源码 / Ch26/GaussianBlur.shader
Ch26/GaussianBlur.shader
// 案例 26.2:可分离高斯。9 个权重的一维高斯核,借助双线性过滤只需 5 次采样。 Shader "Cookbook/Ch26/GaussianBlur" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } ZTest Always ZWrite Off Cull Off HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" float4 _BlitTexture_TexelSize; float _Spread; // 9 抽头核 [66 220 495 792 924 792 495 220 66]/4070(二项式第 12 行去掉最外两对后归一化, // 与 URP Bloom.shader 用的是同一组权重)。相邻两项合并成一次双线性采样: // 偏移 0, 1.3846, 3.2308(纹素),权重 0.2270, 0.3162, 0.0703 —— 9 个权重只要 5 次采样 half4 Blur1D(float2 uv, float2 dir) { const float o1 = 1.3846153846, o2 = 3.2307692308; const half w0 = 0.2270270270, w1 = 0.3162162162, w2 = 0.0702702703; float2 du = dir * _BlitTexture_TexelSize.xy * _Spread; half4 c = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv) * w0; c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + du * o1) * w1; c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - du * o1) * w1; c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + du * o2) * w2; c += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - du * o2) * w2; return c; } half4 FragH(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return Blur1D(input.texcoord, float2(1, 0)); } half4 FragV(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return Blur1D(input.texcoord, float2(0, 1)); } ENDHLSL Pass { Name "BlurH" HLSLPROGRAM #pragma vertex Vert #pragma fragment FragH ENDHLSL } Pass { Name "BlurV" HLSLPROGRAM #pragma vertex Vert #pragma fragment FragV ENDHLSL } } }