Shader "Kamgam/UI Toolkit/URP/Blur Shader" { Properties { // MainTex is only used in ShaderGraph < 15 _MainTex("Texture", 2D) = "white" {} _BlurOffset("Blur Offset", Vector) = (1.0, 1.0, 0) [KeywordEnum(Low, Medium, High)] _Samples("Sample Amount", Float) = 1 } HLSLINCLUDE #if _SAMPLES_LOW #define SAMPLES 10 #elif _SAMPLES_MEDIUM #define SAMPLES 30 #else #define SAMPLES 100 #endif // TODO: Actually the only difference is the default source name _MainTex > _BlitTexture, so we could just extract that and use it in both. #if UNITY_VERSION >= 202220 // Version compare, see: https://forum.unity.com/threads/urp-version-defines.1218915/#post-9021178 // Shader Graph >= 14.x // Based on the default Hidden/Universal Render Pipleline/Blit shader found under // packages/com.unity.render-pipelines.universal@x.y.z/Shaders/Utils/Blit.shader #pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION #pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH // Core.hlsl for XR dependencies #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" SAMPLER(sampler_BlitTexture); #if UNITY_VERSION <= 202320 float4 _BlitTexture_TexelSize; #endif float4 _BlurOffset; half4 BlurHorizontal(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; // See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/ // For a 1024 x 1024 texture this will be 1 / 1024. float2 uv2px = _BlitTexture_TexelSize.xy; // star form, blur with a sample for every step half4 color; int sampleDiv = SAMPLES - 1; float weightSum = 0; for (float i = 0; i < SAMPLES; i++) { // Linear kernel weight interpolation float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5)); weightSum += weight; // x color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px) * weight; } color /= weightSum; color.a = 1; #ifdef _LINEAR_TO_SRGB_CONVERSION color = LinearToSRGB(color); #endif return color; } half4 BlurVertical(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; // See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/ // For a 1024 x 1024 texture this will be 1 / 1024. float2 uv2px = _BlitTexture_TexelSize.xy; // star form, blur with a sample for every step half4 color; int sampleDiv = SAMPLES - 1; float weightSum = 0; for (float i = 0; i < SAMPLES; i++) { // Linear kernel weight interpolation float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5)); weightSum += weight; // y color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px) * weight; } color /= weightSum; color.a = 1; #ifdef _LINEAR_TO_SRGB_CONVERSION color = LinearToSRGB(color); #endif return color; } #else // Shader Graph < 15 // Based on the default Hidden/Universal Render Pipleline/Blit shader found under // packages/com.unity.render-pipelines.universal@x.y.z/Shaders/Utils/Blit.shader #pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION #pragma multi_compile _ _USE_DRAW_PROCEDURAL #pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" TEXTURE2D_X(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize; float4 _BlurOffset; half4 BlurHorizontal(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.uv; // See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/ // For a 1024 x 1024 texture this will be 1 / 1024. float2 uv2px = _MainTex_TexelSize.xy; // star form, blur with a sample for every step half4 color; int sampleDiv = SAMPLES - 1; float weightSum = 0; for (float i = 0; i < SAMPLES; i++) { // Linear kernel weight interpolation float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5)); weightSum += weight; // x color += SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px) * weight; } color /= weightSum; color.a = 1; #ifdef _LINEAR_TO_SRGB_CONVERSION color = LinearToSRGB(color); #endif return color; } half4 BlurVertical(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.uv; // See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/ // For a 1024 x 1024 texture this will be 1 / 1024. float2 uv2px = _MainTex_TexelSize.xy; // star form, blur with a sample for every step half4 color; int sampleDiv = SAMPLES - 1; float weightSum = 0; for (float i = 0; i < SAMPLES; i++) { // Linear kernel weight interpolation float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5)); weightSum += weight; // y color += SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px) * weight; } color /= weightSum; color.a = 1; #ifdef _LINEAR_TO_SRGB_CONVERSION color = LinearToSRGB(color); #endif return color; } #endif ENDHLSL SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } LOD 100 ZTest Always ZWrite Off Cull Off Pass { Name "Blur Horizontal" HLSLPROGRAM #pragma vertex Vert #pragma fragment BlurHorizontal ENDHLSL } Pass { Name "Blur Vertical" HLSLPROGRAM #pragma vertex Vert #pragma fragment BlurVertical ENDHLSL } } }