t1 / TFDContents / Assets / Resources / BlurShader2.shader @ 9
이력 | 보기 | 이력해설 | 다운로드 (2.77 KB)
1 | 3 | KTH | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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2 | |||
3 | Shader "Custom/BlurShader2" { |
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4 | Properties { |
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5 | _MainTex ("Base (RGB)", 2D) = "white" {} |
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6 | _BlurSizeXY("BlurSizeXY", Range(0,10)) = 0 |
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7 | } |
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8 | |||
9 | CGINCLUDE |
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10 | #include "UnityCG.cginc" |
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11 | |||
12 | sampler2D _MainTex; |
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13 | float _BlurSizeXY; |
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14 | |||
15 | struct data { |
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16 | float4 vertex : POSITION; |
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17 | float3 normal : NORMAL; |
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18 | }; |
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19 | |||
20 | struct v2f { |
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21 | float4 position : POSITION; |
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22 | float4 screenPos : TEXCOORD0; |
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23 | }; |
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24 | |||
25 | v2f vert(data i) |
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26 | { |
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27 | v2f o; |
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28 | o.position = UnityObjectToClipPos(i.vertex); |
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29 | o.screenPos = o.position; |
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30 | |||
31 | return o; |
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32 | } |
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33 | |||
34 | half4 frag( v2f i ) : COLOR |
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35 | { |
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36 | float2 screenPos = i.screenPos.xy / i.screenPos.w; |
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37 | float depth = _BlurSizeXY * 0.0005; |
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38 | |||
39 | screenPos.x = (screenPos.x + 1) * 0.5; |
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40 | screenPos.y = 1 - (screenPos.y + 1) * 0.5; |
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41 | |||
42 | half4 sum = half4(0.0h,0.0h,0.0h,0.0h); |
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43 | |||
44 | sum += tex2D( _MainTex, float2(screenPos.x-5.0 * depth, screenPos.y+5.0 * depth)) * 0.025; |
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45 | sum += tex2D( _MainTex, float2(screenPos.x+5.0 * depth, screenPos.y-5.0 * depth)) * 0.025; |
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46 | |||
47 | sum += tex2D( _MainTex, float2(screenPos.x-4.0 * depth, screenPos.y+4.0 * depth)) * 0.05; |
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48 | sum += tex2D( _MainTex, float2(screenPos.x+4.0 * depth, screenPos.y-4.0 * depth)) * 0.05; |
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49 | |||
50 | |||
51 | sum += tex2D( _MainTex, float2(screenPos.x-3.0 * depth, screenPos.y+3.0 * depth)) * 0.09; |
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52 | sum += tex2D( _MainTex, float2(screenPos.x+3.0 * depth, screenPos.y-3.0 * depth)) * 0.09; |
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53 | |||
54 | sum += tex2D( _MainTex, float2(screenPos.x-2.0 * depth, screenPos.y+2.0 * depth)) * 0.12; |
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55 | sum += tex2D( _MainTex, float2(screenPos.x+2.0 * depth, screenPos.y-2.0 * depth)) * 0.12; |
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56 | |||
57 | sum += tex2D( _MainTex, float2(screenPos.x-1.0 * depth, screenPos.y+1.0 * depth)) * 0.15; |
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58 | sum += tex2D( _MainTex, float2(screenPos.x+1.0 * depth, screenPos.y-1.0 * depth)) * 0.15; |
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59 | |||
60 | sum += tex2D( _MainTex, screenPos-5.0 * depth) * 0.025; |
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61 | sum += tex2D( _MainTex, screenPos-4.0 * depth) * 0.05; |
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62 | sum += tex2D( _MainTex, screenPos-3.0 * depth) * 0.09; |
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63 | sum += tex2D( _MainTex, screenPos-2.0 * depth) * 0.12; |
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64 | sum += tex2D( _MainTex, screenPos-1.0 * depth) * 0.15; |
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65 | sum += tex2D( _MainTex, screenPos) * 0.16; |
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66 | |||
67 | sum += tex2D( _MainTex, screenPos+5.0 * depth) * 0.15; |
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68 | sum += tex2D( _MainTex, screenPos+4.0 * depth) * 0.12; |
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69 | sum += tex2D( _MainTex, screenPos+3.0 * depth) * 0.09; |
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70 | sum += tex2D( _MainTex, screenPos+2.0 * depth) * 0.05; |
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71 | sum += tex2D( _MainTex, screenPos+1.0 * depth) * 0.025; |
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72 | |||
73 | return sum / 2; |
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74 | } |
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75 | |||
76 | ENDCG |
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77 | |||
78 | SubShader { |
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79 | ZTest Always Cull Off ZWrite Off |
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80 | pass { |
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81 | CGPROGRAM |
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82 | #pragma vertex vert |
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83 | #pragma fragment frag |
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84 | #pragma target 3.0 |
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85 | ENDCG |
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86 | } |
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87 | } |
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88 | } |