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PlumberUltimateAds/Assets/2DxFX/Resources/_2dxFX_BlurHQX.shader

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// 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"
}