提交毛玻璃测试
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Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png
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Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png
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Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png.meta
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Assets/ResRaw/Fgui/Common/Common_atlas_dheveg 1.png.meta
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3
Assets/ResRaw/Shader.meta
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3
Assets/ResRaw/Shader.meta
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77
Assets/ResRaw/Shader/DualKawaseBlur.shader
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Assets/ResRaw/Shader/DualKawaseBlur.shader
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Shader "Hidden/URP/DualKawaseBlur"
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{
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SubShader
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{
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Tags { "RenderPipeline"="UniversalPipeline" }
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ZWrite Off ZTest Always Cull Off
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// RenderGraph AddBlitPass 默认绑定的属性:
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TEXTURE2D_X(_BlitTexture);
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SAMPLER(sampler_LinearClamp);
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float4 _BlitTexture_TexelSize;
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float4 _BlitScaleBias; // xy scale, zw bias
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float _Offset;
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struct Attributes { float4 positionOS:POSITION; float2 uv:TEXCOORD0; };
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struct Varyings { float4 positionHCS:SV_POSITION; float2 uv:TEXCOORD0; };
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Varyings vert(Attributes v)
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{
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Varyings o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = v.uv;
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return o;
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}
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float2 BlitUV(float2 uv) { return uv * _BlitScaleBias.xy + _BlitScaleBias.zw; }
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half4 DownsampleFrag(Varyings i) : SV_Target
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{
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float2 uv = BlitUV(i.uv);
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float2 d = _BlitTexture_TexelSize.xy * _Offset;
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half4 c = 0;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv) * 0.5;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( d.x, d.y)) * 0.125;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-d.x, d.y)) * 0.125;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( d.x, -d.y)) * 0.125;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-d.x, -d.y)) * 0.125;
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return c;
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}
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half4 UpsampleFrag(Varyings i) : SV_Target
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{
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float2 uv = BlitUV(i.uv);
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float2 d = _BlitTexture_TexelSize.xy * _Offset;
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half4 c = 0;
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( d.x, d.y));
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-d.x, d.y));
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( d.x, -d.y));
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c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-d.x, -d.y));
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return c * 0.25;
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}
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ENDHLSL
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Pass
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{
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Name "Downsample"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment DownsampleFrag
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ENDHLSLPROGRAM
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}
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Pass
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{
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Name "Upsample"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment UpsampleFrag
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ENDHLSLPROGRAM
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}
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}
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}
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3
Assets/ResRaw/Shader/DualKawaseBlur.shader.meta
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3
Assets/ResRaw/Shader/DualKawaseBlur.shader.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 049554a5919b4543b166b26c451603ec
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timeCreated: 1770108188
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