HeavenStudioPlus/Assets/X-PostProcessing/Effects/DualGaussianBlur/Shader/DualGaussianBlur.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/DualGaussianBlur"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _BlurOffset;
struct v2f
{
float4 pos: POSITION;
float2 uv: TEXCOORD0;
float4 uv01: TEXCOORD1;
float4 uv23: TEXCOORD2;
float4 uv45: TEXCOORD3;
};
v2f VertGaussianBlur(AttributesDefault v)
{
v2f o;
o.pos = float4(v.vertex.xy, 0, 1);
o.uv.xy = TransformTriangleVertexToUV(o.pos.xy);
#if UNITY_UV_STARTS_AT_TOP
o.uv = o.uv * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
//UNITY_SINGLE_PASS_STEREO
o.uv = TransformStereoScreenSpaceTex(o.uv, 1.0);
o.uv01 = o.uv.xyxy + _BlurOffset.xyxy * float4(1, 1, -1, -1);
o.uv23 = o.uv.xyxy + _BlurOffset.xyxy * float4(1, 1, -1, -1) * 2.0;
o.uv45 = o.uv.xyxy + _BlurOffset.xyxy * float4(1, 1, -1, -1) * 6.0;
return o;
}
float4 FragGaussianBlur(v2f i): SV_Target
{
half4 color = float4(0, 0, 0, 0);
color += 0.40 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
color += 0.15 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy);
color += 0.15 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw);
color += 0.10 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy);
color += 0.10 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw);
color += 0.05 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.xy);
color += 0.05 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.zw);
return color;
}
float4 FragCombine(VaryingsDefault i): SV_Target
{
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertGaussianBlur
#pragma fragment FragGaussianBlur
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragCombine
ENDHLSL
}
}
}