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07-Other/Unity/《UnityShader入门》后处理部分学习.md
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313
07-Other/Unity/《UnityShader入门》后处理部分学习.md
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## BrightnessSaturationAndContrast
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### 给摄像机添加脚本
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添加2个Meta,让其可以在编辑器模式下运行,并且只能绑定Camera组件。
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```
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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```
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实现基础类
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```
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using UnityEngine;
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class PostEffectsBase : MonoBehaviour
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{
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protected void CheckResources()
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{
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bool isSupported = CheckSupport();
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if (isSupported == false)
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{
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NotSupported();
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}
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}
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protected bool CheckSupport()
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{
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if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false)
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{
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Debug.LogWarning("Not Supported!");
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return false;
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}
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return true;
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}
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protected void NotSupported()
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{
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enabled = false;
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}
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protected Material CheckShaderAndCreateMaterial(Shader shader, Material material)
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{
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if (shader == null)
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return null;
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if (shader.isSupported && material && material.shader == shader)
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return material;
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if (!shader.isSupported)
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return null;
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else
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{
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material = new Material(shader);
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material.hideFlags = HideFlags.DontSave;
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if (material)
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return material;
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else
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return null;
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}
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}
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protected void Start()
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{
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CheckResources();
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}
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}
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```
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之后根据需求在子类中添加变量:
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```
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using UnityEngine;
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public class BrightnessSaturationAndContrast : PostEffectsBase
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{
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[Range(0.0f, 3.0f)]
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public float brightness = 1.0f;
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[Range(0.0f, 3.0f)]
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public float saturation = 1.0f;
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[Range(0.0f, 3.0f)]
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public float contrast = 1.0f;
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public Shader briSatConShader;
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private Material briSatConMaterial;
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public Material material
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{
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get
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{
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briSatConMaterial = CheckShaderAndCreateMaterial(briSatConShader, briSatConMaterial);
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return briSatConMaterial;
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}
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}
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private void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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if (material != null)
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{
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material.SetFloat("_Brightness", brightness);
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material.SetFloat("_Saturation", saturation);
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material.SetFloat("_Contrast", contrast);
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Graphics.Blit(src, dest, material);
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}
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else
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{
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Graphics.Blit(src, dest);
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}
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}
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}
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```
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最后在OnRenderImage中调用Graphics.Blit()进行渲染。
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### 添加后处理Shader
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```
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Shader "PostProcess/BrightnessSaturationAndContrast" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_Brightness("Brightness",Float)=1
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_Saturation("Saturation",Float)=1
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_Contrast("Constrast",Float)=1
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}
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SubShader {
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Pass{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half _Brightness;
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half _Saturation;
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half _Contrast;
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struct v2f{
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv=v.texcoord;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target{
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fixed4 renderTex=tex2D(_MainTex,i.uv);
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fixed3 finalColor=renderTex.rgb * _Brightness;
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fixed luminance=0.2125*renderTex.r+0.7154*renderTex.g+0.0721*renderTex.b;
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fixed3 luminanceColor=fixed3(luminance,luminance,luminance);
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finalColor =lerp(luminanceColor,finalColor,_Saturation);
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fixed3 avgColor=fixed3(0.5,0.5,0.5);
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finalColor=lerp(avgColor,finalColor,_Contrast);
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return fixed4(finalColor,renderTex.a);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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```
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## 高斯模糊
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与之前不同,这里利用RenderTexture.GetTemporary函数分配了一块与屏幕图像大小相同的缓冲区。这是因为,高斯模糊需要调用两个Pass,我们需要使用一块中间缓存来存储第一个Pass执行完毕后得到的模糊结果。`RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);`我们首先调用`Graphics.Blit(src, buffer, material, 0),`使用Shader中的第一个pass对src进行处理,并将结果存储在了buffer中。然后在调用`Graphics.Blit(src, buffer, material, 1)`,使用Shader中的第二个Pass对buffer进行处理,返回最终的屏幕图像。最后,我们还需要调用`RenderTexture.ReleaseTemporary`来释放之前分配的缓存。
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```
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private void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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if (material != null)
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{
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int rtW = src.width;
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int rtH = src.height;
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RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
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Graphics.Blit(src, buffer, material, 0);
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Graphics.Blit(buffer, dest, material, 1);
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RenderTexture.Release(buffer);
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}
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else
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{
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Graphics.Blit(src, dest);
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}
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}
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```
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实现降采样:
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```
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private void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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if (material != null)
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{
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int rtW = src.width / downSample;
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int rtH = src.height / downSample;
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RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
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buffer.filterMode=FilterMode.Bilinear;
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Graphics.Blit(src, buffer, material, 0);
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Graphics.Blit(buffer, dest, material, 1);
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RenderTexture.Release(buffer);
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}
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else
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{
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Graphics.Blit(src, dest);
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}
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}
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```
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### CGINCLUDE
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使用CGINCLUDE与ENDCG关键字将通用部分引用给其他Pass
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```
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Shader "Unity Shaders Book/Chapter 12/Gaussian Blur" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BlurSize ("Blur Size", Float) = 1.0
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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float _BlurSize;
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struct v2f {
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float4 pos : SV_POSITION;
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half2 uv[5]: TEXCOORD0;
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};
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v2f vertBlurVertical(appdata_img v) {
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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half2 uv = v.texcoord;
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o.uv[0] = uv;
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o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
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o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
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o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
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o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
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return o;
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}
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v2f vertBlurHorizontal(appdata_img v) {
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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half2 uv = v.texcoord;
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o.uv[0] = uv;
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o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
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o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
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o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
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o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
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return o;
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}
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fixed4 fragBlur(v2f i) : SV_Target {
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float weight[3] = {0.4026, 0.2442, 0.0545};
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fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
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for (int it = 1; it < 3; it++) {
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sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
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sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
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}
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return fixed4(sum, 1.0);
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}
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ENDCG
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ZTest Always Cull Off ZWrite Off
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Pass {
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NAME "GAUSSIAN_BLUR_VERTICAL"
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CGPROGRAM
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#pragma vertex vertBlurVertical
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#pragma fragment fragBlur
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ENDCG
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}
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Pass {
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NAME "GAUSSIAN_BLUR_HORIZONTAL"
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CGPROGRAM
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#pragma vertex vertBlurHorizontal
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#pragma fragment fragBlur
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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```
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