Shader "FT/Blur/Back" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _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"="Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } SubShader { // Horizontal blur GrabPass { Tags { "LightMode" = "Always" } } Pass { Tags { "LightMode" = "Always" } Name "BackBlurHor" 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; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float4 color : COLOR; }; 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.color = v.color; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float4 _MainTex_TexelSize; float _Size; uniform float4 _Color; half4 GrabPixel(v2f i, float weight, float kernel){ kernel = sign(sign(abs(i.uvgrab.x)) + sign(abs(i.uvgrab.y))) * kernel; return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernel * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight; } half4 frag( v2f i ) : COLOR { half4 sum = half4(0,0,0,0); sum += GrabPixel(i, 0.05, -4.0); sum += GrabPixel(i, 0.09, -3.0); sum += GrabPixel(i, 0.12, -2.0); sum += GrabPixel(i, 0.15, -1.0); sum += GrabPixel(i, 0.18, 0.0); sum += GrabPixel(i, 0.15, +1.0); sum += GrabPixel(i, 0.12, +2.0); sum += GrabPixel(i, 0.09, +3.0); sum += GrabPixel(i, 0.05, +4.0); float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); fixed decayFactor = sign(sign(abs(i.uvgrab.x)) + sign(abs(i.uvgrab.y))); sum = lerp(col5, sum, decayFactor) * i.color * _Color; return sum; } ENDCG } // Vertical blur GrabPass { Tags { "LightMode" = "Always" } } Pass { Tags { "LightMode" = "Always" } Name "BackBlurVer" 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; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float4 color : COLOR; }; 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.color = v.color; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Size; uniform float4 _Color; half4 GrabPixel(v2f i, float weight, float kernel){ kernel = sign(sign(abs(i.uvgrab.x)) + sign(abs(i.uvgrab.y))) * kernel; return tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernel * _Size, i.uvgrab.z, i.uvgrab.w))) * weight; } half4 frag( v2f i ) : COLOR { half4 sum = half4(0,0,0,0); sum += GrabPixel(i, 0.05, -4.0); sum += GrabPixel(i, 0.09, -3.0); sum += GrabPixel(i, 0.12, -2.0); sum += GrabPixel(i, 0.15, -1.0); sum += GrabPixel(i, 0.18, 0.0); sum += GrabPixel(i, 0.15, +1.0); sum += GrabPixel(i, 0.12, +2.0); sum += GrabPixel(i, 0.09, +3.0); sum += GrabPixel(i, 0.05, +4.0); float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); fixed decayFactor = sign(sign(abs(i.uvgrab.x)) + sign(abs(i.uvgrab.y))); sum = lerp(col5, sum, decayFactor) * i.color * _Color; return sum; } ENDCG } } } }