Created
March 23, 2023 20:36
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Shader "BlurShader" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white" {} | |
_BlurAmount("Blur Amount", Range(0, 5)) = 1 | |
[Toggle]_HALF_TEXEL_OFFSET("Use Half Texel Offset", Float) = 0 | |
} | |
SubShader{ | |
Tags { "RenderType" = "Opaque" } | |
LOD 100 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma shader_feature _HALF_TEXEL_OFFSET_ON | |
#include "UnityCG.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float4 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
float4 _MainTex_ST; | |
sampler2D _MainTex; | |
float _BlurAmount; | |
v2f vert(appdata v) { | |
v2f o = (v2f)0; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); | |
#if _HALF_TEXEL_OFFSET_ON | |
o.uv.zw = o.uv + 0.5 * float2(1.0 / _ScreenParams.x, 1.0 / _ScreenParams.y); | |
#endif | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target { | |
fixed4 col = fixed4(0, 0, 0, 0); | |
float blurSize = _BlurAmount / _ScreenParams.y; | |
#if _HALF_TEXEL_OFFSET_ON | |
float weight = 0.04; | |
#else | |
float weight = 0.1111111; | |
#endif | |
float2 offsets[4] = { float2(0, 1), float2(1, 0), float2(1, 1), float2(1, -1) } | |
float2 inverseOffset = float2(i.uv.z, i.uv.w - 1 * (1 / _ScreenParams.x)); | |
for (int j = 0; j < 4; j++) { | |
float2 offset = offsets[j] * blurSize; | |
#if _HALF_TEXEL_OFFSET_ON | |
col += tex2D(_MainTex, i.uv.zw + offset) * weight; | |
col += tex2D(_MainTex, i.uv.zw - offset) * weight; | |
col += tex2D(_MainTex, inverseOffset + offset) * weight; | |
col += tex2D(_MainTex, inverseOffset - offset) * weight; | |
#endif | |
col += tex2D(_MainTex, i.uv.xy + offset) * weight; | |
col += tex2D(_MainTex, i.uv.xy - offset) * weight; | |
} | |
col += tex2D(_MainTex, i.uv.xy) * weight; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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