Init
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "QFSW/Blur"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_OverlayColor("Overlay Color", Color) = (1,1,1,1)
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_MainTex("Tint Color (RGB)", 2D) = "white" {}
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_Radius("Radius", Range(0, 20)) = 1
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}
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Category
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{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
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Blend SrcAlpha OneMinusSrcAlpha
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SubShader{
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GrabPass{
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Tags{ "LightMode" = "Always" }
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}
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Pass{
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Tags{ "LightMode" = "Always" }
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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fixed4 color : COLOR;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.color = v.color;
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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uniform float _Radius;
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uniform float _BlurMultiplier = 1;
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half4 frag(v2f i) : COLOR
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{
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_Radius *= _BlurMultiplier;
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_Radius *= i.color.a;
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight, kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Radius, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum;
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}
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ENDCG
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}
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GrabPass
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{
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Tags{ "LightMode" = "Always" }
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}
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Pass{
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Tags{ "LightMode" = "Always" }
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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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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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fixed4 color : COLOR;
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};
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.color = v.color;
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return o;
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}
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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uniform float _Radius;
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uniform float _BlurMultiplier = 1;
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half4 frag(v2f i) : COLOR{
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_Radius *= _BlurMultiplier;
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_Radius *= i.color.a;
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Radius, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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return sum;
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}
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ENDCG
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}
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GrabPass{
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Tags{ "LightMode" = "Always" }
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}
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Pass{
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Tags{ "LightMode" = "Always" }
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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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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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float4 color: COLOR;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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float4 color : COLOR;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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return o;
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}
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fixed4 _Color;
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fixed4 _OverlayColor;
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sampler2D _GrabTexture;
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float4 _GrabTexture_TexelSize;
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sampler2D _MainTex;
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half4 frag(v2f i) : COLOR
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{
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half4 blurredCol = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); // Gets the color of what is behind it and blurred
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half4 texCol = tex2D(_MainTex, i.uvmain); // Gets the color of the supplied texture
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half4 tint = texCol * _Color; // Gets the tint color to apply
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half4 col = blurredCol * tint; // Tints the color
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col = col * (1 - _OverlayColor.a) + _OverlayColor * _OverlayColor.a; // Blends it with the overlay color
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col *= i.color;
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col = blurredCol * (1 - texCol.a) + col * texCol.a; // Blends it using the tex color so transparent regions stay transparent
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return col;
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}
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ENDCG
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}
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}
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}
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}
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