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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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