CQ_Intelligent-Technology-T.../Assets/GameAssets/Shader/UI Blur.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/UI_BGBlur"
{
Properties
{
_Size("Size", float) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
GrabPass {Tags{"LightMode" = "Always"}}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uvgrab : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
v2f vert(appdata_base v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
// return col;
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum;
}
ENDCG
}
GrabPass{ Tags{ "LightMode" = "Always" } }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 uvgrab : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
v2f vert(appdata_base v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
// return col;
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum;
}
ENDCG
}
}
Fallback "UI/Unlit/Transparent"
}