104 lines
1.9 KiB
Text
104 lines
1.9 KiB
Text
![]() |
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Blur"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// Horizontal
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float2 _BlurSize;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 s = tex2D(_MainTex, i.uv) * 0.38774;
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s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * 2, 0)) * 0.06136;
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s += tex2D(_MainTex, i.uv + float2(_BlurSize.x, 0)) * 0.24477;
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s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -1, 0)) * 0.24477;
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s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -2, 0)) * 0.06136;
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return s;
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}
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ENDCG
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}
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// Vertical
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float2 _BlurSize;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 s = tex2D(_MainTex, i.uv) * 0.38774;
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s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * 2)) * 0.06136;
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s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y)) * 0.24477;
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s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -1)) * 0.24477;
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s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -2)) * 0.06136;
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return s;
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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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