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毛玻璃效果

胡佳骏 1 year ago
parent
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1a84db7fb5
58 changed files with 6320 additions and 0 deletions
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Assets/BlurScreen/BlurTest.unity.meta

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+ 70 - 0
Assets/BlurScreen/CommandBufferBlurRefraction.cs

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+using UnityEngine;
+using UnityEngine.Rendering;
+
+[ExecuteInEditMode]
+public class CommandBufferBlurRefraction : MonoBehaviour
+{
+    [SerializeField] private Camera cameraMain;
+    [SerializeField] private Shader blurShader;
+    private Material _material = null;
+    private CommandBuffer _commandBuffer = null;
+
+    private void Cleanup()
+    {
+        if (!_material)
+        {
+            cameraMain.RemoveCommandBuffer(CameraEvent.AfterSkybox, _commandBuffer);
+            DestroyImmediate(_material);
+            _material = null;
+        }
+    }
+
+    public void OnDisable()
+    {
+        Cleanup();
+    }
+
+    private readonly int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture");
+    private readonly int blurredID = Shader.PropertyToID("_Temp1");
+    private readonly int blurredID2 = Shader.PropertyToID("_Temp2");
+
+    public void OnEnable()
+    {
+        if (!cameraMain)
+            cameraMain = Camera.main;
+        if (cameraMain == null)
+            return;
+        
+        _material ??= new Material(blurShader) {hideFlags = HideFlags.HideAndDontSave};
+        _commandBuffer ??= new CommandBuffer() {name = "Grab screen and blur"};
+
+        // copy screen into temporary RT
+        _commandBuffer.GetTemporaryRT(screenCopyID, -1, -1, 0, FilterMode.Bilinear);
+        _commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, screenCopyID);
+
+        // get two smaller RTs
+        _commandBuffer.GetTemporaryRT(blurredID, -2, -2, 0, FilterMode.Bilinear);
+        _commandBuffer.GetTemporaryRT(blurredID2, -2, -2, 0, FilterMode.Bilinear);
+
+        // downsample screen copy into smaller RT, release screen RT
+        _commandBuffer.Blit(screenCopyID, blurredID);
+        _commandBuffer.ReleaseTemporaryRT(screenCopyID);
+
+        // horizontal blur
+        _commandBuffer.SetGlobalVector("offsets", new Vector4(2.0f / Screen.width, 0, 0, 0));
+        _commandBuffer.Blit(blurredID, blurredID2, _material);
+        // vertical blur
+        _commandBuffer.SetGlobalVector("offsets", new Vector4(0, 2.0f / Screen.height, 0, 0));
+        _commandBuffer.Blit(blurredID2, blurredID, _material);
+        // horizontal blur
+        _commandBuffer.SetGlobalVector("offsets", new Vector4(4.0f / Screen.width, 0, 0, 0));
+        _commandBuffer.Blit(blurredID, blurredID2, _material);
+        // vertical blur
+        _commandBuffer.SetGlobalVector("offsets", new Vector4(0, 4.0f / Screen.height, 0, 0));
+        _commandBuffer.Blit(blurredID2, blurredID, _material);
+
+        _commandBuffer.SetGlobalTexture("_GrabBlurTexture", blurredID);
+
+        cameraMain.AddCommandBuffer(CameraEvent.AfterSkybox, _commandBuffer);
+    }
+}

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Assets/BlurScreen/GaussianBlur/Example/RotationController.cs

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+using UnityEngine;
+using System.Collections;
+
+public class RotationController : MonoBehaviour {
+
+	public float speed = 1.0f;
+	
+	// Update is called once per frame
+	void Update () {
+		if (Input.GetAxis("Horizontal") != 0) {
+			Vector3 angles = transform.eulerAngles;
+			angles.y += Input.GetAxis("Horizontal") * speed;
+			transform.eulerAngles = angles;
+		}
+	}
+}

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Assets/BlurScreen/GaussianBlur/Example/UIWindowBase.cs

