Shader "Hidden/Glow Downsample" { Properties { _Color ("Color", color) = (1,1,1,0) _MainTex ("", 2D) = "white" {} } Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float4 uv[4] : TEXCOORD0; }; float4 _MainTex_TexelSize; v2f vert (appdata_img v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); float4 uv; uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); uv.zw = 0; float offX = _MainTex_TexelSize.x; float offY = _MainTex_TexelSize.y; // Direct3D9 needs some texel offset! #ifdef UNITY_HALF_TEXEL_OFFSET uv.x += offX * 2.0f; uv.y += offY * 2.0f; #endif o.uv[0] = uv + float4(-offX,-offY,0,1); o.uv[1] = uv + float4( offX,-offY,0,1); o.uv[2] = uv + float4( offX, offY,0,1); o.uv[3] = uv + float4(-offX, offY,0,1); return o; } sampler2D _MainTex; fixed4 _Color; fixed4 frag( v2f i ) : SV_Target { fixed4 c; c = tex2D( _MainTex, i.uv[0].xy ); c += tex2D( _MainTex, i.uv[1].xy ); c += tex2D( _MainTex, i.uv[2].xy ); c += tex2D( _MainTex, i.uv[3].xy ); c /= 4; c.rgb *= _Color.rgb; c.rgb *= (c.a + _Color.a); c.a = 0; return c; } ENDCG } } Fallback off }