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