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93 lines
2.1 KiB
93 lines
2.1 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 12/Gaussian Blur" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BlurSize ("Blur Size", Float) = 1.0
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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float _BlurSize;
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struct v2f {
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float4 pos : SV_POSITION;
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half2 uv[5]: TEXCOORD0;
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};
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v2f vertBlurVertical(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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half2 uv = v.texcoord;
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o.uv[0] = uv;
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o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
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o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
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o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
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o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
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return o;
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}
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v2f vertBlurHorizontal(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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half2 uv = v.texcoord;
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o.uv[0] = uv;
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o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
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o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
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o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
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o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
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return o;
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}
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fixed4 fragBlur(v2f i) : SV_Target {
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float weight[3] = {0.4026, 0.2442, 0.0545};
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fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
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for (int it = 1; it < 3; it++) {
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sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
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sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
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}
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return fixed4(sum, 1.0);
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}
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ENDCG
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ZTest Always Cull Off ZWrite Off
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Pass {
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NAME "GAUSSIAN_BLUR_VERTICAL"
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CGPROGRAM
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#pragma vertex vertBlurVertical
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#pragma fragment fragBlur
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ENDCG
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}
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Pass {
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NAME "GAUSSIAN_BLUR_HORIZONTAL"
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CGPROGRAM
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#pragma vertex vertBlurHorizontal
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#pragma fragment fragBlur
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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