PostEffectsBase.cs

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

    // Called when start
    protected void CheckResources() {
        bool isSupported = CheckSupport();
        
        if (isSupported == false) {
            NotSupported();
        }
    }

    // Called in CheckResources to check support on this platform
    protected bool CheckSupport() {
        if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
            Debug.LogWarning("This platform does not support image effects or render textures.");
            return false;
        }
        
        return true;
    }

    // Called when the platform doesn't support this effect
    protected void NotSupported() {
        enabled = false;
    }
    
    protected void Start() {
        CheckResources();
    }

    // Called when need to create the material used by this effect
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
        if (shader == null) {
            return null;
        }
        
        if (shader.isSupported && material && material.shader == shader)
            return material;
        
        if (!shader.isSupported) {
            return null;
        }
        else {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else 
                return null;
        }
    }
}

GaussianBlur.cs

using UnityEngine;
using System.Collections;

public class GaussianBlur : PostEffectsBase {

    public Shader gaussianBlurShader;
    private Material gaussianBlurMaterial = null;

    public Material material {  
        get {
            gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial);
            return gaussianBlurMaterial;
        }  
    }

    // Blur iterations - larger number means more blur.
    [Range(0, 4)]
    public int iterations = 3;
    
    // Blur spread for each iteration - larger value means more blur
    [Range(0.2f, 3.0f)]
    public float blurSpread = 0.6f;
    
    [Range(1, 8)]
    public int downSample = 2;

    void OnRenderImage (RenderTexture src, RenderTexture dest) {
        if (material != null) {
            int rtW = src.width/downSample;
            int rtH = src.height/downSample;

            RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
            buffer0.filterMode = FilterMode.Bilinear;

            Graphics.Blit(src, buffer0);

            for (int i = 0; i < iterations; i++) {
                material.SetFloat("_BlurSize", 1.0f + i * blurSpread);

                RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

                // Render the vertical pass
                Graphics.Blit(buffer0, buffer1, material, 0);

                RenderTexture.ReleaseTemporary(buffer0);
                buffer0 = buffer1;
                buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

                // Render the horizontal pass
                Graphics.Blit(buffer0, buffer1, material, 1);

                RenderTexture.ReleaseTemporary(buffer0);
                buffer0 = buffer1;
            }

            Graphics.Blit(buffer0, dest);
            RenderTexture.ReleaseTemporary(buffer0);
        } else {
            Graphics.Blit(src, dest);
        }
    }
}

内置渲染管线

Shader "SunY/C12-GaussianBlur"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _BlurSize("Blur Size", float) = 1
    }

    SubShader
    {
        ZTest Always
        ZWrite Off
        Cull Off

        CGINCLUDE

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        float4 _MainTex_TexelSize;
        float _BlurSize;

        struct v2f
        {
            float4 pos : SV_POSITION;
            half2 uv[5] : TEXCOORD0;
        };

        v2f vertBlurVertical(appdata_img v)
        {
            v2f o;

            o.pos = UnityObjectToClipPos(v.vertex);

            half2 uv = v.texcoord;

            o.uv[0] = uv;
            o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
            o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
            o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
            o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;

            return o;
        }

        v2f vertBlurHorizontal(appdata_img v)
        {
            v2f o;

            o.pos = UnityObjectToClipPos(v.vertex);

            half2 uv = v.texcoord;

            o.uv[0] = uv;
            o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
            o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
            o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
            o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;

            return o;
        }

        fixed4 frag(v2f i) : SV_Target
        {
            float weight[3] = {0.4026, 0.2442, 0.0545};

            fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
            
            for (int it = 1; it < 3; it++) {
                sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
                sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
            }

            return fixed4(sum, 1);
        }

        ENDCG

        Pass
        {
            CGPROGRAM
              
            #pragma vertex vertBlurVertical  
            #pragma fragment frag
              
            ENDCG
        }

        Pass
        {
            CGPROGRAM
              
            #pragma vertex vertBlurHorizontal  
            #pragma fragment frag
              
            ENDCG
        }
    }
}