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unity blur effect shader
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Shader "Unlit/BlurEffectLegacy" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Amount ("Downscale Amount", Range(1, 10)) = 2 // Downscale | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
// Downscale | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
int _Amount; | |
float4 _MainTex_ST; | |
float4 _MainTex_TexelSize; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col; | |
int count = 0; | |
const int size = _Amount / 2; | |
for (int y = -size; y <= size; ++y) | |
{ | |
for (int x = -size; x <= size; ++x) | |
{ | |
col += tex2D(_MainTex, i.uv + float2(x,y) * _MainTex_TexelSize.xy); | |
count++; | |
} | |
} | |
return col / count; | |
} | |
ENDCG | |
} | |
// GaussianBlurVertical | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
int _Amount; | |
float4 _MainTex_ST; | |
float4 _MainTex_TexelSize; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
static const float gaussian_offset[3] = {0.0, 1.3846153846, 3.2307692308}; | |
static const float gaussian_weight[3] = {0.2270270270, 0.3162162162, 0.0702702703}; | |
fixed4 col = tex2D(_MainTex, i.uv) * gaussian_weight[0]; | |
for (int x = 1; x < 3; ++x) | |
{ | |
col += tex2D(_MainTex, i.uv + float2(0, gaussian_offset[x]) * _MainTex_TexelSize.xy) * gaussian_weight[x]; | |
col += tex2D(_MainTex, i.uv + float2(0, -gaussian_offset[x]) * _MainTex_TexelSize.xy) * gaussian_weight[x]; | |
} | |
return col; | |
} | |
ENDCG | |
} | |
// GaussianBlurHorizontal | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
int _Amount; | |
float4 _MainTex_ST; | |
float4 _MainTex_TexelSize; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
static const float gaussian_offset[3] = {0.0, 1.3846153846, 3.2307692308}; | |
static const float gaussian_weight[3] = {0.2270270270, 0.3162162162, 0.0702702703}; | |
fixed4 col = tex2D(_MainTex, i.uv) * gaussian_weight[0]; | |
for (int x = 1; x < 3; ++x) | |
{ | |
col += tex2D(_MainTex, i.uv + float2(gaussian_offset[x],0) * _MainTex_TexelSize.xy) * gaussian_weight[x]; | |
col += tex2D(_MainTex, i.uv + float2(-gaussian_offset[x],0) * _MainTex_TexelSize.xy) * gaussian_weight[x]; | |
} | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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