BackBlur.shader 11 KB

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  1. Shader "Custom/FrontBlur" {
  2. Properties
  3. {
  4. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  5. _Color("Tint", Color) = (1,1,1,1)
  6. [HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
  7. [HideInInspector]_Stencil("Stencil ID", Float) = 0
  8. [HideInInspector]_StencilOp("Stencil Operation", Float) = 0
  9. [HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
  10. [HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
  11. [HideInInspector]_ColorMask("Color Mask", Float) = 15
  12. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  13. _Size("Size", Range(0, 50)) = 5
  14. }
  15. SubShader
  16. {
  17. Tags
  18. {
  19. "Queue" = "Transparent"
  20. "IgnoreProjector" = "True"
  21. "RenderType" = "Transparent"
  22. "PreviewType" = "Plane"
  23. "CanUseSpriteAtlas" = "True"
  24. }
  25. Stencil
  26. {
  27. Ref[_Stencil]
  28. Comp[_StencilComp]
  29. Pass[_StencilOp]
  30. ReadMask[_StencilReadMask]
  31. WriteMask[_StencilWriteMask]
  32. }
  33. Cull Off
  34. Lighting Off
  35. ZWrite Off
  36. ZTest[unity_GUIZTestMode]
  37. Blend SrcAlpha OneMinusSrcAlpha
  38. ColorMask[_ColorMask]
  39. Pass
  40. {
  41. Name "FrontBlurHor"
  42. CGPROGRAM
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #pragma target 2.0
  46. #include "UnityCG.cginc"
  47. #include "UnityUI.cginc"
  48. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  49. struct appdata_t
  50. {
  51. float4 vertex : POSITION;
  52. float4 color : COLOR;
  53. float2 texcoord : TEXCOORD0;
  54. UNITY_VERTEX_INPUT_INSTANCE_ID
  55. };
  56. struct v2f
  57. {
  58. float4 vertex : SV_POSITION;
  59. fixed4 color : COLOR;
  60. float2 texcoord : TEXCOORD0;
  61. float4 worldPosition : TEXCOORD1;
  62. UNITY_VERTEX_OUTPUT_STEREO
  63. };
  64. fixed4 _Color;
  65. fixed4 _TextureSampleAdd;
  66. float4 _ClipRect;
  67. v2f vert(appdata_t IN)
  68. {
  69. v2f OUT;
  70. UNITY_SETUP_INSTANCE_ID(IN);
  71. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  72. OUT.worldPosition = IN.vertex;
  73. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  74. OUT.texcoord = IN.texcoord;
  75. OUT.color = IN.color * _Color;
  76. return OUT;
  77. }
  78. sampler2D _MainTex;
  79. float4 _MainTex_TexelSize;
  80. float _Size;
  81. half4 GrabPixel(v2f i, float weight, float kernelx) {
  82. if (_Size <= 1 || weight == 0) {
  83. return tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size, i.texcoord.y)) * weight;
  84. }
  85. else {
  86. half4 sum = half4(0,0,0,0);
  87. sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.2, i.texcoord.y)) * 0.2;
  88. sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.4, i.texcoord.y)) * 0.2;
  89. sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.6, i.texcoord.y)) * 0.2;
  90. sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 0.8, i.texcoord.y)) * 0.2;
  91. sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x * kernelx * _Size * 1.0, i.texcoord.y)) * 0.2;
  92. return (sum + _TextureSampleAdd) * weight;
  93. }
  94. }
  95. half4 GrabPixely(v2f i, float weight, float kernely) {
  96. if (_Size <= 1 || weight == 0) {
  97. return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size)) * weight;
  98. }
  99. else {
  100. half4 sum = half4(0,0,0,0);
  101. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.2)) * 0.2;
  102. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.4)) * 0.2;
  103. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.6)) * 0.2;
  104. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.8)) * 0.2;
  105. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 1.0)) * 0.2;
