冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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3 years ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 12/Gaussian Blur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BlurSize ("Blur Size", Float) = 1.0
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _BlurSize;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
v2f vertBlurVertical(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(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) {
v2f o;
o.pos = UnityObjectToClipPos(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};
fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
for (int it = 1; it < 3; it++) {
sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
}
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"
}