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