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72 行
2.0 KiB
72 行
2.0 KiB
Shader "Custom/RenderFeature/KawaseBlur"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Tint("Color Tint", Color) = (.34, .85, .92, 1)
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// _offset ("Offset", float) = 0.5
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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// sampler2D _CameraOpaqueTexture;
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float4 _MainTex_TexelSize;
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float4 _MainTex_ST;
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float4 _Tint;
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float _offset;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f input) : SV_Target
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{
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float2 res = _MainTex_TexelSize.xy;
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float i = _offset;
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fixed4 col;
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col.rgb = tex2D( _MainTex, input.uv ).rgb;
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col.rgb += tex2D( _MainTex, input.uv + float2( i, i ) * res ).rgb;
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col.rgb += tex2D( _MainTex, input.uv + float2( i, -i ) * res ).rgb;
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col.rgb += tex2D( _MainTex, input.uv + float2( -i, i ) * res ).rgb;
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col.rgb += tex2D( _MainTex, input.uv + float2( -i, -i ) * res ).rgb;
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col.rgb /= 5.0f;
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col.rgb *= _Tint.rgb;
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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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