JJBB/Assets/Project/Shader/CameraDepthBlur.shader

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2024-08-23 15:49:34 +08:00
// 摄像机深度模糊
Shader "Zhanyou/Mobile/CameraDepthBlur"
{
Properties {
[NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
_Offsets("Offset", Vector) = (0.1,0.1,0,0)
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Overlay"
// 防止Shader Replace渲染这个东西
"RenderType"="NoReplace"
}
Pass {
Lighting Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
uniform float4 _Offsets;
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
half4 blur(sampler2D mainTex, float2 uv, float blurFactor)
{
float4 uv01 = uv.xyxy + blurFactor * _Offsets.xyxy * half4(1,1, -1,-1);
float4 uv23 = uv.xyxy + blurFactor * _Offsets.xyxy * half4(1,1, -1,-1) * 2.0;
float4 uv45 = uv.xyxy + blurFactor * _Offsets.xyxy * half4(1,1, -1,-1) * 3.0;
float4 uv67 = uv.xyxy + blurFactor * _Offsets.xyxy * half4(1,1, -1,-1) * 4.0;
half4 color = half4(0, 0, 0, 0);
color += 0.225 * tex2D (mainTex, uv);
color += 0.150 * tex2D (mainTex, uv01.xy);
color += 0.150 * tex2D (mainTex, uv01.zw);
color += 0.110 * tex2D (mainTex, uv23.xy);
color += 0.110 * tex2D (mainTex, uv23.zw);
color += 0.075 * tex2D (mainTex, uv45.xy);
color += 0.075 * tex2D (mainTex, uv45.zw);
color += 0.0525 * tex2D (mainTex, uv67.xy);
color += 0.0525 * tex2D (mainTex, uv67.zw);
return color;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//return tex2D(_MainTex, i.uv);
float depth = UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, i.uv));
depth = Linear01Depth(depth);
depth = clamp((depth - _Offsets.z) / (1 - _Offsets.z) * _Offsets.w, 0, 1);
return blur(_MainTex, i.uv, depth);
}
ENDCG
}
}
}