home打开关闭逻辑修改调整提交
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61
Assets/ResRaw/Shader/SimpleGaussianBlur.shader
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61
Assets/ResRaw/Shader/SimpleGaussianBlur.shader
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Shader "Hidden/SimpleGaussianBlur"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {} _BlurSize ("Blur Size", Float) = 1
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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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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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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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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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float _BlurSize;
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float2 _Direction; // (1,0)=horizontal, (0,1)=vertical
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struct appdata
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{
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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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{
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float4 pos:SV_POSITION;
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float2 uv:TEXCOORD0;
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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.pos = 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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fixed4 frag(v2f i):SV_Target
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{
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float2 texel = _MainTex_TexelSize.xy * _BlurSize * _Direction;
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// 9-tap weights(近似高斯)
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fixed4 c = tex2D(_MainTex, i.uv) * 0.227027f;
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c += tex2D(_MainTex, i.uv + texel * 1.384615f) * 0.316216f;
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c += tex2D(_MainTex, i.uv - texel * 1.384615f) * 0.316216f;
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c += tex2D(_MainTex, i.uv + texel * 3.230769f) * 0.070270f;
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c += tex2D(_MainTex, i.uv - texel * 3.230769f) * 0.070270f;
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return c;
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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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