最近了解了一下模糊效果,顺便写了一下,下面是均值模糊算法。
Shader "Unlit/Average"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_BlurSpread("Blur Spread", Range(1,20)) = 2
}
SubShader
{
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float _BlurSpread;
s