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- Shader "SaberShad/BlurEffect"
- {
- Properties{
- _MainTex("Base(RGB)", 2D) = "white"{}
- _BlurSize ("Blur Size", Float) = 1.0
- }
- SubShader{
- CGINCLUDE
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- half4 _MainTex_TexelSize;
- float _BlurSize;
-
- struct v2f {
- float4 pos : SV_POSITION;
- half2 uv[5] : TEXCOORD0;
- };
-
- v2f vertBlurVertical(appdata_img v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- half2 uv = v.texcoord;
-
- o.uv[0] = uv;
- o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
- o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
- o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
- o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
-
- return o;
- }
-
- v2f vertBlurHorizontal(appdata_img v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- half2 uv = v.texcoord;
-
- o.uv[0] = uv;
- o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
- o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
- o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
- o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
-
- return o;
- }
-
- fixed4 fragBlur(v2f i) : SV_Target
- {
- float weight[3] = {0.4026, 0.2442, 0.0545};
-
- fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
-
- for(int it = 1; it < 3; it++)
- {
- sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
- sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
- }
-
- return fixed4 (sum, 1.0);
- }
- ENDCG
-
- ZTest Always
- Cull Off
- ZWrite Off
- Pass{
- Name "GAUSSIAN_BLUR_HORIZONTAL"
- CGPROGRAM
- #pragma vertex vertBlurHorizontal
- #pragma fragment fragBlur
- ENDCG
- }
-
- Pass{
- Name "GAUSSIAN_BLUR_VERTICAL"
- CGPROGRAM
- #pragma vertex vertBlurVertical
- #pragma fragment fragBlur
- ENDCG
- }
- }
-
- Fallback Off
- }
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