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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Based on cician's shader from: https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642
- Shader "Verdun/UI/UIBlurred" {
- Properties {
- _Size ("Blur", Range(0, 30)) = 1
- [HideInInspector] _MainTex ("Tint Color (RGB)", 2D) = "white" {}
- }
- Category {
- // We must be transparent, so other objects are drawn before this one.
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
- SubShader
- {
- // Horizontal blur
- GrabPass
- {
- "_HBlur"
- }
- Pass
- {
- 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;
- float2 uvmain : TEXCOORD1;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- 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;
- o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
- sampler2D _HBlur;
- float4 _HBlur_TexelSize;
- float _Size;
- half4 frag( v2f i ) : COLOR
- {
- float alpha = tex2D(_MainTex, i.uvmain).a;
- half4 sum = half4(0,0,0,0);
- #define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, 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
- }
- // Vertical blur
- GrabPass
- {
- "_VBlur"
- }
- Pass
- {
- 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;
- float2 uvmain : TEXCOORD1;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- 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;
- o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
- sampler2D _VBlur;
- float4 _VBlur_TexelSize;
- float _Size;
- half4 frag( v2f i ) : COLOR
- {
- float alpha = tex2D(_MainTex, i.uvmain).a;
- half4 sum = half4(0,0,0,0);
- #define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, 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
- }
- }
- }
- }
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