////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Blur" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("_Color", Color) = (1,1,1,1) _Distortion("Distortion", Range(0,1)) = 0 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows sampler2D _MainTex; float4 _Color; float _Distortion; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } void surf(Input IN, inout SurfaceOutput o) { float stepU = 0.00390625f * _Distortion; float stepV = stepU; float3x3 gaussian = float3x3(1.0,2.0,1.0,2.0,4.0,2.0,1.0,2.0,1.0); float4 result = float4(0,0,0,0); float4 Alpha = tex2D(_MainTex, IN.uv_MainTex); float2 texCoord = float2(0,0); texCoord = IN.uv_MainTex.xy + float2(-stepU, -stepV); result += tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(-stepU, 0); result += 2.0 * tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(-stepU, stepV); result += tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(0, -stepV); result += 2.0 * tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy; result += 4.0 * tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(0, stepV); result += 2.0 * tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(stepU, -stepV); result += tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(stepU, 0); result += 2.0* tex2D(_MainTex,texCoord); texCoord = IN.uv_MainTex.xy + float2(stepU, -stepV); result += tex2D(_MainTex,texCoord); float4 r = float4(0,0,0,0); r = result*0.0625; r.a *= Alpha.a*(1.0 - _Alpha); r = r*IN.color; o.Albedo = r.rgb * r.a; o.Alpha = r.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }