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A Blur CG shader for Futile (Unity 3D)
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Shader "Futile/Blur" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color ("Main Color", Color) = (1,0,0,1.5) | |
_BlurAmount ("Blur Amount", Range(0,02)) = 0.0005 | |
} | |
Category | |
{ | |
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
ZWrite Off | |
//Alphatest Greater 0 | |
Blend SrcAlpha OneMinusSrcAlpha | |
Fog { Color(0,0,0,0) } | |
Lighting Off | |
Cull Off //we can turn backface culling off because we know nothing will be facing backwards | |
BindChannels | |
{ | |
Bind "Vertex", vertex | |
Bind "texcoord", texcoord | |
Bind "Color", color | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
//SetTexture [_MainTex] | |
//{ | |
// Combine texture * primary | |
//} | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#pragma profileoption NumTemps=64 | |
float4 _Color; | |
sampler2D _MainTex; | |
float _BlurAmount; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
float4 _MainTex_ST; | |
v2f vert (appdata_base v) | |
{ | |
v2f o; | |
o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | |
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
//half4 texcol = tex2D (_MainTex, i.uv); | |
//return texcol * _Color; | |
half4 texcol = half4(0.0); | |
float remaining=1.0f; | |
float coef=1.0; | |
float fI=0; | |
for (int j = 0; j < 3; j++) { | |
fI++; | |
coef*=0.32; | |
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y - fI * _BlurAmount)) * coef; | |
texcol += tex2D(_MainTex, float2(i.uv.x - fI * _BlurAmount, i.uv.y)) * coef; | |
texcol += tex2D(_MainTex, float2(i.uv.x + fI * _BlurAmount, i.uv.y)) * coef; | |
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y + fI * _BlurAmount)) * coef; | |
remaining-=4*coef; | |
} | |
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y)) * remaining; | |
return texcol; | |
} | |
ENDCG | |
} | |
} | |
} | |
} |
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public class FBlurShader : FShader | |
{ | |
private float _blurAmount; | |
public FBlurShader(float blurAmount) : base("BlurShader", Shader.Find("Futile/Blur")) | |
{ | |
_blurAmount = blurAmount; | |
needsApply = true; | |
} | |
override public void Apply(Material mat) | |
{ | |
mat.SetFloat("_BlurAmount",_blurAmount); | |
} | |
public float blurAmount | |
{ | |
get {return _blurAmount;} | |
set {if(_blurAmount != value) {_blurAmount = value; needsApply = true;}} | |
} | |
} | |
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great blur! thank u!