實現ps裏用過的模糊效果,還是挺有意思的!
Shader "Unlit/gaussian_blur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GaussianBlur("高斯模糊值",Range(0.001,0.01)) = 0.001
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _GaussianBlur;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
float2 tempUV = i.uv;
fixed4 col = tex2D(_MainTex, tempUV);//原來的顏色值
fixed4 col1 = tex2D(_MainTex, tempUV + float2(-_GaussianBlur,0));//疊加左邊的顏色
fixed4 col2 = tex2D(_MainTex, tempUV + float2(_GaussianBlur,0));//疊加右邊的顏色
fixed4 col3 = tex2D(_MainTex, tempUV + float2(0,-_GaussianBlur));//疊加下邊的顏色
fixed4 col4 = tex2D(_MainTex, tempUV + float2(0,_GaussianBlur));//疊加上邊的顏色
col = (col + col1 + col2 + col3 + col4)/5;//取平均值
//_GaussianBlur的值越大“聚焦”越模糊,就像近視一樣
return col;
}
ENDCG
}
}
}