Shader-模糊

Shader "CX/Blur"

{

Properties

{

_Color ("Color", Color) = (1,1,1,1)

_BlurAmount ("Blur Amount", Range(0, 0.03)) = 0.0128

}

SubShader

{

Tags { "Queue"="Transparent" }

Cull Back

ZTest Always

GrabPass { }

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

struct appdata

{

float4 vertex : POSITION;

float3 normal : NORMAL;

};

struct v2f

{

float4 position : POSITION;

float4 screenPos : TEXCOORD0;

};

half _BlurAmount;

fixed4 _Color;

sampler2D _GrabTexture : register(s0);

v2f vert(appdata input)

{

v2f output;

output.position = UnityObjectToClipPos(input.vertex);

output.screenPos = output.position;

return output;

}

half4 pixel;

half2 uv;

fixed i = 0;

half iBlur;

half4 frag(v2f input) : SV_Target

{

uv = input.screenPos.xy / input.screenPos.w;

uv.x = (uv.x + 1) * .5;

uv.y = 1.0 - (uv.y + 1) * .5;

pixel = 0;

pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));

pixel += tex2D(_GrabTexture, half2(uv.x, uv.y));

return (pixel / 20.0) * _Color;

}

ENDCG

}

}

}

猜你喜欢

转载自blog.csdn.net/chenqinji/article/details/127195440