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- Shader "Custom/FrontBlur" {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- [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
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
- _Size("Size", Range(0, 50)) = 5
- }
- 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]
- Pass
- {
- Name "FrontBlurHor"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = IN.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- return OUT;
- }
- sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- float _Size;
- half4 GrabPixel(v2f i, float weight, float kernelx) {
- if (_Size <= 1 || weight == 0) {
- return tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size, i.texcoord.y)) * weight;
- }
- else {
- half4 sum = half4(0,0,0,0);
- sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.2, i.texcoord.y)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.4, i.texcoord.y)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.6, i.texcoord.y)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.8, i.texcoord.y)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 1.0, i.texcoord.y)) * 0.2;
- return (sum + _TextureSampleAdd) * weight;
- }
- }
- half4 GrabPixely(v2f i, float weight, float kernely) {
- if (_Size <= 1 || weight == 0) {
- return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size)) * weight;
- }
- else {
- half4 sum = half4(0,0,0,0);
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.2)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.4)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.6)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.8)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 1.0)) * 0.2;
- return (sum + _TextureSampleAdd) * weight;
- }
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 sum = half4(0,0,0,0);
- // #define GRABPIXEL(weight, kernelx) (tex2D(_MainTex, half2(IN.texcoord.x + _MainTex_TexelSize.x * kernelx*_Size, IN.texcoord.y)) + _TextureSampleAdd) * weight
- // sum += GrabPixel(IN, 0.05, -4.0);
- // sum += GrabPixel(IN, 0.09, -3.0);
- // sum += GrabPixel(IN, 0.12, -2.0);
- // sum += GrabPixel(IN, 0.15, -1.0);
- // sum += GrabPixel(IN, 0.18, 0.0);
- // sum += GrabPixel(IN, 0.15, +1.0);
- // sum += GrabPixel(IN, 0.12, +2.0);
- // sum += GrabPixel(IN, 0.09, +3.0);
- // sum += GrabPixel(IN, 0.05, +4.0);
- for (int i = 0; i < 9; i++) {
- sum += GrabPixel(IN, 1.0 / 9, i - 4.0);
- }
- // half4 sumy = half4(0,0,0,0);
- // for(int i=0;i<15;i++){
- // sumy += GrabPixely(IN, 1.0/15, i-7.0);
- // }
- // half4 sum = (sumx + sumy) * 0.5;
- // sum += GrabPixel(IN, 0.01, -9.0);
- // sum += GrabPixel(IN, 0.02, -8.0);
- // sum += GrabPixel(IN, 0.03, -7.0);
- // sum += GrabPixel(IN, 0.04, -6.0);
- // sum += GrabPixel(IN, 0.05, -5.0);
- // sum += GrabPixel(IN, 0.06, -4.0);
- // sum += GrabPixel(IN, 0.07, -3.0);
- // sum += GrabPixel(IN, 0.08, -2.0);
- // sum += GrabPixel(IN, 0.09, -1.0);
- // sum += GrabPixel(IN, 0.10, 0.0);
- // sum += GrabPixel(IN, 0.09, +1.0);
- // sum += GrabPixel(IN, 0.08, +2.0);
- // sum += GrabPixel(IN, 0.07, +3.0);
- // sum += GrabPixel(IN, 0.06, +4.0);
- // sum += GrabPixel(IN, 0.05, +5.0);
- // sum += GrabPixel(IN, 0.04, +6.0);
- // sum += GrabPixel(IN, 0.03, +7.0);
- // sum += GrabPixel(IN, 0.02, +8.0);
- // sum += GrabPixel(IN, 0.01, +9.0);
- sum = sum * IN.color;
- sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #ifdef UNITY_UI_ALPHACLIP
- clip(sum.a - 0.001);
- #endif
- return sum;
- // float distance = _Distance;
- // fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
- // color /= 9;
- // color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- // #ifdef UNITY_UI_ALPHACLIP
- // clip (color.a - 0.001);
- // #endif
- // return color;
- }
- ENDCG
- }
- Pass
- {
- Name "FrontBlurVer"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = IN.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- return OUT;
- }
- sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- float _Size;
- half4 GrabPixel(v2f i, float weight, float kernely) {
- if (_Size <= 1 || weight == 0) {
- return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size)) * weight;
- }
- else {
- half4 sum = half4(0,0,0,0);
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.2)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.4)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.6)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.8)) * 0.2;
- sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 1.0)) * 0.2;
- return (sum + _TextureSampleAdd) * weight;
- }
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 sum = half4(0,0,0,0);
- // #define GRABPIXEL(weight, kernely) (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + _MainTex_TexelSize.y * kernely*_Size)) + _TextureSampleAdd) * weight
- // sum += GrabPixel(IN, 0.05, -4.0);
- // sum += GrabPixel(IN, 0.09, -3.0);
- // sum += GrabPixel(IN, 0.12, -2.0);
- // sum += GrabPixel(IN, 0.15, -1.0);
- // sum += GrabPixel(IN, 0.18, 0.0);
- // sum += GrabPixel(IN, 0.15, +1.0);
- // sum += GrabPixel(IN, 0.12, +2.0);
- // sum += GrabPixel(IN, 0.09, +3.0);
- // sum += GrabPixel(IN, 0.05, +4.0);
- for (int i = 0; i < 9; i++) {
- sum += GrabPixel(IN, 1.0 / 9, i - 4.0);
- }
- // sum += GrabPixel(IN, 0.01, -9.0);
- // sum += GrabPixel(IN, 0.02, -8.0);
- // sum += GrabPixel(IN, 0.03, -7.0);
- // sum += GrabPixel(IN, 0.04, -6.0);
- // sum += GrabPixel(IN, 0.05, -5.0);
- // sum += GrabPixel(IN, 0.06, -4.0);
- // sum += GrabPixel(IN, 0.07, -3.0);
- // sum += GrabPixel(IN, 0.08, -2.0);
- // sum += GrabPixel(IN, 0.09, -1.0);
- // sum += GrabPixel(IN, 0.10, 0.0);
- // sum += GrabPixel(IN, 0.09, +1.0);
- // sum += GrabPixel(IN, 0.08, +2.0);
- // sum += GrabPixel(IN, 0.07, +3.0);
- // sum += GrabPixel(IN, 0.06, +4.0);
- // sum += GrabPixel(IN, 0.05, +5.0);
- // sum += GrabPixel(IN, 0.04, +6.0);
- // sum += GrabPixel(IN, 0.03, +7.0);
- // sum += GrabPixel(IN, 0.02, +8.0);
- // sum += GrabPixel(IN, 0.01, +9.0);
- sum = sum * IN.color;
- sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #ifdef UNITY_UI_ALPHACLIP
- clip(sum.a - 0.001);
- #endif
- return sum;
- // float distance = _Distance;
- // fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
- // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
- // color /= 9;
- // color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- // #ifdef UNITY_UI_ALPHACLIP
- // clip (color.a - 0.001);
- // #endif
- // return color;
- }
- ENDCG
- }
- }
- }
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