rabidus-test/Assets/Plugins/QFSW/Quantum Console/Source/Shaders/Blur.shader

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// 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
}
}
}
}