// 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 } } }