213 lines
8.0 KiB
Plaintext
213 lines
8.0 KiB
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/UI/Blur Fast" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_BumpAmt ("Distortion", Range (0,128)) = 10
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[HideInInspector]_MainTex ("Tint Color (RGB)", 2D) = "white" {}
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[HideInInspector]_BumpMap ("Normalmap", 2D) = "bump" {}
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_Size ("Size", Range(0, 20)) = 1
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}
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Category {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
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SubShader {
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// Horizontal blur
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GrabPass {
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Tags { "LightMode" = "Always" }
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}
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Pass {
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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};
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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float _Size;
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half4 frag( v2f i ) : COLOR {
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// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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// return col;
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half4 sum = half4(0,0,0,0);
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#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
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum;
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}
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ENDCG
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}
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// Vertical blur
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GrabPass {
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Tags { "LightMode" = "Always" }
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}
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Pass {
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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};
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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float _Size;
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half4 frag( v2f i ) : COLOR {
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// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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// return col;
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half4 sum = half4(0,0,0,0);
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#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
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//G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum;
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}
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ENDCG
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}
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// Distortion
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GrabPass {
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Tags { "LightMode" = "Always" }
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}
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Pass {
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvbump : TEXCOORD1;
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float2 uvmain : TEXCOORD2;
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};
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float _BumpAmt;
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float4 _BumpMap_ST;
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
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return o;
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}
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fixed4 _Color;
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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sampler2D _BumpMap;
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sampler2D _MainTex;
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half4 frag( v2f i ) : COLOR {
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// calculate perturbed coordinates
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x y without reconstructing the Z
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
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half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;
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return col * tint;
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}
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ENDCG
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}
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}
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}
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}
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