[A] stencil blure

This commit is contained in:
2025-06-05 17:54:40 +08:00
parent 7aef099b44
commit 65506b44aa
58 changed files with 4204 additions and 51 deletions

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@@ -2,7 +2,7 @@
"dependencies": {
"com.github.skistua.unity-vimeditor": "https://gitee.com/b166er/unity-vimeditor.git",
"com.unity.collab-proxy": "2.5.2",
"com.unity.ide.rider": "3.0.34",
"com.unity.ide.rider": "3.0.36",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.render-pipelines.universal": "14.0.11",

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"url": "https://packages.unity.cn"
},
"com.unity.ide.rider": {
"version": "3.0.34",
"version": "3.0.36",
"depth": 0,
"source": "registry",
"dependencies": {

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Shader "zzwater/FSStencilBlur"
{
Properties { }
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZWrite Off Cull Off
Pass
{
Name "FSBlur"
Stencil
{
Ref 2
Comp NotEqual
Pass Keep
Fail Keep
}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The Blit.hlsl file provides the vertex shader (Vert),
// the input structure (Attributes) and the output structure (Varyings)
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#pragma vertex Vert
#pragma fragment frag
SAMPLER(sampler_BlitTexture);
float4 _BlitTexture_TexelSize;
half4 frag (Varyings input) : SV_Target
{
float _BlurRadius = 2;
// Original color
half4 originalColor = SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.texcoord);
half4 blurredColor = half4(0, 0, 0, 0);
int samples = 0;
// Use fixed radius for simplicity
for (int x = -_BlurRadius; x <= _BlurRadius; x++)
{
for (int y = -_BlurRadius; y <= _BlurRadius; y++)
{
float2 offset = float2(x, y) * _BlitTexture_TexelSize;
blurredColor += SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.texcoord + offset);
samples++;
}
}
// Average the samples
return blurredColor / samples;
}
ENDHLSL
}
}
}

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