增加全屏叠色+高斯模糊
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fileFormatVersion: 2
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guid: f1e62f1a88a64e12b75ffc2fcc9153f6
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timeCreated: 1698986042
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Serialization;
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public class FullBlurRPF : ScriptableRendererFeature
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{
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[Serializable] //序列化 会在ForwardRenderer下创建Blur时看到m_Data就是它
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public class BlurData
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{
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// 模糊材质
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public Material blurMat;
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// 叠加材质
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public Material overlayMat;
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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[Tooltip("渲染次数,次数越多越模糊,但是性能消耗也越大")]
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[Range(0, 4)]
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public int iterations = 3;
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[Tooltip("采样间距X,值越大越模糊")]
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[Range(0, 2f)]
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public float blurSizeX = 0.5f;
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[Tooltip("采样间距Y,值越大越模糊")]
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[Range(0, 2f)]
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public float blurSizeY = 0.5f;
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[Tooltip("降采样,值越小越模糊,性能越好")]
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[Range(0.1f, 1f)]
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public float downScale = 0.5f;
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[Tooltip("叠加颜色")]
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public Color overlayColor;
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}
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public class BlurRenderPass : ScriptableRenderPass
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{
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private BlurData _data;
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private int _buffer0Id;
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private int _buffer1Id;
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private int _blurSizeX = Shader.PropertyToID("_BlurSizeX");
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private int _blurSizeY = Shader.PropertyToID("_BlurSizeY");
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private int _overlayColor = Shader.PropertyToID("_OverlayColor");
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public BlurRenderPass(BlurData data)
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{
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_data = data;
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}
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public void Setup()
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{
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_buffer0Id = Shader.PropertyToID("_BlurBuffer0");
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_buffer1Id = Shader.PropertyToID("_BlurBuffer1");
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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var width = Mathf.FloorToInt(cameraTextureDescriptor.width * _data.downScale);
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var height = Mathf.FloorToInt(cameraTextureDescriptor.height * _data.downScale);
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cmd.GetTemporaryRT(_buffer0Id, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
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cmd.GetTemporaryRT(_buffer1Id, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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cmd.ReleaseTemporaryRT(_buffer0Id);
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cmd.ReleaseTemporaryRT(_buffer1Id);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (renderingData.cameraData.camera != Camera.main) return; //只对主摄像机进行处理
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var mat = _data.blurMat;
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if (mat == null) return;
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//renderingData.cameraData.camera 可获取摄像机判定哪个摄像机才进行处理渲染(每个摄像机都会进一遍pass 如果摄像机有多个且都有这个Blur(ScriptableRendererFeature资源)
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CommandBuffer cmd = CommandBufferPool.Get("FullBlur"); //从池获取一个cmd 命名为MyBlurCmd 能在FrameDebugger看到
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var cameraRt = renderingData.cameraData.renderer.cameraColorTarget; //获取摄像机主纹理
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// 模糊
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cmd.Blit(cameraRt, _buffer0Id);//将摄像机图渲染至buffer0
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//开始iterations次渲染,每次都会进行2次Pass操作:横向、纵向(谁先谁后都无所谓
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for (int i = 0; i < _data.iterations; i++)
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{
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//指定采样间距,逐级递增的形式
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mat.SetFloat(_blurSizeX, 1.0f + i * _data.blurSizeX);
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mat.SetFloat(_blurSizeY, 1.0f + i * _data.blurSizeY);
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cmd.Blit(_buffer0Id, _buffer1Id, mat);
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(_buffer0Id, _buffer1Id) = (_buffer1Id, _buffer0Id);
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}
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// 叠色
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mat = _data.overlayMat;
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if (mat == null) return;
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mat.SetColor(_overlayColor, _data.overlayColor);
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cmd.Blit(_buffer0Id, _buffer1Id, mat);
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cmd.Blit(_buffer1Id, cameraRt); //将最终结果渲染到摄像机上
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//执行cmd
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context.ExecuteCommandBuffer(cmd);
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//清空回收cmd
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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public BlurData data = new BlurData();
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private BlurRenderPass _blurPass;
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public override void Create()
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{
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_blurPass = new BlurRenderPass(data); //创建一个pass
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_blurPass.renderPassEvent = data.renderPassEvent;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer,
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ref RenderingData renderingData)
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{
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_blurPass.Setup();
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renderer.EnqueuePass(_blurPass); //入队渲染pass
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}
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}
