Unity Shader Example 10 (高斯模糊)

Shader:

Shader "ImageEffect/Unlit/GaussianBlue" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}

	CGINCLUDE
		#include "UnityCG.cginc"
		#pragma target 3.0

		
		static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 };

		static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), 
										 half4(0.0855,0.0855,0.0855,0), 
										 half4(0.232,0.232,0.232,0),
										 half4(0.324,0.324,0.324,1), 
										 half4(0.232,0.232,0.232,0), 
										 half4(0.0855,0.0855,0.0855,0), 
										 half4(0.0205,0.0205,0.0205,0) };
										 
		
		struct v2f_withBlurCoords8 
		{
			float4 pos : SV_POSITION;
			half4 uv : TEXCOORD0;
			half4 offs : TEXCOORD1;
		};	

		sampler2D _MainTex;
		//  if it's a 1k x 1k texture, both x and y will be 1.0/1024.0
		uniform half4 _MainTex_TexelSize;

		uniform float _BlurSize;


		v2f_withBlurCoords8 vertBlurHori
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