BITFALL/Assets/Plugins/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/TextureTool/Blur.shader

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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
}
}
}