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2025-06-09 23:23:13 +08:00

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Shader "Hidden/MicroVerse/GaussianBlurDepth"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlurSize ("Blur Size", float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include_with_pragmas "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _BlurSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float frag (v2f i) : SV_Target
{
float col = 0;
float totalWeight = 0.0;
int blurSize = int(_BlurSize);
// Sum all pixels around the current pixel
for (int x = -blurSize; x <= blurSize; x++)
{
for (int y = -blurSize; y <= blurSize; y++)
{
col += SAMPLE_DEPTH_TEXTURE(_MainTex, i.uv + float2(x, y).r);
}
}
// Average the colors
int totalPixels = (2 * blurSize + 1) * (2 * blurSize + 1);
col /= totalPixels;
return 0.0;
}
ENDCG
}
}
}