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+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+using System.Collections;
+
+public class UIWindowBase : MonoBehaviour, IDragHandler
+{
+	RectTransform m_transform = null;
+	
+	// Use this for initialization
+	void Start () {
+		m_transform = GetComponent<RectTransform>();
+	}
+	
+	public void OnDrag(PointerEventData eventData)
+	{
+		m_transform.position += new Vector3(eventData.delta.x, eventData.delta.y);
+		
+		// magic : add zone clamping if's here.
+	}
+	
+	public void ChangeStrength(float value) {
+		GetComponent<Image>().material.SetFloat("_Size", value);
+	}
+
+	public void ChangeVibrancy(float value) {
+		GetComponent<Image>().material.SetFloat("_Vibrancy", value);
+	}
+}

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Assets/BlurScreen/GaussianBlur/GaussianBlur.pdf


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Assets/BlurScreen/GaussianBlur/UIBlur.shader

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+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+/**
+ * Gaussian Blur
+ *
+ * Author(s): Flying Banana
+ * Date Created: 25-Jul-2015
+ */
+
+/**
+ * This is a two-pass blur shader. Performance-wise this gives the best result.
+ */
+Shader "UI/Blur/UIBlur" {
+    Properties {
+        _TintColor ("Tint Color", Color) = (1, 1, 1, 0.2)
+        _Size ("Spacing", Range(0, 10)) = 5.0
+        _Vibrancy ("Vibrancy", Range(0, 2)) = 0.2
+        
+        [HideInInspector]
+		_StencilComp ("Stencil Comparison", Float) = 8
+		[HideInInspector]
+		_Stencil ("Stencil ID", Float) = 0
+		[HideInInspector]
+		_StencilOp ("Stencil Operation", Float) = 0
+		[HideInInspector]
+		_StencilWriteMask ("Stencil Write Mask", Float) = 255
+		[HideInInspector]
+		_StencilReadMask ("Stencil Read Mask", Float) = 255
+
+    }
+ 
+    Category {
+        // We must be transparent, so other objects are drawn before this one.
+        Tags { 
+        	"Queue"="Transparent" 
+        	"IgnoreProjector"="True" 
+        	"RenderType"="Opaque" 
+        }
+
+		Stencil {
+			Ref [_Stencil]
+			Comp [_StencilComp]
+			Pass [_StencilOp] 
+			ReadMask [_StencilReadMask]
+			WriteMask [_StencilWriteMask]
+		}
+
+        SubShader {
+
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+            
+            // Vertical blur
+            Pass {
+                Name "VERTICAL"
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size * 1.61, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+
+            GrabPass {
+                Tags { "LightMode" = "Always" }
+            }
+
+            // Horizontal blur
+            Pass {
+                Name "HORIZONTAL"
+            
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size * 1.61, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+              
+            GrabPass {
+                Tags { "LightMode" = "Always" }
+            }
+            
+            // Vertical blur
+            Pass {
+                Name "VERTICAL"
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+
+
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+
+            // Horizontal blur
+            Pass {
+                Name "HORIZONTAL"
+            
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+ 
+            // Distortion
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+            
+            Pass {
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    
+                    return o;
+                }
+               
+                half4 _TintColor;
+                float _Vibrancy;
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                
+                half4 frag( v2f i ) : COLOR {
+                    half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
+                    col.xyz *= 1 + _Vibrancy;
+                   	col = lerp (col, _TintColor, _TintColor.w);
+                    return col;
+                }
+                
+                ENDCG
+            }
+        }
+    }
+}

+ 9 - 0
Assets/BlurScreen/GaussianBlur/UIBlur.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a9e20a094f34d4d4a99a8fd7ff1db0ae
+timeCreated: 1437813345
+licenseType: Store
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 484 - 0
Assets/BlurScreen/GaussianBlur/UIBlurHQ.shader

