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PlumberUltimateAds/Assets/2DxFX/Resources/2dxfx_AL/_2dxFX_AL_Blur.shader

91 lines
2.5 KiB
GLSL

//////////////////////////////////////////////
/// 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"
}