
}
}
//Fallback "Diffuse"
}