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Main/Assets/GameAssets/RawResources/shader/Ares/Special/Bloom/BloomGaussianBlurPass.shader

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2025-01-25 04:38:09 +08:00
/*
Author:gzg
Date:2019-08-20
Desc:曝光处理系统所需的Shader,对纹理进行高斯模糊
*/
Shader "Ares/Bloom/BloomGaussianBlurPass"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
ZWrite Off
ZTest Always
Cull Off
Lighting Off
Fog {Mode Off}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform half4 _Parameter;
uniform half4 _MainTex_TexelSize;
uniform sampler2D _MainTex;
#define OFFSET_DIR _Parameter.xy
#define BLUR_SIZE _Parameter.z
static const half weights[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 };
struct v2f
{
float4 pos : POSITION;
half2 uv : TEXCOORD0;
half2 offs : TEXCOORD1;
};
v2f vert(appdata_img v)
{
v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.offs = _MainTex_TexelSize.xy * OFFSET_DIR * BLUR_SIZE;
return o;
}
fixed4 frag(v2f i) : COLOR
{
half2 coords = i.uv - i.offs * 3.0;
fixed4 color = 0;
fixed4 color0 = tex2D(_MainTex, coords);
color += color0 * weights[0];
coords += i.offs;
fixed4 color1 = tex2D(_MainTex, coords);
color += color1 * weights[1];
coords += i.offs;
fixed4 color2 = tex2D(_MainTex, coords);
color += color2 * weights[2];
coords += i.offs;
fixed4 color3 = tex2D(_MainTex, coords);
color += color3 * weights[3];
coords += i.offs;
fixed4 color4 = tex2D(_MainTex, coords);
color += color4 * weights[4];
coords += i.offs;
fixed4 color5 = tex2D(_MainTex, coords);
color += color5 * weights[5];
coords += i.offs;
fixed4 color6 = tex2D(_MainTex, coords);
color += color6 * weights[6];
return color;
}
ENDCG
}
}
}