t1 / TFDContents / Assets / Resources / BlurShader3.shader @ 9
이력 | 보기 | 이력해설 | 다운로드 (4.08 KB)
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// 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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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} |
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