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PlumberUltimateAds/Assets/2DxFX/ExtraShaders/Shader/BlurHQ.shader

126 lines
4.1 KiB
GLSL

//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////
//////////////////////////////////////////////
Shader "2DxFX_Extra_Shaders/BlurHQ"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_BlurHQ_Intensity_1("_BlurHQ_Intensity_1", Range(1, 16)) = 5.914
_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 _BlurHQ_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 BlurHQ(float2 uv, sampler2D source, float Intensity)
{
float step1 = 0.00390625f * Intensity * 0.5;
float step2 = step1 * 2;
float4 result = float4 (0, 0, 0, 0);
float2 texCoord = float2(0, 0);
texCoord = uv + float2(-step2, -step2); result += tex2D(source, texCoord);
texCoord = uv + float2(-step1, -step2); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(0, -step2); result += 6.0 * tex2D(source, texCoord);
texCoord = uv + float2(step1, -step2); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(step2, -step2); result += tex2D(source, texCoord);
texCoord = uv + float2(-step2, -step1); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(-step1, -step1); result += 16.0 * tex2D(source, texCoord);
texCoord = uv + float2(0, -step1); result += 24.0 * tex2D(source, texCoord);
texCoord = uv + float2(step1, -step1); result += 16.0 * tex2D(source, texCoord);
texCoord = uv + float2(step2, -step1); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(-step2, 0); result += 6.0 * tex2D(source, texCoord);
texCoord = uv + float2(-step1, 0); result += 24.0 * tex2D(source, texCoord);
texCoord = uv; result += 36.0 * tex2D(source, texCoord);
texCoord = uv + float2(step1, 0); result += 24.0 * tex2D(source, texCoord);
texCoord = uv + float2(step2, 0); result += 6.0 * tex2D(source, texCoord);
texCoord = uv + float2(-step2, step1); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(-step1, step1); result += 16.0 * tex2D(source, texCoord);
texCoord = uv + float2(0, step1); result += 24.0 * tex2D(source, texCoord);
texCoord = uv + float2(step1, step1); result += 16.0 * tex2D(source, texCoord);
texCoord = uv + float2(step2, step1); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(-step2, step2); result += tex2D(source, texCoord);
texCoord = uv + float2(-step1, step2); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(0, step2); result += 6.0 * tex2D(source, texCoord);
texCoord = uv + float2(step1, step2); result += 4.0 * tex2D(source, texCoord);
texCoord = uv + float2(step2, step2); result += tex2D(source, texCoord);
result = result*0.00390625;
return result;
}
float4 frag (v2f i) : COLOR
{
float4 _BlurHQ_1 = BlurHQ(i.texcoord,_MainTex,_BlurHQ_Intensity_1);
float4 FinalResult = _BlurHQ_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}