@@ -0,0 +1,484 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+/**
+ * Gaussian Blur
+ *
+ * Author(s): Flying Banana
+ * Date Created: 11-Nov-2015
+ */
+
+/**
+ * This is a three-pass blur shader. Quality-wise this gives the best result.
+ */
+Shader "UI/Blur/UIBlurHQ" {
+    Properties {
+        _TintColor ("Tint Color", Color) = (1, 1, 1, 0.2)
+        _Size ("Spacing", Range(0, 20)) = 5.0
+        _Vibrancy ("Vibrancy", Range(0, 2)) = 0.2
+        
+        [HideInInspector]
+		_StencilComp ("Stencil Comparison", Float) = 8
+		[HideInInspector]
+		_Stencil ("Stencil ID", Float) = 0
+		[HideInInspector]
+		_StencilOp ("Stencil Operation", Float) = 0
+		[HideInInspector]
+		_StencilWriteMask ("Stencil Write Mask", Float) = 255
+		[HideInInspector]
+		_StencilReadMask ("Stencil Read Mask", Float) = 255
+
+    }
+ 
+    Category {
+        // We must be transparent, so other objects are drawn before this one.
+        Tags { 
+        	"Queue"="Transparent" 
+        	"IgnoreProjector"="True" 
+        	"RenderType"="Opaque" 
+        }
+
+		Stencil {
+			Ref [_Stencil]
+			Comp [_StencilComp]
+			Pass [_StencilOp] 
+			ReadMask [_StencilReadMask]
+			WriteMask [_StencilWriteMask]
+		}
+
+        SubShader {
+
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+            
+            // Vertical blur
+            Pass {
+                Name "VERTICAL"
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size * 1.61, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+
+            GrabPass {
+                Tags { "LightMode" = "Always" }
+            }
+
+            // Horizontal blur
+            Pass {
+                Name "HORIZONTAL"
+            
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size * 1.61, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+              
+            GrabPass {
+                Tags { "LightMode" = "Always" }
+            }
+            
+            // Vertical blur
+            Pass {
+                Name "VERTICAL"
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+
+            // Horizontal blur
+            Pass {
+                Name "HORIZONTAL"
+            
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+            GrabPass {
+                Tags { "LightMode" = "Always" }
+            }
+            
+            // Vertical blur
+            Pass {
+                Name "VERTICAL"
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size * 0.2, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+
+            // Horizontal blur
+            Pass {
+                Name "HORIZONTAL"
+            
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    return o;
+                }
+               
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                float _Size;
+               
+                half4 frag( v2f i ) : COLOR {
+                    half4 sum = half4(0,0,0,0);
+ 
+                    #define GRABPIXEL(weight,kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size * 0.2, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
+ 
+                    sum += GRABPIXEL(0.05, -4.0);
+                    sum += GRABPIXEL(0.09, -3.0);
+                    sum += GRABPIXEL(0.12, -2.0);
+                    sum += GRABPIXEL(0.15, -1.0);
+                    sum += GRABPIXEL(0.18,  0.0);
+                    sum += GRABPIXEL(0.15, +1.0);
+                    sum += GRABPIXEL(0.12, +2.0);
+                    sum += GRABPIXEL(0.09, +3.0);
+                    sum += GRABPIXEL(0.05, +4.0);
+                   
+                    return sum;
+                }
+                
+                ENDCG
+            }
+ 
+            // Distortion
+            GrabPass {                         
+                Tags { "LightMode" = "Always" }
+            }
+            
+            Pass {
+                Tags { "LightMode" = "Always" }
+               
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+               
+                struct appdata_t {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+               
+                struct v2f {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                };
+               
+                v2f vert (appdata_t v) {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                    float scale = -1.0;
+                    #else
+                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    
+                    return o;
+                }
+               
+                half4 _TintColor;
+                float _Vibrancy;
+                sampler2D _GrabTexture;
+                float4 _GrabTexture_TexelSize;
+                
+                half4 frag( v2f i ) : COLOR {
+                    half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
+                    col.xyz *= 1 + _Vibrancy;
+                   	col = lerp (col, _TintColor, _TintColor.w);
+                    return col;
+                }
+                
+                ENDCG
+            }
+        }
+    }
+}

