Created
February 15, 2016 10:23
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Shader "UI/Effect/Blur" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_BumpAmt ("Distortion", Range (0,128)) = 10 | |
_MainTex ("Tint Color (RGB)", 2D) = "white" {} | |
_BumpMap ("Normalmap", 2D) = "bump" {} | |
_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"="Opaque" } | |
SubShader { | |
// Horizontal blur | |
GrabPass { | |
Tags { "LightMode" = "Always" } | |
} | |
Pass { | |
Tags { "LightMode" = "Always" } | |
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; | |
}; | |
struct v2f { | |
float4 vertex : POSITION; | |
float4 uvgrab : TEXCOORD0; | |
}; | |
v2f vert (appdata_t v) { | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, 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; | |
return o; | |
} | |
sampler2D _GrabTexture; | |
float4 _GrabTexture_TexelSize; | |
float _Size; | |
half4 frag( v2f i ) : COLOR { | |
// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | |
// return col; | |
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(0.05, -4.0); | |
sum += GRABPIXEL(0.09, -3.0); | |
sum += GRABPIXEL(0.12, -2.0); | |
sum += GRABPIXEL(0.15, -1.0); | |
sum += GRABPIXEL(0.18, 0.0); | |
sum += GRABPIXEL(0.15, +1.0); | |
sum += GRABPIXEL(0.12, +2.0); | |
sum += GRABPIXEL(0.09, +3.0); | |
sum += GRABPIXEL(0.05, +4.0); | |
return sum; | |
} | |
ENDCG | |
} | |
// Vertical blur | |
GrabPass { | |
Tags { "LightMode" = "Always" } | |
} | |
Pass { | |
Tags { "LightMode" = "Always" } | |
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; | |
}; | |
struct v2f { | |
float4 vertex : POSITION; | |
float4 uvgrab : TEXCOORD0; | |
}; | |
v2f vert (appdata_t v) { | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, 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; | |
return o; | |
} | |
sampler2D _GrabTexture; | |
float4 _GrabTexture_TexelSize; | |
float _Size; | |
half4 frag( v2f i ) : COLOR { | |
// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | |
// return col; | |
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 | |
//G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation))) | |
sum += GRABPIXEL(0.05, -4.0); | |
sum += GRABPIXEL(0.09, -3.0); | |
sum += GRABPIXEL(0.12, -2.0); | |
sum += GRABPIXEL(0.15, -1.0); | |
sum += GRABPIXEL(0.18, 0.0); | |
sum += GRABPIXEL(0.15, +1.0); | |
sum += GRABPIXEL(0.12, +2.0); | |
sum += GRABPIXEL(0.09, +3.0); | |
sum += GRABPIXEL(0.05, +4.0); | |
return sum; | |
} | |
ENDCG | |
} | |
// Distortion | |
GrabPass { | |
Tags { "LightMode" = "Always" } | |
} | |
Pass { | |
Tags { "LightMode" = "Always" } | |
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; | |
}; | |
struct v2f { | |
float4 vertex : POSITION; | |
float4 uvgrab : TEXCOORD0; | |
float2 uvbump : TEXCOORD1; | |
float2 uvmain : TEXCOORD2; | |
}; | |
float _BumpAmt; | |
float4 _BumpMap_ST; | |
float4 _MainTex_ST; | |
v2f vert (appdata_t v) { | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, 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.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); | |
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); | |
return o; | |
} | |
fixed4 _Color; | |
sampler2D _GrabTexture; | |
float4 _GrabTexture_TexelSize; | |
sampler2D _BumpMap; | |
sampler2D _MainTex; | |
half4 frag( v2f i ) : COLOR { | |
// calculate perturbed coordinates | |
half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x y without reconstructing the Z | |
float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; | |
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; | |
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | |
half4 tint = tex2D( _MainTex, i.uvmain ) * _Color; | |
return col * tint; | |
} | |
ENDCG | |
} | |
} | |
} | |
} |
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