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120 lines
2.8 KiB
GLSL
120 lines
2.8 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/BlurHQPlus"
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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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_BlurHQPlus_Intensity_1("_BlurHQPlus_Intensity_1", Range(1, 64)) = 7.114
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_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" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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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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#include "UnityCG.cginc"
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struct appdata_t{
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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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float _SpriteFade;
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float _BlurHQPlus_Intensity_1;
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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 BlurHQ_Plus_G(float bhqp, float x)
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{
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return exp(-(x * x) / (2.0 * bhqp * bhqp));
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}
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float4 BlurHQ_Plus(float2 uv, sampler2D source, float Intensity)
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{
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int c_samples = 16;
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int c_halfSamples = c_samples / 2;
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float c_pixelSize = 0.00390625;
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float c_sigmaX = 0.1 + Intensity *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_samples; ++iy)
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{
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float fy = BlurHQ_Plus_G(c_sigmaY, float(iy) - float(c_halfSamples));
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float offsety = float(iy - c_halfSamples) * c_pixelSize;
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for (int ix = 0; ix < c_samples; ++ix)
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{
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float fx = BlurHQ_Plus_G(c_sigmaX, float(ix) - float(c_halfSamples));
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float offsetx = float(ix - c_halfSamples) * c_pixelSize;
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total += fx * fy;
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ret += tex2D(source, 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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float4 _BlurHQPlus_1 = BlurHQ_Plus(i.texcoord,_MainTex,_BlurHQPlus_Intensity_1);
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float4 FinalResult = _BlurHQPlus_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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return FinalResult;
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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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}
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