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2024-10-16 00:03:41 +08:00
commit 897058435c
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//UNITY_SHADER_NO_UPGRADE
#ifndef MYHLSLINCLUDE_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// Blit.hlsl 提供 vertex shader (Vert), input structure (Attributes) and output strucutre (Varyings)
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#define MYHLSLINCLUDE_INCLUDED
void SampleTextureX_float(float2 uv, out half4 col)
{
col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv);
}
#endif //MYHLSLINCLUDE_INCLUDED

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

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