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- Shader "Unlit/MagicCircle"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Color ("Blur Color", Color) = (1, 1, 1, 1)
- _BlurIntensity ("Blur Intensity", Range(0.0, 1.0)) = 0.5
- _BlurAmount ("Blur Amount", Range(0.0, 0.005)) = 0.0
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- LOD 100
- ZWrite Off
- Cull Off
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- return col;
- }
- ENDCG
- }
- Pass
- {
- Blend One One
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- float normpdf(float x, float sigma)
- {
- return 0.39894*exp(-0.5*x*x / (sigma*sigma)) / sigma;
- }
- half4 blur(sampler2D tex, float2 uv,float blurAmount) {
- half4 col = tex2D(tex, uv);
- const int mSize = 11;
- const int iter = (mSize - 1) / 2;
- for (int i = -iter; i <= iter; ++i) {
- for (int j = -iter; j <= iter; ++j) {
- col += tex2D(tex, float2(uv.x + i * blurAmount, uv.y + j * blurAmount)) * normpdf(float(i), 7);
- }
- }
- return col/mSize;
- }
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _BlurIntensity;
- float _BlurAmount;
- float4 _Color;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = blur(_MainTex, i.uv, _BlurAmount);
- return _Color * col.a * _BlurIntensity;
- }
- ENDCG
- }
- }
- }
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