YanCheng_Metrology/Assets/Plugins/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightBlurGlow.shader

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Shader "HighlightPlus/Geometry/BlurGlow" {
Properties {
_Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property"
_BlurScale("Blur Scale", Float) = 2.0
_Speed("Speed", Float) = 1
}
SubShader
{
ZTest Always
ZWrite Off
Cull Off
CGINCLUDE
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
float _BlurScale, _Speed;
float _AspectRatio;
float _ResampleScale;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2fCross {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float2 uv1: TEXCOORD1;
float2 uv2: TEXCOORD2;
float2 uv3: TEXCOORD3;
float2 uv4: TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2fCross vertCross(appdata v) {
v2fCross o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = v.vertex;
o.pos.y *= _ProjectionParams.x;
o.uv = v.texcoord;
float3 offsets = _MainTex_TexelSize.xyx * float3(1, _AspectRatio, -1);
o.uv1 = v.texcoord - offsets.xy;
o.uv2 = v.texcoord - offsets.zy;
o.uv3 = v.texcoord + offsets.zy;
o.uv4 = v.texcoord + offsets.xy;
return o;
}
v2fCross vertCrossKawase(appdata v) {
v2fCross o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = v.vertex;
o.pos.y *= _ProjectionParams.x;
o.uv = v.texcoord + _MainTex_TexelSize.xy * 0.5;
float animatedWidth = _BlurScale * _ResampleScale * (0.75 + 0.25 * sin(_Time.w * _Speed));
float3 offsets = _MainTex_TexelSize.xyx * float3(1, _AspectRatio, -1) * animatedWidth;
o.uv1 = v.texcoord - offsets.xy;
o.uv2 = v.texcoord - offsets.zy;
o.uv3 = v.texcoord + offsets.zy;
o.uv4 = v.texcoord + offsets.xy;
return o;
}
v2fCross vertBlurH(appdata v) {
v2fCross o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = v.vertex;
o.pos.y *= _ProjectionParams.x;
float animatedWidth = _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
o.uv = v.texcoord;
float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * animatedWidth, 0);
o.uv1 = v.texcoord - inc;
o.uv2 = v.texcoord + inc;
float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * animatedWidth, 0);
o.uv3 = v.texcoord - inc2;
o.uv4 = v.texcoord + inc2;
return o;
}
v2fCross vertBlurV(appdata v) {
v2fCross o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = v.vertex;
o.pos.y *= _ProjectionParams.x;
float animatedWidth = _AspectRatio * _BlurScale * (1.0 + 0.25 * sin(_Time.w * _Speed));
o.uv = v.texcoord;
float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * animatedWidth);
o.uv1 = v.texcoord - inc;
o.uv2 = v.texcoord + inc;
float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * animatedWidth);
o.uv3 = v.texcoord - inc2;
o.uv4 = v.texcoord + inc2;
return o;
}
float4 fragBlur (v2fCross i): SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv) * 0.2270270270
+ (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2)) * 0.3162162162
+ (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4)) * 0.0702702703;
return pixel;
}
float4 fragResample(v2fCross i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1);
float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2);
float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3);
float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4);
return (c1+c2+c3+c4) * 0.25;
}
ENDCG
Pass {
Name "Gaussian Blur Horizontal"
CGPROGRAM
#pragma vertex vertBlurH
#pragma fragment fragBlur
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
ENDCG
}
Pass {
Name "Gaussian Blur Vertical"
CGPROGRAM
#pragma vertex vertBlurV
#pragma fragment fragBlur
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
ENDCG
}
Pass {
Name "Copy Resample"
CGPROGRAM
#pragma vertex vertCross
#pragma fragment fragResample
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
ENDCG
}
Pass {
Name "Fast Blur"
CGPROGRAM
#pragma vertex vertCrossKawase
#pragma fragment fragResample
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
ENDCG
}
}
}