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Assets/Plugins/Light2D/Resources/Shaders/FastBlur.shader
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81
Assets/Plugins/Light2D/Resources/Shaders/FastBlur.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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Fast, low quality blur.
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*/
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Shader "Light2D/Fast Blur" {
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Properties {
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_Distance ("Distance", Float) = 4 // blur distance in pixels
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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//Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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half2 dist : TEXCOORD1;
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};
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uniform sampler2D _MainTex;
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uniform half _Distance;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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half2 dist = _Distance*(1.0/_ScreenParams.xy);
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o.dist = half2(dist.x, dist.y*0.707);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half2 dists[8] =
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{
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half2(i.dist.x, 0), half2(-i.dist.x, 0), half2(0, i.dist.x), half2(0, -i.dist.x),
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half2(i.dist.y, i.dist.y), half2(i.dist.y, -i.dist.y),
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half2(-i.dist.y, i.dist.y), half2(-i.dist.y, -i.dist.y)
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};
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half4 sum = 0;
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sum += tex2D(_MainTex, i.texcoord);
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sum += tex2D(_MainTex, i.texcoord + dists[0]);
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sum += tex2D(_MainTex, i.texcoord + dists[1]);
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sum += tex2D(_MainTex, i.texcoord + dists[2]);
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sum += tex2D(_MainTex, i.texcoord + dists[3]);
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sum += tex2D(_MainTex, i.texcoord + dists[4]);
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sum += tex2D(_MainTex, i.texcoord + dists[5]);
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sum += tex2D(_MainTex, i.texcoord + dists[6]);
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sum += tex2D(_MainTex, i.texcoord + dists[7]);
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half4 tex = sum/9.0;
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return tex;
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}
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ENDCG
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}
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}
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}
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