BITFALL/Assets/Plugins/Le Tai's Asset/TranslucentImage/Resources/EfficientBlur.shader

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2023-11-30 00:23:23 +08:00
Shader "Hidden/EfficientBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "lib.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
half4 _MainTex_TexelSize;
uniform half _Radius;
struct v2f
{
half4 vertex : SV_POSITION;
half4 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_img v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
half4 offset = half2(-0.5h, 0.5h).xxyy; //-x, -y, x, y
offset *= UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xyxy;
offset *= _Radius;
o.texcoord = v.texcoord.xyxy + offset;
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
//Pray to the compiler god these will MAD
half4 o =
SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.xw) / 4.0h;
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.zw) / 4.0h;
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.xy) / 4.0h;
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.zy) / 4.0h;
return o;
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always Blend Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass
{
CGPROGRAM
//Crop before blur
#pragma vertex vertCrop
#pragma fragment frag
half4 _CropRegion;
half2 getNewUV(half2 oldUV)
{
return lerp(_CropRegion.xy, _CropRegion.zw, oldUV);
}
v2f vertCrop(appdata_img v)
{
v2f o = vert(v);
o.texcoord.xy = getNewUV(o.texcoord.xy);
o.texcoord.zw = getNewUV(o.texcoord.zw);
return o;
}
ENDCG
}
}
FallBack Off
}