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138 lines
3.0 KiB
Plaintext
138 lines
3.0 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
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/// http://vetasoft.store/2dxfx/ //
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//////////////////////////////////////////////
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Shader "2DxFX/Standard/BlurHQX"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 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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_Alpha ("Alpha", Range (0,1)) = 1.0
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// required for UI.Mask
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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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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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float Gaussian (float sigma, float x)
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{
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return exp(-(x*x) / (2.0 * sigma*sigma));
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}
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float4 BlurredPixel (in float2 uv)
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{
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int c_samplesX = 16; // must be odd
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int c_samplesY = 16; // must be odd
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float c_textureSize = 256.0;
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int c_halfSamplesX = c_samplesX / 2;
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int c_halfSamplesY = c_samplesY / 2;
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float c_pixelSize = (1.0 / c_textureSize);
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float c_sigmaX = 0.1+_Distortion*0.5;
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float c_sigmaY = c_sigmaX;
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float total = 0.0;
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float4 ret = float4(0,0,0,0);
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for (int iy = 0; iy < c_samplesY; ++iy)
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{
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float fy = Gaussian (c_sigmaY, float(iy) - float(c_halfSamplesY));
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float offsety = float(iy-c_halfSamplesY) * c_pixelSize;
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for (int ix = 0; ix < c_samplesX; ++ix)
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{
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float fx = Gaussian (c_sigmaX, float(ix) - float(c_halfSamplesX));
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float offsetx = float(ix-c_halfSamplesX) * c_pixelSize;
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total += fx * fy;
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ret += tex2D(_MainTex, uv + float2(offsetx, offsety)) * fx*fy;
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}
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}
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return ret / total;
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}
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float4 frag (v2f i) : COLOR
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{
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float2 uv=i.texcoord.xy;
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float step1 = 0.00390625f * _Distortion*0.5;
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float step2 = step1*2;
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float4 result = float4 (0,0,0,0);
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float4 Alpha = tex2D(_MainTex, uv);
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float4 r = BlurredPixel(uv);
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r.a*=(1-_Alpha);
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r=r*i.color;
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return r;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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} |