////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/BlurHQPlus" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _BlurHQPlus_Intensity_1("_BlurHQPlus_Intensity_1", Range(1, 64)) = 7.114 _SpriteFade("SpriteFade", Range(0, 1)) = 1.0 // required for UI.Mask [HideInInspector]_StencilComp("Stencil Comparison", Float) = 8 [HideInInspector]_Stencil("Stencil ID", Float) = 0 [HideInInspector]_StencilOp("Stencil Operation", Float) = 0 [HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255 [HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255 [HideInInspector]_ColorMask("Color Mask", Float) = 15 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t{ float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float _SpriteFade; float _BlurHQPlus_Intensity_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float BlurHQ_Plus_G(float bhqp, float x) { return exp(-(x * x) / (2.0 * bhqp * bhqp)); } float4 BlurHQ_Plus(float2 uv, sampler2D source, float Intensity) { int c_samples = 16; int c_halfSamples = c_samples / 2; float c_pixelSize = 0.00390625; float c_sigmaX = 0.1 + Intensity *0.5; float c_sigmaY = c_sigmaX; float total = 0.0; float4 ret = float4(0, 0, 0, 0); for (int iy = 0; iy < c_samples; ++iy) { float fy = BlurHQ_Plus_G(c_sigmaY, float(iy) - float(c_halfSamples)); float offsety = float(iy - c_halfSamples) * c_pixelSize; for (int ix = 0; ix < c_samples; ++ix) { float fx = BlurHQ_Plus_G(c_sigmaX, float(ix) - float(c_halfSamples)); float offsetx = float(ix - c_halfSamples) * c_pixelSize; total += fx * fy; ret += tex2D(source, uv + float2(offsetx, offsety)) * fx*fy; } } return ret / total; } float4 frag (v2f i) : COLOR { float4 _BlurHQPlus_1 = BlurHQ_Plus(i.texcoord,_MainTex,_BlurHQPlus_Intensity_1); float4 FinalResult = _BlurHQPlus_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }