// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/BlurHQX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} 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 #pragma target 3.0 #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; float4 _Color; float _Distortion; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float Gaussian (float sigma, float x) { return exp(-(x*x) / (2.0 * sigma*sigma)); } float4 BlurredPixel (in float2 uv) { int c_samplesX = 16; // must be odd int c_samplesY = 16; // must be odd float c_textureSize = 256.0; int c_halfSamplesX = c_samplesX / 2; int c_halfSamplesY = c_samplesY / 2; float c_pixelSize = (1.0 / c_textureSize); float c_sigmaX = 0.1+_Distortion*0.5; float c_sigmaY = c_sigmaX; float total = 0.0; float4 ret = float4(0,0,0,0); for (int iy = 0; iy < c_samplesY; ++iy) { float fy = Gaussian (c_sigmaY, float(iy) - float(c_halfSamplesY)); float offsety = float(iy-c_halfSamplesY) * c_pixelSize; for (int ix = 0; ix < c_samplesX; ++ix) { float fx = Gaussian (c_sigmaX, float(ix) - float(c_halfSamplesX)); float offsetx = float(ix-c_halfSamplesX) * c_pixelSize; total += fx * fy; ret += tex2D(_MainTex, uv + float2(offsetx, offsety)) * fx*fy; } } return ret / total; } float4 frag (v2f i) : COLOR { float2 uv=i.texcoord.xy; float step1 = 0.00390625f * _Distortion*0.5; float step2 = step1*2; float4 result = float4 (0,0,0,0); float4 Alpha = tex2D(_MainTex, uv); float4 r = BlurredPixel(uv); r.a*=(1-_Alpha); r=r*i.color; return r; } ENDCG } } Fallback "Sprites/Default" }