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2025-05-18 22:39:39 +03:00

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Shader "Outline/Blur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
//https://github.com/mattdesl/lwjgl-basics/blob/master/test/mdesl/test/shadertut/ShaderLesson5.java
SubShader
{
Cull Off ZWrite Off ZTest Always
// Combined
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
half4 _MainTex_ST;
uniform float _BlurResolution;
uniform float _BlurRadius;
uniform float _BlurDirectionX;
uniform float _BlurDirectionY;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//_BlurRadius = 2.5f;
//our original texcoord for this fragment
fixed2 tc = UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST);
//float r = lerp(_BlurResolution.y, _BlurResolution.x, step(_BlurDirection.x, 1.0f));
//the amount to blur, i.e. how far off center to sample from
//1.0 -> blur by one pixel
//2.0 -> blur by two pixels, etc.
float blur = _BlurRadius/_BlurResolution;
//the _BlurDirectionection of our blur
//(1.0, 0.0) -> x-axis blur
//(0.0, 1.0) -> y-axis blur
float hstep = _BlurDirectionX;
float vstep = _BlurDirectionY;
//apply blurring, using a 9-tap filter with predefined gaussian weights
fixed4 sum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x, tc.y)) * 0.2270270270;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
return sum;
}
ENDCG
}
}
}