Shader "MyShader/GaussianBlur" { // 高斯模糊 Properties{ _MainTex("Base (RGB)", 2D) = "white" {} // 主纹理 _BlurSize("Blur Size", Float) = 1.0 // 模糊尺寸(纹理坐标的偏移量) } SubShader{ CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; // 主纹理 half4 _MainTex_TexelSize; // _MainTex的像素尺寸大小, float4(1/width, 1/height, width, height) float _BlurSize; // 模糊尺寸(纹理坐标的偏移量) struct v2f { float4 pos : SV_POSITION; // 模型空间顶点坐标 half2 uv[5]: TEXCOORD0; // 5个邻域的纹理坐标 }; v2f vertBlurVertical(appdata_img v) { // 垂直模糊顶点着色器 v2f o; o.pos = UnityObjectToClipPos(v.vertex); // 模型空间顶点坐标变换到裁剪空间, 等价于: mul(UNITY_MATRIX_MVP, v.vertex) half2 uv = v.texcoord; o.uv[0] = uv; o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize; o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize; o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize; o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize; return o; } v2f vertBlurHorizontal(appdata_img v) { // 水平模糊顶点着色器 v2f o; o.pos = UnityObjectToClipPos(v.vertex); // 模型空间顶点坐标变换到裁剪空间, 等价于: mul(UNITY_MATRIX_MVP, v.vertex) half2 uv = v.texcoord; o.uv[0] = uv; o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize; o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize; o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize; o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize; return o; } fixed4 fragBlur(v2f i) : SV_Target { float weight[3] = {0.4026, 0.2442, 0.0545}; // 大小为5的一维高斯核,实际只需记录3个权值 fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0]; for (int j = 1; j < 3; j++) { sum += tex2D(_MainTex, i.uv[j * 2 - 1]).rgb * weight[j]; // 中心右侧或下侧的纹理*权值 sum += tex2D(_MainTex, i.uv[j * 2]).rgb * weight[j]; // 中心左侧或上侧的纹理*权值 } return fixed4(sum, 1.0); } ENDCG ZTest Always Cull Off ZWrite Off Pass { NAME "GAUSSIAN_BLUR_VERTICAL" CGPROGRAM #pragma vertex vertBlurVertical #pragma fragment fragBlur ENDCG } Pass { NAME "GAUSSIAN_BLUR_HORIZONTAL" CGPROGRAM #pragma vertex vertBlurHorizontal #pragma fragment fragBlur ENDCG } } FallBack "Diffuse" }