123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208 |
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Custom/SimpleGrabPassBlur" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _BumpAmt ("Distortion", Range (0,128)) = 10
- _MainTex ("Tint Color (RGB)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _Size ("Size", Range(0, 20)) = 1
- }
-
- Category {
-
- // We must be transparent, so other objects are drawn before this one.
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
-
-
- SubShader {
-
- // Horizontal blur
- GrabPass {
- Tags { "LightMode" = "Always" }
- }
- Pass {
- Tags { "LightMode" = "Always" }
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- };
-
- v2f vert (appdata_t v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- return o;
- }
-
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float _Size;
-
- half4 frag( v2f i ) : COLOR {
- // half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
- // return col;
-
- half4 sum = half4(0,0,0,0);
- #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
- sum += GRABPIXEL(0.05, -4.0);
- sum += GRABPIXEL(0.09, -3.0);
- sum += GRABPIXEL(0.12, -2.0);
- sum += GRABPIXEL(0.15, -1.0);
- sum += GRABPIXEL(0.18, 0.0);
- sum += GRABPIXEL(0.15, +1.0);
- sum += GRABPIXEL(0.12, +2.0);
- sum += GRABPIXEL(0.09, +3.0);
- sum += GRABPIXEL(0.05, +4.0);
-
- return sum;
- }
- ENDCG
- }
- // Vertical blur
- GrabPass {
- Tags { "LightMode" = "Always" }
- }
- Pass {
- Tags { "LightMode" = "Always" }
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- };
-
- v2f vert (appdata_t v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- return o;
- }
-
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- float _Size;
-
- half4 frag( v2f i ) : COLOR {
- // half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
- // return col;
-
- half4 sum = half4(0,0,0,0);
- #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight
- //G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))
-
- sum += GRABPIXEL(0.05, -4.0);
- sum += GRABPIXEL(0.09, -3.0);
- sum += GRABPIXEL(0.12, -2.0);
- sum += GRABPIXEL(0.15, -1.0);
- sum += GRABPIXEL(0.18, 0.0);
- sum += GRABPIXEL(0.15, +1.0);
- sum += GRABPIXEL(0.12, +2.0);
- sum += GRABPIXEL(0.09, +3.0);
- sum += GRABPIXEL(0.05, +4.0);
-
- return sum;
- }
- ENDCG
- }
-
- // Distortion
- GrabPass {
- Tags { "LightMode" = "Always" }
- }
- Pass {
- Tags { "LightMode" = "Always" }
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord: TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- float4 uvgrab : TEXCOORD0;
- float2 uvbump : TEXCOORD1;
- float2 uvmain : TEXCOORD2;
- };
-
- float _BumpAmt;
- float4 _BumpMap_ST;
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
- o.uvgrab.zw = o.vertex.zw;
- o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
- o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
- return o;
- }
-
- fixed4 _Color;
- sampler2D _GrabTexture;
- float4 _GrabTexture_TexelSize;
- sampler2D _BumpMap;
- sampler2D _MainTex;
-
- half4 frag( v2f i ) : COLOR {
- // calculate perturbed coordinates
- half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x y without reconstructing the Z
- float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
- i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
-
- half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
- half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;
-
- return col * tint;
- }
- ENDCG
- }
- }
- }
- }
|