Shader "Hidden/Griffin/Blur" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float2 texel = _MainTex_TexelSize.xy; float4 avgColor = float4(0,0,0,0); float sampleCount = 0; for (int x0=-25; x0<=25; ++x0) { for (int y0=-25; y0<=25; ++y0) { avgColor += tex2D(_MainTex, i.uv + float2(x0*texel.x, y0*texel.y)); sampleCount +=1; } } avgColor = avgColor/sampleCount; return avgColor; } ENDCG } } }