174 lines
3.7 KiB
Plaintext
174 lines
3.7 KiB
Plaintext
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// Author: vinipc
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// Forum post: https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-3038561
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Based on cician's shader from: https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642
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Shader "Custom/MaskedUIBlur"
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{
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Properties
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{
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_Size("Blur", Range(0, 30)) = 1
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[HideInInspector] _MainTex("Tint Color (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Opaque"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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// Horizontal blur
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GrabPass
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{
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"_HBlur"
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _HBlur;
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float4 _HBlur_TexelSize;
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float _Size;
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half4 frag(v2f i) : COLOR
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{
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float alpha = tex2D(_MainTex, i.uvmain).a;
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum;
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}
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ENDCG
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}
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// Vertical blur
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GrabPass
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{
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"_VBlur"
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _VBlur;
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float4 _VBlur_TexelSize;
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float _Size;
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half4 frag(v2f i) : COLOR
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{
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float alpha = tex2D(_MainTex, i.uvmain).a;
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum;
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}
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ENDCG
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}
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}
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}
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