Shader "Custom/URP_SimpleBlurShader" { Properties { _Size ("Blur", Range(0, 30)) = 1 [HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { Name "FORWARD" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; float fogFactor : TEXCOORD1; }; CBUFFER_START(UnityPerMaterial) float _Size; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture); float4 _MainTex_ST; Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); OUT.color = IN.color; OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w); return OUT; } float4 frag(Varyings IN) : SV_Target { float2 uv = IN.uv; float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).a * IN.color.a; float2 texelSize = float2(1.0/_ScreenParams.x, 1.0/_ScreenParams.y); float4 sum = float4(0,0,0,0); // Horizontal blur sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-4.0, 0.0) * texelSize * _Size * alpha) * 0.05; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-3.0, 0.0) * texelSize * _Size * alpha) * 0.09; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-2.0, 0.0) * texelSize * _Size * alpha) * 0.12; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-1.0, 0.0) * texelSize * _Size * alpha) * 0.15; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv) * 0.18; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(1.0, 0.0) * texelSize * _Size * alpha) * 0.15; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(2.0, 0.0) * texelSize * _Size * alpha) * 0.12; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(3.0, 0.0) * texelSize * _Size * alpha) * 0.09; sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(4.0, 0.0) * texelSize * _Size * alpha) * 0.05; sum.rgb = MixFog(sum.rgb, IN.fogFactor); return sum; } ENDHLSL } } }