Files
FueraDeEscala/Assets/Game Kit Controller/Shaders/Simple Blur Shader.shader
2026-03-29 23:03:14 -07:00

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Shader "Custom/URP/SimpleBlur"
{
Properties
{
_Size ("Blur", Range(0,30)) = 1
_MainTex ("Mask", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent-100"
"RenderType"="Transparent"
"RenderPipeline"="UniversalRenderPipeline"
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Blur"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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 screenPos : TEXCOORD1;
float4 color : COLOR;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture);
float4 _CameraOpaqueTexture_TexelSize;
CBUFFER_START(UnityPerMaterial)
float _Size;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
OUT.color = IN.color;
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a * IN.color.a;
half4 sum = 0;
float2 texel = _CameraOpaqueTexture_TexelSize.xy * _Size * alpha;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-4,0)) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-3,0)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-2,0)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-1,0)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV) * 0.18;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(1,0)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(2,0)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(3,0)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(4,0)) * 0.05;
// vertical blur
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-4)) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-3)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-2)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-1)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,1)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,2)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,3)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,4)) * 0.05;
return sum;
}
ENDHLSL
}
}
}