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t1 / TFDContents / Assets / Resources / BlurShader3.shader @ 9

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1 3 KTH
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/BlurShader3" {
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    Properties {
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        _MainTex ("Base (RGB)", 2D) = "white" {}
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	    _BlurSizeXY("BlurSizeXY", Range(0,10)) = 0
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    }
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    SubShader {
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        // Render the object with the texture generated above
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        Pass {
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			CGPROGRAM
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			#pragma vertex vert1
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			#pragma fragment frag1
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			#pragma target 3.0
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            sampler2D _MainTex;
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            float _BlurSizeXY;
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			struct data {
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			    float4 vertex : POSITION;
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			    float3 normal : NORMAL;
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			};
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			struct v2f {
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			    float4 position : POSITION;
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			    float4 screenPos : TEXCOORD0;
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			};
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			v2f vert1(data i)
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			{
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			    v2f o;
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			    o.position = UnityObjectToClipPos(i.vertex);
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			    o.screenPos = o.position;
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			    return o;
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			}
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			half4 frag1( v2f i ) : COLOR
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			{
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			    float2 screenPos = i.screenPos.xy / i.screenPos.w;
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				float depth = _BlurSizeXY * 0.0005;
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			    screenPos.x = (screenPos.x + 1) * 0.5;
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			    screenPos.y = 1 - (screenPos.y + 1) * 0.5;
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				//horizontal
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			    half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
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			    sum += tex2D( _MainTex, float2(screenPos.x-5.0 * depth, screenPos.y )) * 0.025;
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			    sum += tex2D( _MainTex, float2(screenPos.x+5.0 * depth, screenPos.y )) * 0.025;
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			    sum += tex2D( _MainTex, float2(screenPos.x-4.0 * depth, screenPos.y)) * 0.05;
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			    sum += tex2D( _MainTex, float2(screenPos.x+4.0 * depth, screenPos.y)) * 0.05;
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			    sum += tex2D( _MainTex, float2(screenPos.x-3.0 * depth, screenPos.y)) * 0.09;
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			    sum += tex2D( _MainTex, float2(screenPos.x+3.0 * depth, screenPos.y)) * 0.09;
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			    sum += tex2D( _MainTex, float2(screenPos.x-2.0 * depth, screenPos.y)) * 0.12;
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			    sum += tex2D( _MainTex, float2(screenPos.x+2.0 * depth, screenPos.y)) * 0.12;
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			    sum += tex2D( _MainTex, float2(screenPos.x-1.0 * depth, screenPos.y)) *  0.15;
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			    sum += tex2D( _MainTex, float2(screenPos.x+1.0 * depth, screenPos.y)) *  0.15;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y)) *  0.16;
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				return sum / 2;
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			}
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			ENDCG
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        }
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        Pass {
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        Blend One One
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			CGPROGRAM
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			#pragma vertex vert2
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			#pragma fragment frag2
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			#pragma target 3.0
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            sampler2D _MainTex;
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            float _BlurSizeXY;
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			struct data {
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			    float4 vertex : POSITION;
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			    float3 normal : NORMAL;
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			};
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			struct v2f {
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			    float4 position : POSITION;
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			    float4 screenPos : TEXCOORD0;
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			};
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			v2f vert2(data i)
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			{
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			    v2f o;
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			    o.position = UnityObjectToClipPos(i.vertex);
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			    o.screenPos = o.position;
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			    return o;
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			}
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			half4 frag2( v2f i ) : COLOR
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			{
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			    float2 screenPos = i.screenPos.xy / i.screenPos.w;
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				float depth = _BlurSizeXY * 0.0005;
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			    screenPos.x = (screenPos.x + 1) * 0.5;
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			    screenPos.y = 1 - (screenPos.y + 1) * 0.5;
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			    //vertical
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			    half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y+5.0 * depth)) * 0.025;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y-5.0 * depth)) * 0.025;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y+4.0 * depth)) * 0.05;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y-4.0 * depth)) * 0.05;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y+3.0 * depth)) * 0.09;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y-3.0 * depth)) * 0.09;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y+2.0 * depth)) * 0.12;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y-2.0 * depth)) * 0.12;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y+1.0 * depth)) *  0.15;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y-1.0 * depth)) *  0.15;
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			    sum += tex2D( _MainTex, float2(screenPos.x, screenPos.y)) *  0.16;
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				return sum / 2;
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			}
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			ENDCG
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        }
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    }
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	Fallback Off
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}