NewN_UAVPlane/Assets/Plugins/HighlightingSystem/Resources/HighlightingBlur.shader

172 lines
3.5 KiB
Plaintext

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