Shader "Unlit/DualBlur" { Properties { _MainTex ("Texture", 2D) = "white" {} _Offset("BlurOffset", float) = 1 } SubShader { CGINCLUDE #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half _Offset; float4 _MainTex_TexelSize; struct a2f_default { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; // 降采样 顶-片结构体 struct v2f_downSample { float4 vertex : SV_POSITION; float2 texcoord: TEXCOORD0; float2 uv: TEXCOORD1; float4 uv01: TEXCOORD2; float4 uv23: TEXCOORD3; }; // 升采样 顶-片结构体 struct v2f_upSample { float4 vertex: SV_POSITION; float2 texcoord: TEXCOORD0; float4 uv01: TEXCOORD1; float4 uv23: TEXCOORD2; float4 uv45: TEXCOORD3; float4 uv67: TEXCOORD4; }; v2f_downSample VertDownSample(a2f_default v) { v2f_downSample o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.uv; #if UNITY_UV_STARTS_AT_TOP o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); #endif float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex); _MainTex_TexelSize *= 0.5; o.uv = uv; o.uv01.xy = uv - _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//top right o.uv01.zw = uv + _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//bottom left o.uv23.xy = uv - float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//top left o.uv23.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//bottom right return o; } half4 FragDownSample(v2f_downSample i): SV_Target { half4 sum = tex2D(_MainTex, i.uv) * 4; sum += tex2D(_MainTex, i.uv01.xy); sum += tex2D(_MainTex, i.uv01.zw); sum += tex2D(_MainTex, i.uv23.xy); sum += tex2D(_MainTex, i.uv23.zw); return half4(sum.rgb * 0.125, 1.0); } v2f_upSample VertUpSample(a2f_default v) { v2f_upSample o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = v.uv; #if UNITY_UV_STARTS_AT_TOP o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); #endif float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex); _MainTex_TexelSize *= 0.5; _Offset = float2(1 + _Offset, 1 + _Offset); o.uv01.xy = uv + float2(-_MainTex_TexelSize.x * 2, 0) * _Offset; o.uv01.zw = uv + float2(-_MainTex_TexelSize.x, _MainTex_TexelSize.y) * _Offset; o.uv23.xy = uv + float2(0, _MainTex_TexelSize.y * 2) * _Offset; o.uv23.zw = uv + _MainTex_TexelSize * _Offset; o.uv45.xy = uv + float2(_MainTex_TexelSize.x * 2, 0) * _Offset; o.uv45.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _Offset; o.uv67.xy = uv + float2(0, -_MainTex_TexelSize.y * 2) * _Offset; o.uv67.zw = uv - _MainTex_TexelSize * _Offset; return o; } half4 FragUpSample(v2f_upSample i): SV_Target { half4 sum = 0; sum += tex2D(_MainTex, i.uv01.xy); sum += tex2D(_MainTex, i.uv01.zw) * 2; sum += tex2D(_MainTex, i.uv23.xy); sum += tex2D(_MainTex, i.uv23.zw) * 2; sum += tex2D(_MainTex, i.uv45.xy); sum += tex2D(_MainTex, i.uv45.zw) * 2; sum += tex2D(_MainTex, i.uv67.xy); sum += tex2D(_MainTex, i.uv67.zw) * 2; return half4(sum.rgb * 0.0833, 1.0); } ENDCG Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex VertDownSample #pragma fragment FragDownSample // #pragma enable_d3d11_debug_symbols ENDCG } Pass { CGPROGRAM #pragma vertex VertUpSample #pragma fragment FragUpSample // #pragma enable_d3d11_debug_symbols ENDCG } } }