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project-undercover/Project Undercover/Assets/Shaders/Blur.shader

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2017-10-03 04:15:13 -05:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Blur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
// Horizontal
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float2 _BlurSize;
fixed4 frag (v2f i) : SV_Target
{
fixed4 s = tex2D(_MainTex, i.uv) * 0.38774;
s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * 2, 0)) * 0.06136;
s += tex2D(_MainTex, i.uv + float2(_BlurSize.x, 0)) * 0.24477;
s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -1, 0)) * 0.24477;
s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -2, 0)) * 0.06136;
return s;
}
ENDCG
}
// Vertical
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float2 _BlurSize;
fixed4 frag (v2f i) : SV_Target
{
fixed4 s = tex2D(_MainTex, i.uv) * 0.38774;
s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * 2)) * 0.06136;
s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y)) * 0.24477;
s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -1)) * 0.24477;
s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -2)) * 0.06136;
return s;
}
ENDCG
}
}
}