  106. return (sum + _TextureSampleAdd) * weight;
  107. }
  108. }
  109. fixed4 frag(v2f IN) : SV_Target
  110. {
  111. half4 sum = half4(0,0,0,0);
  112. // #define GRABPIXEL(weight, kernelx) (tex2D(_MainTex, half2(IN.texcoord.x + _MainTex_TexelSize.x * kernelx*_Size, IN.texcoord.y)) + _TextureSampleAdd) * weight
  113. // sum += GrabPixel(IN, 0.05, -4.0);
  114. // sum += GrabPixel(IN, 0.09, -3.0);
  115. // sum += GrabPixel(IN, 0.12, -2.0);
  116. // sum += GrabPixel(IN, 0.15, -1.0);
  117. // sum += GrabPixel(IN, 0.18, 0.0);
  118. // sum += GrabPixel(IN, 0.15, +1.0);
  119. // sum += GrabPixel(IN, 0.12, +2.0);
  120. // sum += GrabPixel(IN, 0.09, +3.0);
  121. // sum += GrabPixel(IN, 0.05, +4.0);
  122. for (int i = 0; i < 9; i++) {
  123. sum += GrabPixel(IN, 1.0 / 9, i - 4.0);
  124. }
  125. // half4 sumy = half4(0,0,0,0);
  126. // for(int i=0;i<15;i++){
  127. // sumy += GrabPixely(IN, 1.0/15, i-7.0);
  128. // }
  129. // half4 sum = (sumx + sumy) * 0.5;
  130. // sum += GrabPixel(IN, 0.01, -9.0);
  131. // sum += GrabPixel(IN, 0.02, -8.0);
  132. // sum += GrabPixel(IN, 0.03, -7.0);
  133. // sum += GrabPixel(IN, 0.04, -6.0);
  134. // sum += GrabPixel(IN, 0.05, -5.0);
  135. // sum += GrabPixel(IN, 0.06, -4.0);
  136. // sum += GrabPixel(IN, 0.07, -3.0);
  137. // sum += GrabPixel(IN, 0.08, -2.0);
  138. // sum += GrabPixel(IN, 0.09, -1.0);
  139. // sum += GrabPixel(IN, 0.10, 0.0);
  140. // sum += GrabPixel(IN, 0.09, +1.0);
  141. // sum += GrabPixel(IN, 0.08, +2.0);
  142. // sum += GrabPixel(IN, 0.07, +3.0);
  143. // sum += GrabPixel(IN, 0.06, +4.0);
  144. // sum += GrabPixel(IN, 0.05, +5.0);
  145. // sum += GrabPixel(IN, 0.04, +6.0);
  146. // sum += GrabPixel(IN, 0.03, +7.0);
  147. // sum += GrabPixel(IN, 0.02, +8.0);
  148. // sum += GrabPixel(IN, 0.01, +9.0);
  149. sum = sum * IN.color;
  150. sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  151. #ifdef UNITY_UI_ALPHACLIP
  152. clip(sum.a - 0.001);
  153. #endif
  154. return sum;
  155. // float distance = _Distance;
  156. // fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  157. // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
  158. // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
  159. // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
  160. // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
  161. // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
  162. // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
  163. // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
  164. // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
  165. // color /= 9;
  166. // color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  167. // #ifdef UNITY_UI_ALPHACLIP
  168. // clip (color.a - 0.001);
  169. // #endif
  170. // return color;
  171. }
  172. ENDCG
  173. }
  174. Pass
  175. {
  176. Name "FrontBlurVer"
  177. CGPROGRAM
  178. #pragma vertex vert
  179. #pragma fragment frag
  180. #pragma target 2.0
  181. #include "UnityCG.cginc"
  182. #include "UnityUI.cginc"
  183. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  184. struct appdata_t
  185. {
  186. float4 vertex : POSITION;
  187. float4 color : COLOR;
  188. float2 texcoord : TEXCOORD0;
  189. UNITY_VERTEX_INPUT_INSTANCE_ID
  190. };
  191. struct v2f
  192. {
  193. float4 vertex : SV_POSITION;
  194. fixed4 color : COLOR;
  195. float2 texcoord : TEXCOORD0;
  196. float4 worldPosition : TEXCOORD1;
  197. UNITY_VERTEX_OUTPUT_STEREO
  198. };
  199. fixed4 _Color;
  200. fixed4 _TextureSampleAdd;
  201. float4 _ClipRect;
  202. v2f vert(appdata_t IN)
  203. {
  204. v2f OUT;
