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68 lines
1.3 KiB
68 lines
1.3 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Hidden/SeparableBlur" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float4 uv01 : TEXCOORD1; |
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float4 uv23 : TEXCOORD2; |
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float4 uv45 : TEXCOORD3; |
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}; |
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float4 offsets; |
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sampler2D _MainTex; |
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v2f vert (appdata_img v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv.xy = v.texcoord.xy; |
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o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); |
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o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; |
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o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; |
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return o; |
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} |
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half4 frag (v2f i) : SV_Target { |
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half4 color = float4 (0,0,0,0); |
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color += 0.40 * tex2D (_MainTex, i.uv); |
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color += 0.15 * tex2D (_MainTex, i.uv01.xy); |
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color += 0.15 * tex2D (_MainTex, i.uv01.zw); |
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color += 0.10 * tex2D (_MainTex, i.uv23.xy); |
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color += 0.10 * tex2D (_MainTex, i.uv23.zw); |
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color += 0.05 * tex2D (_MainTex, i.uv45.xy); |
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color += 0.05 * tex2D (_MainTex, i.uv45.zw); |
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return color; |
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} |
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ENDCG |
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Subshader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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