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@elringus
Last active November 2, 2017 13:29
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Blend mode and blur effect combined for UI objects.
// Blend mode and blur effect combined for UI objects.
Shader "BlendModes/Extra/UIBlured"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_BlurRadius("Blur Radius", Range(1, 20)) = 7
_BlurStep("Blur Step", Range(0.1, 10)) = 1
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
[HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil("Stencil ID", Float) = 0
[HideInInspector] _StencilOp("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
GrabPass { }
Pass
{
Name "Default"
CGPROGRAM
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../BlendModes.cginc"
#pragma target 3.0
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma multi_compile BmDarken BmMultiply BmColorBurn BmLinearBurn BmDarkerColor BmLighten BmScreen BmColorDodge BmLinearDodge BmLighterColor BmOverlay BmSoftLight BmHardLight BmVividLight BmLinearLight BmPinLight BmHardMix BmDifference BmExclusion BmSubtract BmDivide BmHue BmSaturation BmColor BmLuminosity
#pragma vertex ComputeVertex
#pragma fragment ComputeFragment
sampler2D _MainTex;
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
fixed4 _Color;
float _BlurRadius;
float _BlurStep;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
struct VertexInput
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 grabTexcoord : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput ComputeVertex(VertexInput vertexInput)
{
VertexOutput vertexOutput;
UNITY_SETUP_INSTANCE_ID(vertexInput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(vertexOutput);
vertexOutput.worldPosition = vertexInput.position;
vertexOutput.position = UnityObjectToClipPos(vertexOutput.worldPosition);
vertexOutput.texcoord = vertexInput.texcoord;
vertexOutput.color = vertexInput.color * _Color;
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
vertexOutput.grabTexcoord.xy = (float2(vertexOutput.position.x, vertexOutput.position.y * scale) + vertexOutput.position.w) * 0.5;
vertexOutput.grabTexcoord.zw = vertexOutput.position.zw;
return vertexOutput;
}
fixed4 ComputeFragment (VertexOutput vertexOutput) : SV_Target
{
half4 texColor = (tex2D(_MainTex, vertexOutput.texcoord) + _TextureSampleAdd) * vertexOutput.color;
texColor.a *= UnityGet2DClipping(vertexOutput.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(texColor.a - 0.001);
#endif
#define BLUR_GRABTEX(grabX, grabY) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(vertexOutput.grabTexcoord.x + _GrabTexture_TexelSize.x * grabX, vertexOutput.grabTexcoord.y + _GrabTexture_TexelSize.y * grabY, vertexOutput.grabTexcoord.z, vertexOutput.grabTexcoord.w)))
half4 blurSum = half4(0, 0, 0, 0);
blurSum += BLUR_GRABTEX(0.0, 0.0);
int blurMeasurments = 1;
for (float range = _BlurStep; range <= _BlurRadius; range += _BlurStep)
{
blurSum += BLUR_GRABTEX(range, range);
blurSum += BLUR_GRABTEX(range, -range);
blurSum += BLUR_GRABTEX(-range, range);
blurSum += BLUR_GRABTEX(-range, -range);
float varRange = range + range * frac(sin(blurSum));
blurSum += BLUR_GRABTEX(0, varRange);
blurSum += BLUR_GRABTEX(0, -varRange);
blurSum += BLUR_GRABTEX(varRange, 0);
blurSum += BLUR_GRABTEX(-varRange, 0);
blurMeasurments += 8;
}
fixed4 grabColor = blurSum / blurMeasurments;
#include "../BlendOps.cginc"
if (blendResult.a <= 0.1f) return blendResult;
else
{
fixed alpha = blendResult.a;
blendResult.a = 1.f;
return lerp(grabColor, blendResult, alpha);
}
}
ENDCG
}
}
Fallback "UI/Default"
CustomEditor "BmMaterialEditor"
}
@SimonDarksideJ
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This script has dependencies on other scripts so isn't really that reusable. Would have liked to add it to the UI Extensions project as another effect.
https://bitbucket.org/UnityUIExtensions/unity-ui-extensions

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