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GaussianBlur.shader
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GaussianBlur.shader
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Shader "BASICxSHADER/PostEffect/GaussianBlur" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Radius ("Radius", Float) = 3
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform half2 _Direction;
uniform half _Radius;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
half4 color = tex2D(_MainTex, i.uv);
// Gaussian Blur
float weights[5] = { 0.22702702702, 0.19459459459, 0.12162162162, 0.05405405405, 0.01621621621 };
float2 offset = _Direction * _MainTex_TexelSize.xy * _Radius;
color.rgb *= weights[0];
color.rgb += tex2D(_MainTex, i.uv + offset ).rgb * weights[1];
color.rgb += tex2D(_MainTex, i.uv - offset ).rgb * weights[1];
color.rgb += tex2D(_MainTex, i.uv + offset * 2.0).rgb * weights[2];
color.rgb += tex2D(_MainTex, i.uv - offset * 2.0).rgb * weights[2];
color.rgb += tex2D(_MainTex, i.uv + offset * 3.0).rgb * weights[3];
color.rgb += tex2D(_MainTex, i.uv - offset * 3.0).rgb * weights[3];
color.rgb += tex2D(_MainTex, i.uv + offset * 4.0).rgb * weights[4];
color.rgb += tex2D(_MainTex, i.uv - offset * 4.0).rgb * weights[4];
return color;
}
ENDCG
}
}
}