SeparableBlurPlus.shader 1.7 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "Hidden/SeparableBlurPlus" {
  3. Properties {
  4. _MainTex ("Base (RGB)", 2D) = "" {}
  5. }
  6. CGINCLUDE
  7. #include "UnityCG.cginc"
  8. struct v2f {
  9. float4 pos : POSITION;
  10. float2 uv : TEXCOORD0;
  11. float4 uv01 : TEXCOORD1;
  12. float4 uv23 : TEXCOORD2;
  13. float4 uv45 : TEXCOORD3;
  14. float4 uv67 : TEXCOORD4;
  15. };
  16. float4 offsets;
  17. sampler2D _MainTex;
  18. v2f vert (appdata_img v) {
  19. v2f o;
  20. o.pos = UnityObjectToClipPos(v.vertex);
  21. o.uv.xy = v.texcoord.xy;
  22. o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1);
  23. o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0;
  24. o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0;
  25. o.uv67 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 4.5;
  26. o.uv67 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 7.0;
  27. return o;
  28. }
  29. half4 frag (v2f i) : COLOR {
  30. half4 color = float4 (0,0,0,0);
  31. color += 0.250 * tex2D (_MainTex, i.uv);
  32. color += 0.150 * tex2D (_MainTex, i.uv01.xy);
  33. color += 0.150 * tex2D (_MainTex, i.uv01.zw);
  34. color += 0.110 * tex2D (_MainTex, i.uv23.xy);
  35. color += 0.110 * tex2D (_MainTex, i.uv23.zw);
  36. color += 0.075 * tex2D (_MainTex, i.uv45.xy);
  37. color += 0.075 * tex2D (_MainTex, i.uv45.zw);
  38. color += 0.040 * tex2D (_MainTex, i.uv67.xy);
  39. color += 0.040 * tex2D (_MainTex, i.uv67.zw);
  40. return color;
  41. }
  42. ENDCG
  43. Subshader {
  44. Pass {
  45. ZTest Always Cull Off ZWrite Off
  46. Fog { Mode off }
  47. CGPROGRAM
  48. #pragma fragmentoption ARB_precision_hint_fastest
  49. #pragma vertex vert
  50. #pragma fragment frag
  51. ENDCG
  52. }
  53. }
  54. Fallback off
  55. } // shader