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