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- Shader "Custom/BlurredImage"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Radius("Radius", Range(1, 255)) = 1
- }
- Category
- {
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
- Blend SrcAlpha OneMinusSrcAlpha
- SubShader
- {
- GrabPass
- {
- Tags{ "LightMode" = "Always" }
- }
- Pass
- {
- Tags{ "LightMode" = "Always" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 texcoord: TEXCOORD1;
- };
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- o.texcoord = v.texcoord;
- return o;
- }
- sampler2D _MainTex;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float _Radius;
- half4 frag(v2f i) : COLOR
- {
- half4 sum = half4(0,0,0,0);
- #define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
- sum += GRABXYPIXEL(0.0, 0.0);
- int measurments = 1;
- for (float range = 0.1f; range <= _Radius; range += 0.1f)
- {
- sum += GRABXYPIXEL(range, range);
- sum += GRABXYPIXEL(range, -range);
- sum += GRABXYPIXEL(-range, range);
- sum += GRABXYPIXEL(-range, -range);
- measurments += 4;
- }
- half4 color = (sum / measurments);
- color.a = tex2D(_MainTex, i.texcoord).a;
- return color;
- }
- ENDCG
- }
- GrabPass
- {
- Tags{ "LightMode" = "Always" }
- }
- Pass
- {
- Tags{ "LightMode" = "Always" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 texcoord: TEXCOORD1;
- };
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- o.texcoord = v.texcoord;
- return o;
- }
- sampler2D _MainTex;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float _Radius;
- half4 frag(v2f i) : COLOR
- {
- half4 sum = half4(0,0,0,0);
- float radius = 1.41421356237 * _Radius;
- #define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
- half4 originalSample = GRABXYPIXEL(0.0, 0.0);
- sum += originalSample;
- int measurments = 1;
- for (float range = 1.41421356237f; range <= radius * 1.41; range += 1.41421356237f)
- {
- sum += GRABXYPIXEL(range, 0);
- sum += GRABXYPIXEL(-range, 0);
- sum += GRABXYPIXEL(0, range);
- sum += GRABXYPIXEL(0, -range);
- measurments += 4;
- }
- half4 color = (sum / measurments);
- color.a = tex2D(_MainTex, i.texcoord).a;
- return color;
- }
- ENDCG
- }
- }
- }
- }
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