172 lines
3.5 KiB
Plaintext
172 lines
3.5 KiB
Plaintext
Shader "Hidden/Highlighted/Blur"
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{
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Properties
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{
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[HideInInspector] _MainTex ("", 2D) = "" {}
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[HideInInspector] _HighlightingIntensity ("", Range (0.25,0.5)) = 0.3
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}
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SubShader
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{
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Pass
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{
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ZTest Always
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Cull Off
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 2.0
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#pragma multi_compile DIAGONAL_DIRECTIONS STRAIGHT_DIRECTIONS ALL_DIRECTIONS
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float4 _MainTex_TexelSize;
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uniform float _HighlightingBlurOffset;
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uniform half _HighlightingIntensity;
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struct vs_input
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct ps_input
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{
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float4 pos : SV_POSITION;
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#if defined(ALL_DIRECTIONS)
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float4 uv0 : TEXCOORD0;
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float4 uv1 : TEXCOORD1;
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float4 uv2 : TEXCOORD2;
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float4 uv3 : TEXCOORD3;
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#else
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float4 uv0 : TEXCOORD0;
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float4 uv1 : TEXCOORD1;
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#endif
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};
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ps_input vert(vs_input v)
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{
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ps_input o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
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float2 offs = _HighlightingBlurOffset * _MainTex_TexelSize.xy;
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#if defined(ALL_DIRECTIONS)
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// Diagonal
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o.uv0.x = uv.x - offs.x;
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o.uv0.y = uv.y - offs.y;
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o.uv0.z = uv.x + offs.x;
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o.uv0.w = uv.y - offs.y;
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o.uv1.x = uv.x + offs.x;
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o.uv1.y = uv.y + offs.y;
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o.uv1.z = uv.x - offs.x;
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o.uv1.w = uv.y + offs.y;
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// Straight
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o.uv2.x = uv.x - offs.x;
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o.uv2.y = uv.y;
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o.uv2.z = uv.x + offs.x;
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o.uv2.w = uv.y;
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o.uv3.x = uv.x;
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o.uv3.y = uv.y - offs.y;
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o.uv3.z = uv.x;
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o.uv3.w = uv.y + offs.y;
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#elif defined(STRAIGHT_DIRECTIONS)
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// Straight
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o.uv0.x = uv.x - offs.x;
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o.uv0.y = uv.y;
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o.uv0.z = uv.x + offs.x;
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o.uv0.w = uv.y;
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o.uv1.x = uv.x;
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o.uv1.y = uv.y - offs.y;
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o.uv1.z = uv.x;
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o.uv1.w = uv.y + offs.y;
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#else
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// Diagonal
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o.uv0.x = uv.x - offs.x;
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o.uv0.y = uv.y - offs.y;
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o.uv0.z = uv.x + offs.x;
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o.uv0.w = uv.y - offs.y;
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o.uv1.x = uv.x + offs.x;
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o.uv1.y = uv.y + offs.y;
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o.uv1.z = uv.x - offs.x;
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o.uv1.w = uv.y + offs.y;
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#endif
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return o;
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}
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half4 frag(ps_input i) : SV_Target
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{
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half4 color1 = tex2D(_MainTex, i.uv0.xy);
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fixed4 color2;
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// For straight or diagonal directions
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color2 = tex2D(_MainTex, i.uv0.zw);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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color2 = tex2D(_MainTex, i.uv1.xy);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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color2 = tex2D(_MainTex, i.uv1.zw);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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// For all directions
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#if defined(ALL_DIRECTIONS)
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color2 = tex2D(_MainTex, i.uv2.xy);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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color2 = tex2D(_MainTex, i.uv2.zw);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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color2 = tex2D(_MainTex, i.uv3.xy);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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color2 = tex2D(_MainTex, i.uv3.zw);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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#endif
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color1.a *= _HighlightingIntensity;
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return color1;
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}
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ENDCG
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}
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}
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Fallback off
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} |