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@ngcbbs
Last active February 28, 2023 03:14
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unity blur effect shader
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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