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@MatheusFaria
Last active June 2, 2018 18:37
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Unity Naive Blur Shader (This shader is slow!!!)
Shader "matheusfaria/NaiveBlur"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Radius ("Blur Radius", Int) = 3
}
Category
{
Tags {
"Queue"="Transparent"
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float2 _MainTex_TexelSize;
int _Radius;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texcol = half4(0.0, 0.0, 0.0, 0.0);
for (int x = -_Radius; x <= _Radius; ++x) {
for (int y = -_Radius; y <= _Radius; ++y) {
texcol += tex2D(
_MainTex,
float2(
i.uv.x + x * _MainTex_TexelSize.x,
i.uv.y + y * _MainTex_TexelSize.y
)
);
}
}
texcol /= (_Radius * 2 + 1) * (_Radius * 2 + 1);
return texcol;
}
ENDCG
}
}
}
}
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