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【UnityShader屏幕后处理】

 郭恩 2018-09-17
Shader "Custom/Gaussian Blur" {
        Properties
        {
                _MainTex("Base (RGB)", 2D) = "white" {}
                _BlurSize("Blur Size", Float) = 1.0
        }
        SubShader
        {
                //在SubShader 块中利用CGINCLUDE 和 ENDCG 来定义一系列代码
                //这些代码不需要包含在Pass语义块中,在使用时,我们只需要在Pass中指定需要
                //使用的顶点着色器和片元着色器函数名即可。
                //使用CGINCLUDE可以避免我们编写两个完全一样的frag函数
                CGINCLUDE
                #include "UnityCG.cginc"
                sampler2D _MainTex;
                half4 _MainTex_TexelSize;
                float _BlurSize;
                struct v2f
                {
                        float4 pos : SV_POSITION;
                        half2 uv[5]: TEXCOORD0;
                };
                //利用5x5大小的高斯核对原图像进行高斯模糊。一个5x5的二维高斯核可以拆分成两个大小为5的一维高斯核,因此我们只需要计算5个纹理坐标即可。
                v2f vertBlurVertical(appdata_img v)
                {
                        v2f o;
                        o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                        half2 uv = v.texcoord;
                        //第一个坐标存储了当前的采样纹理。
                        o.uv[0] = uv;
                        //剩余四个坐标则是高斯模糊中对邻域采样时使用的纹理坐标。和属性_BlurSize相乘来控制采样距离。
                        o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
                        o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
                        o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
                        o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
                        return o;
                }
                v2f vertBlurHorizontal(appdata_img v)
                {
                        v2f o;
                        o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                        half2 uv = v.texcoord;
                        o.uv[0] = uv;
                        o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
                        o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
                        o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
                        o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
                        return o;
                }
                //一个5x5的二维高斯核可以拆分成两个大小为5的一维高斯核,由于对称性,我们只需要记录3个高斯权重(weight)。
                fixed4 fragBlur(v2f i) : SV_Target
                {
                        float weight[3] = { 0.4026, 0.2442, 0.0545 };
                        //将结果值sum初始化为当前的像素值乘以权重值。
                        fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
                        for (int it = 1; it < 3; it++) {
                                sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it];
                                sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
                        }
                        return fixed4(sum, 1.0);
                }
                ENDCG
                ZTest Always Cull Off ZWrite Off
                Pass {
                        NAME "GAUSSIAN_BLUR_VERTICAL"
                        CGPROGRAM
                        #pragma vertex vertBlurVertical 
                        #pragma fragment fragBlur
                        ENDCG
                }
                Pass {
                        NAME "GAUSSIAN_BLUR_HORIZONTAL"
                        CGPROGRAM
                        #pragma vertex vertBlurHorizontal 
                        #pragma fragment fragBlur
                        ENDCG
                }
        }
        FallBack Off
}

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