-
Notifications
You must be signed in to change notification settings - Fork 13
/
Copy pathIrisBlur.shader
82 lines (70 loc) · 2.38 KB
/
IrisBlur.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
Shader "LX/IrisBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float _RotateDistance; //每次采样的旋转距离
int _SampleCount; //采样数量
float _Radius; //采样半径
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _Pow; //采样半径
fixed gridentUV(fixed2 uv)
{
fixed2 distance=(uv-fixed2(0.5,0.5))*2;
return saturate(pow(abs(dot(distance,distance)),_Pow));
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 finalColor;
float singleWeight = 1;
float totalWeight = 0;
float2 offset = float2(0, _Radius);
float rotateCos = cos(_RotateDistance);
float rotateSin = sin(_RotateDistance);
float2x2 rotateMatrix = float2x2(float2(rotateCos, rotateSin),
float2(-rotateSin, rotateCos));
for (int index = 0; index < _SampleCount; index++)
{
singleWeight += 1 / singleWeight;
offset = mul(rotateMatrix, offset);
fixed4 color = tex2D(_MainTex, i.uv + offset * _MainTex_TexelSize.xy * (1 - singleWeight));
finalColor += color ;
totalWeight += 1;
}
float4 blurColor = finalColor / totalWeight;
float4 texColor = tex2D(_MainTex, i.uv);
float blurStrength=gridentUV(i.uv);
return blurColor *blurStrength +(1-blurStrength)*texColor;
}
ENDCG
}
}
}