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69 行
1.5 KiB
69 行
1.5 KiB
Shader "Hidden/SeparableBlurPlus" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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half4 uv01 : TEXCOORD1;
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half4 uv23 : TEXCOORD2;
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half4 uv45 : TEXCOORD3;
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half4 uv67 : TEXCOORD4;
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};
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half4 offsets;
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sampler2D _MainTex;
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v2f vert (appdata_img v) {
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv.xy = v.texcoord.xy;
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o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
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o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
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o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
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o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5;
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o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5;
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return o;
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}
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half4 frag (v2f i) : SV_Target {
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half4 color = half4 (0,0,0,0);
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color += 0.225 * tex2D (_MainTex, i.uv);
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color += 0.150 * tex2D (_MainTex, i.uv01.xy);
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color += 0.150 * tex2D (_MainTex, i.uv01.zw);
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color += 0.110 * tex2D (_MainTex, i.uv23.xy);
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color += 0.110 * tex2D (_MainTex, i.uv23.zw);
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color += 0.075 * tex2D (_MainTex, i.uv45.xy);
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color += 0.075 * tex2D (_MainTex, i.uv45.zw);
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color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
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color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
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return color;
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}
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ENDCG
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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Fallback off
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} // shader
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