Shader "MyShader/BackBlur" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Main Color", Color) = (1,1,1,1) _Size("Size", Range(0, 20)) = 1 } Category{ // We must be transparent, so other objects are drawn before this one. Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } SubShader { // Horizontal blur GrabPass { Tags { "LightMode" = "Always" } } Pass { Tags { "LightMode" = "Always" } Name "BackBlurHor" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float4 color : COLOR; }; v2f vert(appdata_t 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; o.color = v.color; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float4 _MainTex_TexelSize; float _Size; uniform float4 _Color; // static float GaussianKernel[9] = { // 0.05, 0.09, 0.12, // 0.15, 0.18, 0.15, // 0.12, 0.09, 0.05 // }; // static float GaussianKernel[19] = { // 0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09, // 0.1, // 0.09, 0.08, 0.07, 0.06, 0.05, 0.04, 0.03, 0.02, 0.01, // }; // static float GaussianKernelD[19] = { // -9.0, -8.0, -7.0, -6.0, -5.0, -4.0, -3.0, -2.0, -1.0, // 0.0, // +1.0, +2.0, +3.0, +4.0, +5.0, +6.0, +7.0, +8.0, +9.0, // }; half4 GrabPixel(v2f i, float weight, float kernelx) { if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { kernelx = 0; } return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight; } half4 frag(v2f i) : COLOR { 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(i, 0.05, -4.0); sum += GrabPixel(i, 0.09, -3.0); sum += GrabPixel(i, 0.12, -2.0); sum += GrabPixel(i, 0.15, -1.0); sum += GrabPixel(i, 0.18, 0.0); sum += GrabPixel(i, 0.15, +1.0); sum += GrabPixel(i, 0.12, +2.0); sum += GrabPixel(i, 0.09, +3.0); sum += GrabPixel(i, 0.05, +4.0); // sum += GrabPixel(i, 0.01, -9.0); // sum += GrabPixel(i, 0.02, -8.0); // sum += GrabPixel(i, 0.03, -7.0); // sum += GrabPixel(i, 0.04, -6.0); // sum += GrabPixel(i, 0.05, -5.0); // sum += GrabPixel(i, 0.06, -4.0); // sum += GrabPixel(i, 0.07, -3.0); // sum += GrabPixel(i, 0.08, -2.0); // sum += GrabPixel(i, 0.09, -1.0); // sum += GrabPixel(i, 0.10, 0.0); // sum += GrabPixel(i, 0.09, +1.0); // sum += GrabPixel(i, 0.08, +2.0); // sum += GrabPixel(i, 0.07, +3.0); // sum += GrabPixel(i, 0.06, +4.0); // sum += GrabPixel(i, 0.05, +5.0); // sum += GrabPixel(i, 0.04, +6.0); // sum += GrabPixel(i, 0.03, +7.0); // sum += GrabPixel(i, 0.02, +8.0); // sum += GrabPixel(i, 0.01, +9.0); float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); float decayFactor = 1.0f; if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { decayFactor = 0; } sum = lerp(col5, sum, decayFactor) * i.color * _Color; return sum; } ENDCG } // Vertical blur GrabPass { Tags { "LightMode" = "Always" } } Pass { Tags { "LightMode" = "Always" } Name "BackBlurVer" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float4 color : COLOR; }; v2f vert(appdata_t 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; o.color = v.color; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Size; uniform float4 _Color; half4 GrabPixel(v2f i, float weight, float kernely) { if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { kernely = 0; } return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight; } half4 frag(v2f i) : COLOR { 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(i, 0.05, -4.0); sum += GrabPixel(i, 0.09, -3.0); sum += GrabPixel(i, 0.12, -2.0); sum += GrabPixel(i, 0.15, -1.0); sum += GrabPixel(i, 0.18, 0.0); sum += GrabPixel(i, 0.15, +1.0); sum += GrabPixel(i, 0.12, +2.0); sum += GrabPixel(i, 0.09, +3.0); sum += GrabPixel(i, 0.05, +4.0); // sum += GrabPixel(i, 0.01, -9.0); // sum += GrabPixel(i, 0.02, -8.0); // sum += GrabPixel(i, 0.03, -7.0); // sum += GrabPixel(i, 0.04, -6.0); // sum += GrabPixel(i, 0.05, -5.0); // sum += GrabPixel(i, 0.06, -4.0); // sum += GrabPixel(i, 0.07, -3.0); // sum += GrabPixel(i, 0.08, -2.0); // sum += GrabPixel(i, 0.09, -1.0); // sum += GrabPixel(i, 0.10, 0.0); // sum += GrabPixel(i, 0.09, +1.0); // sum += GrabPixel(i, 0.08, +2.0); // sum += GrabPixel(i, 0.07, +3.0); // sum += GrabPixel(i, 0.06, +4.0); // sum += GrabPixel(i, 0.05, +5.0); // sum += GrabPixel(i, 0.04, +6.0); // sum += GrabPixel(i, 0.03, +7.0); // sum += GrabPixel(i, 0.02, +8.0); // sum += GrabPixel(i, 0.01, +9.0); float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); float decayFactor = 1.0f; if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { decayFactor = 0; } sum = lerp(col5, sum, decayFactor) * i.color * _Color; return sum; } ENDCG } } } }