162 lines
5.3 KiB
Plaintext
162 lines
5.3 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Based on cician's shader from: https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642
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Shader "Custom/UI/Blur"
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{
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Properties
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{
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_Radius("Radius", Range(1, 30)) = 1
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[HideInInspector]_Stencil("ST", 2D) = "white" {}
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[HideInInspector]_StencilOp("ST OP", 2D) = "white" {}
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[HideInInspector]_StencilComp("ST COMP", 2D) = "white" {}
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[HideInInspector]_StencilReadMask("ST RM", 2D) = "white" {}
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[HideInInspector]_StencilWriteMask("ST RM", 2D) = "white" {}
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[HideInInspector]_ColorMask("Color Mask", 2D) = "white" {}
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}
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Category
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{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
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SubShader
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{
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GrabPass
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{
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Tags{ "LightMode" = "Always" }
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}
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Pass
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{
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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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{
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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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{
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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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{
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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 _Radius;
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half4 frag(v2f i) : COLOR
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{
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half4 sum = half4(0,0,0,0);
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#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
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sum += GRABXYPIXEL(0.0, 0.0);
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int measurments = 1;
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for (float range = 0.1f; range <= _Radius; range += 0.1f)
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{
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sum += GRABXYPIXEL(range, range);
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sum += GRABXYPIXEL(range, -range);
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sum += GRABXYPIXEL(-range, range);
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sum += GRABXYPIXEL(-range, -range);
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measurments += 4;
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}
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return sum / measurments;
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}
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ENDCG
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}
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GrabPass
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{
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Tags{ "LightMode" = "Always" }
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}
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Pass
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{
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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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{
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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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{
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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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{
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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 _Radius;
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half4 frag(v2f i) : COLOR
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{
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half4 sum = half4(0,0,0,0);
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float radius = 1.41421356237 * _Radius;
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#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
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sum += GRABXYPIXEL(0.0, 0.0);
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int measurments = 1;
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for (float range = 1.41421356237f; range <= radius * 1.41; range += 1.41421356237f)
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{
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sum += GRABXYPIXEL(range, 0);
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sum += GRABXYPIXEL(-range, 0);
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sum += GRABXYPIXEL(0, range);
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sum += GRABXYPIXEL(0, -range);
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measurments += 4;
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}
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return sum / measurments;
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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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} |