  205. UNITY_SETUP_INSTANCE_ID(IN);
  206. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  207. OUT.worldPosition = IN.vertex;
  208. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  209. OUT.texcoord = IN.texcoord;
  210. OUT.color = IN.color * _Color;
  211. return OUT;
  212. }
  213. sampler2D _MainTex;
  214. float4 _MainTex_TexelSize;
  215. float _Size;
  216. half4 GrabPixel(v2f i, float weight, float kernely) {
  217. if (_Size <= 1 || weight == 0) {
  218. return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size)) * weight;
  219. }
  220. else {
  221. half4 sum = half4(0,0,0,0);
  222. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.2)) * 0.2;
  223. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.4)) * 0.2;
  224. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.6)) * 0.2;
  225. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 0.8)) * 0.2;
  226. sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y * kernely * _Size * 1.0)) * 0.2;
  227. return (sum + _TextureSampleAdd) * weight;
  228. }
  229. }
  230. fixed4 frag(v2f IN) : SV_Target
  231. {
  232. half4 sum = half4(0,0,0,0);
  233. // #define GRABPIXEL(weight, kernely) (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + _MainTex_TexelSize.y * kernely*_Size)) + _TextureSampleAdd) * weight
  234. // sum += GrabPixel(IN, 0.05, -4.0);
  235. // sum += GrabPixel(IN, 0.09, -3.0);
  236. // sum += GrabPixel(IN, 0.12, -2.0);
  237. // sum += GrabPixel(IN, 0.15, -1.0);
  238. // sum += GrabPixel(IN, 0.18, 0.0);
  239. // sum += GrabPixel(IN, 0.15, +1.0);
  240. // sum += GrabPixel(IN, 0.12, +2.0);
  241. // sum += GrabPixel(IN, 0.09, +3.0);
  242. // sum += GrabPixel(IN, 0.05, +4.0);
  243. for (int i = 0; i < 9; i++) {
  244. sum += GrabPixel(IN, 1.0 / 9, i - 4.0);
  245. }
  246. // sum += GrabPixel(IN, 0.01, -9.0);
  247. // sum += GrabPixel(IN, 0.02, -8.0);
  248. // sum += GrabPixel(IN, 0.03, -7.0);
  249. // sum += GrabPixel(IN, 0.04, -6.0);
  250. // sum += GrabPixel(IN, 0.05, -5.0);
  251. // sum += GrabPixel(IN, 0.06, -4.0);
  252. // sum += GrabPixel(IN, 0.07, -3.0);
  253. // sum += GrabPixel(IN, 0.08, -2.0);
  254. // sum += GrabPixel(IN, 0.09, -1.0);
  255. // sum += GrabPixel(IN, 0.10, 0.0);
  256. // sum += GrabPixel(IN, 0.09, +1.0);
  257. // sum += GrabPixel(IN, 0.08, +2.0);
  258. // sum += GrabPixel(IN, 0.07, +3.0);
  259. // sum += GrabPixel(IN, 0.06, +4.0);
  260. // sum += GrabPixel(IN, 0.05, +5.0);
  261. // sum += GrabPixel(IN, 0.04, +6.0);
  262. // sum += GrabPixel(IN, 0.03, +7.0);
  263. // sum += GrabPixel(IN, 0.02, +8.0);
  264. // sum += GrabPixel(IN, 0.01, +9.0);
  265. sum = sum * IN.color;
  266. sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  267. #ifdef UNITY_UI_ALPHACLIP
  268. clip(sum.a - 0.001);
  269. #endif
  270. return sum;
  271. // float distance = _Distance;
  272. // fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
  273. // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
  274. // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
  275. // color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
  276. // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
  277. // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
  278. // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
  279. // color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
  280. // color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
  281. // color /= 9;
  282. // color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  283. // #ifdef UNITY_UI_ALPHACLIP
  284. // clip (color.a - 0.001);
  285. // #endif
  286. // return color;
  287. }
  288. ENDCG
  289. }
  290. }
  291. }