Shader "Custom/BackBlur"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
_Size("Size", Range(0, 20)) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }
LOD 200
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
// Horizontal blur
GrabPass {}
Pass
{
Tags { "LightMode" = "Always" }
Name "BackBlurHor"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float4 color : COLOR;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.color = v.color;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
uniform float4 _Color;
half4 GrabPixel(v2f i, float weight, float kernelx)
{
if (i.uvgrab.x == 0 && i.uvgrab.y == 0)
kernelx = 0;
return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight;
}
half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
sum += GrabPixel(i, 0.05, -4.0);
sum += GrabPixel(i, 0.09, -3.0);
sum += GrabPixel(i, 0.12, -2.0);
sum += GrabPixel(i, 0.15, -1.0);
sum += GrabPixel(i, 0.18, 0.0);
sum += GrabPixel(i, 0.15, +1.0);
sum += GrabPixel(i, 0.12, +2.0);
sum += GrabPixel(i, 0.09, +3.0);
sum += GrabPixel(i, 0.05, +4.0);
float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
float decayFactor = 1.0f;
sum = lerp(col5, sum, decayFactor) * i.color * _Color;
return sum;
}
ENDCG
}
// Vertical blur
GrabPass {}
Pass
{
Tags { "LightMode" = "Always" }
Name "BackBlurVer"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float4 color : COLOR;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.color = v.color;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
uniform float4 _Color;
half4 GrabPixel(v2f i, float weight, float kernely)
{
if (i.uvgrab.x == 0 && i.uvgrab.y == 0)
kernely = 0;
return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight;
}
half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
sum += GrabPixel(i, 0.05, -4.0);
sum += GrabPixel(i, 0.09, -3.0);
sum += GrabPixel(i, 0.12, -2.0);
sum += GrabPixel(i, 0.15, -1.0);
sum += GrabPixel(i, 0.18, 0.0);
sum += GrabPixel(i, 0.15, +1.0);
sum += GrabPixel(i, 0.12, +2.0);
sum += GrabPixel(i, 0.09, +3.0);
sum += GrabPixel(i, 0.05, +4.0);
float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
float decayFactor = 1.0f;
sum = lerp(col5, sum, decayFactor) * i.color * _Color;
return sum;
}
ENDCG
}
}
FallBack "Diffuse"
}
unity 高斯模糊 shader
最新推荐文章于 2025-04-01 17:46:08 发布