2D-Platformer/Assets/Plugins/Light2D/Resources/Shaders/FastBlur.shader
2022-02-12 12:53:50 +02:00

81 lines
1.8 KiB
Text

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