////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Blur" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Blur_Intensity_1("_Blur_Intensity_1", Range(1, 16)) = 1.914 _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 _Blur_Intensity_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 Blur(float2 uv, sampler2D source, float Intensity) { float stepU = 0.00390625f * Intensity; float stepV = stepU; float4 result = float4 (0, 0, 0, 0); float2 texCoord = float2(0, 0); texCoord = uv + float2(-stepU, -stepV); result += tex2D(source, texCoord); texCoord = uv + float2(-stepU, 0); result += 2.0 * tex2D(source, texCoord); texCoord = uv + float2(-stepU, stepV); result += tex2D(source, texCoord); texCoord = uv + float2(0, -stepV); result += 2.0 * tex2D(source, texCoord); texCoord = uv; result += 4.0 * tex2D(source, texCoord); texCoord = uv + float2(0, stepV); result += 2.0 * tex2D(source, texCoord); texCoord = uv + float2(stepU, -stepV); result += tex2D(source, texCoord); texCoord = uv + float2(stepU, 0); result += 2.0* tex2D(source, texCoord); texCoord = uv + float2(stepU, -stepV); result += tex2D(source, texCoord); result = result * 0.0625; return result; } float4 frag (v2f i) : COLOR { float4 _Blur_1 = Blur(i.texcoord,_MainTex,_Blur_Intensity_1); float4 FinalResult = _Blur_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }