原理:对uv采样进行偏离,然后平均化
实现如下:
Shader "Blur"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
[Toggle]_BlurToggle("ToggleBlur",Range(0,1)) = 0
_BlurSize("BlurSize",Range(0,0.1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _BlurSize;
half _Glossiness;
half _Metallic;
half _BlurToggle;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed4 offset1 = tex2D (_MainTex, IN.uv_MainTex + float2(0,_BlurSize));
fixed4 offset2 = tex2D (_MainTex, IN.uv_MainTex + float2(_BlurSize,0));
fixed4 offset3 = tex2D (_MainTex, IN.uv_MainTex + float2(_BlurSize,_BlurSize));
fixed4 offsetColor = (c + offset1 +offset2 +offset3 )/4;
fixed4 color = lerp(c,offsetColor,step(0.5,_BlurToggle));
o.Albedo = color.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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