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Assets/Scripts/System/RenderFeature/Art/GaussBlur.meta
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8
Assets/Scripts/System/RenderFeature/Art/GaussBlur.meta
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// Blit.hlsl 提供 vertex shader (Vert), input structure (Attributes) and output strucutre (Varyings)
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Shader "Custom/SeparableGlassBlur_v2" {
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// Properties {}
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Subshader {
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Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
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Pass {
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Name "SeparableGlassBlur"
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ZTest Always
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Cull Off
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ZWrite Off
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// Blit.hlsl 提供 vertex shader (Vert), input structure (Attributes) and output strucutre (Varyings)
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#pragma vertex myVert
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#pragma fragment myFrag
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// 由Blit.hlsl来定义Attributes
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// struct Attributes {
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// float4 posOS : POSITION;
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// half2 uv : TEXCOORD0;
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// UNITY_VERTEX_INPUT_INSTANCE_ID //Insert to support Single-Pass Instanced VR
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// };
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struct v2f {
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float4 posCS : SV_POSITION;//POSITION;
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float2 uv : TEXCOORD0;
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float4 uv01 : TEXCOORD1;
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float4 uv23 : TEXCOORD2;
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float4 uv45 : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO //Insert to support Single-Pass Instanced VR
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};
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float4 _Offset;
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v2f myVert (Attributes input) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(input);//Insert to support Single-Pass Instanced VR
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);//Insert to support Single-Pass Instanced VR
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#if SHADER_API_GLES //拷贝自Blit.hlsl
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float4 pos = input.positionOS;
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float2 uv = input.uv;
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#else
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float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
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#endif
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o.posCS = pos;
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o.uv = uv * _BlitScaleBias.xy + _BlitScaleBias.zw;
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o.uv01 = o.uv.xyxy + _Offset.xyxy * float4(1,1, -1,-1);
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o.uv23 = o.uv.xyxy + _Offset.xyxy * float4(1,1, -1,-1) * 2.0;
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o.uv45 = o.uv.xyxy + _Offset.xyxy * float4(1,1, -1,-1) * 3.0;
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return o;
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}
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half4 myFrag (v2f i) : SV_Target {//COLOR
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);//Insert to support Single-Pass Instanced VR
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half4 color = float4 (0,0,0,0);
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color += 0.40 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv);
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color += 0.15 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv01.xy);
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color += 0.15 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv01.zw);
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color += 0.10 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv23.xy);
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color += 0.10 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv23.zw);
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color += 0.05 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv45.xy);
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color += 0.05 * SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, i.uv45.zw);
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return color;
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}
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ENDHLSL
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}
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}
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}
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