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fileFormatVersion: 2
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guid: 685341af175240debcb555e29a642b4d
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timeCreated: 1698986060
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Shader "Hide/ColorOverlay"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Tags
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{
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"RenderType"="Opaque"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _OverlayColor;
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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col.rgb = (_OverlayColor.rgb * _OverlayColor.a) + col.rgb * (1 - _OverlayColor.a);
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return col;
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}
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ENDHLSL
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}
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}
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}
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fileFormatVersion: 2
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guid: d3153a8c25114ea8862517db03c850e2
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timeCreated: 1698989350
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Shader "Hide/FullBlur"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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float _BlurSizeX;
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float _BlurSizeY;
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//URP下没有appdata_img结构 要自定义
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struct a2v
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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half2 uv[5] : TEXCOORD0;
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};
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//我们只需要appdata_img内置结构的数据传入即可(有顶点、纹理坐标)
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v2f vertBlurVertical(a2v v) {
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v2f o;
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//o.pos = UnityObjectToClipPos(v.vertex); //CG
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VertexPositionInputs vertexInputs = GetVertexPositionInputs(v.vertex.xyz);
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o.pos = vertexInputs.positionCS;
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half2 uv = v.texcoord;
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//纵向的5个像素点纹理坐标
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o.uv[0] = uv;
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o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSizeY;
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o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSizeY;
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o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSizeY;
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o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSizeY;
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return o;
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}
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v2f vertBlurHorizontal(a2v v) {
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v2f o;
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//o.pos = UnityObjectToClipPos(v.vertex); //CG
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VertexPositionInputs vertexInputs = GetVertexPositionInputs(v.vertex.xyz);
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o.pos = vertexInputs.positionCS;
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half2 uv = v.texcoord;
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//横向的5个像素点纹理坐标
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o.uv[0] = uv;
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o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSizeX;
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o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSizeX;
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o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSizeX;
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o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSizeX;
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return o;
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}
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//无论是纵向还是横向,它们都会使用这个片元着色器,处理手法一样
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half4 fragBlur(v2f i) : SV_Target{
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float weight[3] = {0.4026, 0.2442, 0.0545};
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//采样RGB然后进行乘以对应的权重累加到sum
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half3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
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for (int it = 1; it < 3; it++) {
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sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it];
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sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
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}
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//是的这样就完成了,模糊。。。。
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return half4(sum, 1.0);
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}
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ENDHLSL
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//上面都是INCLUDE内容即下面Pass都可使用的内容
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//标配写法
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ZTest Always Cull Off ZWrite Off
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//第一个PASS,纵向模糊处理
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Pass
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{
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NAME "GAUSSIAN_BLUR_VERTICAL"
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//CGPROGRAM //CG
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HLSLPROGRAM
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//纵向的顶点着色器
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#pragma vertex vertBlurVertical
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//片元着色器
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#pragma fragment fragBlur
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//ENDCG //CG
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ENDHLSL
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}
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//第二个Pass 横向模糊处理
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Pass
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{
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NAME "GAUSSIAN_BLUR_HORIZONTAL"
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//CGPROGRAM
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HLSLPROGRAM
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//横向的顶点着色器
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#pragma vertex vertBlurHorizontal
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//片元着色器
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#pragma fragment fragBlur
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//ENDCG
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ENDHLSL
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}
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}//完成SubShader
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Loading…
Reference in New Issue