Created
July 20, 2017 14:43
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// Unity shader for blur image effect | |
// Based on https://www.youtube.com/watch?v=kpBnIAPtsj8 and http://danjohnmoran.com/Shaders/102/SimpleBoxBlur.shader | |
// Add on a material and use the blur radius slider to increase/decrease the effect | |
Shader "Custom/BlurImageEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_BlurRadius("Blur radius", Range(0, 5)) = 1 | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
float4 _MainTex_TexelSize; | |
int _BlurRadius; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float4 size = _MainTex_TexelSize; | |
float4 col = float4(0, 0, 0, 0); | |
int fragCount = 0; | |
for(int x = -_BlurRadius; x <= _BlurRadius; x++){ | |
for(int y = -_BlurRadius; y <= _BlurRadius; y++){ | |
col += tex2D(_MainTex, i.uv + float2(size.x * x, size.y * y)); | |
fragCount++; | |
} | |
} | |
return col / fragCount; | |
} | |
ENDCG | |
} | |
} | |
} |
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