t1 / TFDContents / Assets / Resources / BlurShader4.shader @ 10
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Custom/BlurShader4" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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uniform half4 _MainTex_TexelSize; |
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uniform half4 _Parameter; |
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struct v2f_tap |
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{
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float4 pos : SV_POSITION; |
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half2 uv20 : TEXCOORD0; |
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half2 uv21 : TEXCOORD1; |
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half2 uv22 : TEXCOORD2; |
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half2 uv23 : TEXCOORD3; |
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}; |
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v2f_tap vert4Tap ( appdata_img v ) |
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{
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v2f_tap o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv20 = v.texcoord + _MainTex_TexelSize.xy; |
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o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); |
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o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); |
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o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); |
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return o; |
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} |
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fixed4 fragDownsample ( v2f_tap i ) : SV_Target |
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{
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fixed4 color = tex2D (_MainTex, i.uv20); |
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color += tex2D (_MainTex, i.uv21); |
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color += tex2D (_MainTex, i.uv22); |
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color += tex2D (_MainTex, i.uv23); |
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return color / 4; |
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} |
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// weight curves |
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static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights
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static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0),
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half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; |
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struct v2f_withBlurCoords8 |
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{
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float4 pos : SV_POSITION; |
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half4 uv : TEXCOORD0; |
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half2 offs : TEXCOORD1; |
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}; |
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struct v2f_withBlurCoordsSGX |
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{
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float4 pos : SV_POSITION; |
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half2 uv : TEXCOORD0; |
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half4 offs[3] : TEXCOORD1; |
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}; |
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v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) |
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{
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v2f_withBlurCoords8 o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv = half4(v.texcoord.xy,1,1); |
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o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; |
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return o; |
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} |
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v2f_withBlurCoords8 vertBlurVertical (appdata_img v) |
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{
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v2f_withBlurCoords8 o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv = half4(v.texcoord.xy,1,1); |
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o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; |
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return o; |
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} |
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half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target |
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{
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half2 uv = i.uv.xy; |
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half2 netFilterWidth = i.offs; |
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half2 coords = uv - netFilterWidth * 3.0; |
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half4 color = 0; |
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for( int l = 0; l < 7; l++ ) |
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{
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half4 tap = tex2D(_MainTex, coords); |
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color += tap * curve4[l]; |
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coords += netFilterWidth; |
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} |
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return color; |
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} |
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v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) |
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{
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v2f_withBlurCoordsSGX o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv = v.texcoord.xy; |
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half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; |
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half4 coords = -netFilterWidth.xyxy * 3.0; |
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o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); |
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coords += netFilterWidth.xyxy; |
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o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); |
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coords += netFilterWidth.xyxy; |
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o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); |
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return o; |
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} |
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v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) |
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{
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v2f_withBlurCoordsSGX o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv = half4(v.texcoord.xy,1,1); |
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half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; |
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half4 coords = -netFilterWidth.xyxy * 3.0; |
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o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); |
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coords += netFilterWidth.xyxy; |
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o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); |
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coords += netFilterWidth.xyxy; |
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o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); |
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return o; |
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} |
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half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target |
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{
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half2 uv = i.uv.xy; |
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half4 color = tex2D(_MainTex, i.uv) * curve4[3]; |
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for( int l = 0; l < 3; l++ ) |
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{
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half4 tapA = tex2D(_MainTex, i.offs[l].xy); |
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half4 tapB = tex2D(_MainTex, i.offs[l].zw); |
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color += (tapA + tapB) * curve4[l]; |
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} |
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return color; |
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} |
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ENDCG |
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SubShader {
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ZTest Off Cull Off ZWrite Off Blend Off |
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// 0 |
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Pass {
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CGPROGRAM |
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#pragma vertex vert4Tap |
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#pragma fragment fragDownsample |
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ENDCG |
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} |
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// 1 |
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Pass {
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ZTest Always |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vertBlurVertical |
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#pragma fragment fragBlur8 |
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ENDCG |
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} |
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// 2 |
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Pass {
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ZTest Always |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vertBlurHorizontal |
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#pragma fragment fragBlur8 |
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ENDCG |
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} |
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// alternate blur |
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// 3 |
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Pass {
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ZTest Always |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vertBlurVerticalSGX |
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#pragma fragment fragBlurSGX |
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ENDCG |
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} |
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// 4 |
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Pass {
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ZTest Always |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vertBlurHorizontalSGX |
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#pragma fragment fragBlurSGX |
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ENDCG |
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} |
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} |
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FallBack Off |
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} |