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+Shader "FX/Glass/Stained BumpDistort (no grab)"
+{
+    Properties
+    {
+        _BumpAmt ("Distortion", range (0,64)) = 10
+        _TintAmt ("Tint Amount", Range(0,1)) = 0.1
+        _MainTex ("Tint Color (RGB)", 2D) = "white" {}
+        _BumpMap ("Normalmap", 2D) = "bump" {}
+    }
+
+    Category
+    {
+        // We must be transparent, so other objects are drawn before this one.
+        Tags
+        {
+            "Queue"="Transparent" "RenderType"="Opaque"
+        }
+        SubShader
+        {
+            Pass
+            {
+                Name "BASE"
+                Tags
+                {
+                    "LightMode" = "Always"
+                }
+
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma multi_compile_fog
+                #include "UnityCG.cginc"
+
+                struct appdata_t
+                {
+                    float4 vertex : POSITION;
+                    float2 texcoord: TEXCOORD0;
+                };
+
+                struct v2f
+                {
+                    float4 vertex : POSITION;
+                    float4 uvgrab : TEXCOORD0;
+                    float2 uvbump : TEXCOORD1;
+                    float2 uvmain : TEXCOORD2;
+                    UNITY_FOG_COORDS(3)
+                };
+
+                float _BumpAmt;
+                half _TintAmt;
+                float4 _BumpMap_ST;
+                float4 _MainTex_ST;
+                sampler2D _GrabBlurTexture;
+                float4 _GrabBlurTexture_TexelSize;
+                sampler2D _BumpMap;
+                sampler2D _MainTex;
+
+                v2f vert(const appdata_t v)
+                {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    #if UNITY_UV_STARTS_AT_TOP
+                        const float scale = -1.0;
+                    #else
+	                    float scale = 1.0;
+                    #endif
+                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
+                    o.uvgrab.zw = o.vertex.zw;
+                    o.uvbump = TRANSFORM_TEX(v.texcoord, _BumpMap);
+                    o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
+                    UNITY_TRANSFER_FOG(o, o.vertex);
+                    return o;
+                }
+
+                half4 frag(v2f i) : SV_Target
+                {
+                    // calculate perturbed coordinates
+                    // we could optimize this by just reading the x & y without reconstructing the Z
+                    const half2 bump = UnpackNormal(tex2D(_BumpMap, i.uvbump)).rg;
+                    const float2 offset = bump * _BumpAmt * _GrabBlurTexture_TexelSize.xy;
+                    i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
+
+                    half4 col = tex2Dproj(_GrabBlurTexture, UNITY_PROJ_COORD(i.uvgrab));
+                    const half4 tint = tex2D(_MainTex, i.uvmain);
+                    col = lerp(col, tint, _TintAmt);
+                    UNITY_APPLY_FOG(i.fogCoord, col);
+                    return col;
+                }
+                
+                ENDCG
+            }
+        }
+    }
+}

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+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/SeparableGlassBlur"
+{
+    Properties
+    {
+        _MainTex ("Base (RGB)", 2D) = "" {}
+    }
+
+    CGINCLUDE
+    #include "UnityCG.cginc"
+
+    struct v2f
+    {
+        float4 pos : POSITION;
+        float2 uv : TEXCOORD0;
+        float4 uv01 : TEXCOORD1;
+        float4 uv23 : TEXCOORD2;
+        float4 uv45 : TEXCOORD3;
+    };
+
+    float4 offsets;
+
+    sampler2D _MainTex;
+
+    v2f vert(const appdata_img v)
+    {
+        v2f o;
+        o.pos = UnityObjectToClipPos(v.vertex);
+
+        o.uv.xy = v.texcoord.xy;
+        o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1, 1, -1, -1);
+        o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1, 1, -1, -1) * 2.0;
+        o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1, 1, -1, -1) * 3.0;
+
+        return o;
+    }
+
+    half4 frag(const v2f i) : COLOR
+    {
+        half4 color = float4(0, 0, 0, 0);
+
+        color += 0.40 * tex2D(_MainTex, i.uv);
+        color += 0.15 * tex2D(_MainTex, i.uv01.xy);
+        color += 0.15 * tex2D(_MainTex, i.uv01.zw);
+        color += 0.10 * tex2D(_MainTex, i.uv23.xy);
+        color += 0.10 * tex2D(_MainTex, i.uv23.zw);
+        color += 0.05 * tex2D(_MainTex, i.uv45.xy);
+        color += 0.05 * tex2D(_MainTex, i.uv45.zw);
+
+        return color;
+    }
+    
+    ENDCG
+
+    Subshader
+    {
+        Pass
+        {
+            ZTest Always Cull Off ZWrite Off
+            Fog
+            {
+                Mode off
+            }
+
+            CGPROGRAM
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma vertex vert
+            #pragma fragment frag
+            ENDCG
+        }
+    }
+    Fallback off
+}

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