// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "QFSW/Blur" { Properties { _Color("Main Color", Color) = (1,1,1,1) _OverlayColor("Overlay Color", Color) = (1,1,1,1) _MainTex("Tint Color (RGB)", 2D) = "white" {} _Radius("Radius", Range(0, 20)) = 1 } Category { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" } Blend SrcAlpha OneMinusSrcAlpha SubShader{ 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; fixed4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; fixed4 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; uniform float _Radius; uniform float _BlurMultiplier = 1; half4 frag(v2f i) : COLOR { _Radius *= _BlurMultiplier; _Radius *= i.color.a; half4 sum = half4(0,0,0,0); #define GRABPIXEL(weight, kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Radius, 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 } 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; fixed4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; fixed4 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; uniform float _Radius; uniform float _BlurMultiplier = 1; half4 frag(v2f i) : COLOR{ _Radius *= _BlurMultiplier; _Radius *= i.color.a; 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*_Radius, 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 } 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; float4 color: COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float2 uvmain : TEXCOORD1; float4 color : COLOR; }; 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.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; return o; } fixed4 _Color; fixed4 _OverlayColor; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; sampler2D _MainTex; half4 frag(v2f i) : COLOR { half4 blurredCol = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); // Gets the color of what is behind it and blurred half4 texCol = tex2D(_MainTex, i.uvmain); // Gets the color of the supplied texture half4 tint = texCol * _Color; // Gets the tint color to apply half4 col = blurredCol * tint; // Tints the color col = col * (1 - _OverlayColor.a) + _OverlayColor * _OverlayColor.a; // Blends it with the overlay color col *= i.color; col = blurredCol * (1 - texCol.a) + col * texCol.a; // Blends it using the tex color so transparent regions stay transparent return col; } ENDCG } } } }