Shader "Qjjxk/BlurImage" { Properties { [PerRendererData] _MainTex ("Texture", 2D) = "white" {} _BlurRadius ("BlurRadius", Range(0, 32)) = 5 _Iteration ("Iteration", Range(1, 6)) = 1 _Region ("Region", Vector) = (0, 0, 1, 1) } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { HLSLPROGRAM #pragma vertex VertC #pragma fragment Frag ENDHLSL } Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment FragH ENDHLSL } Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment FragV ENDHLSL } Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment FragGrainy ENDHLSL } Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment FragKawase ENDHLSL } } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #if UNITY_VERSION >= 202220 TEXTURE2D(_BlitTexture); SAMPLER(sampler_BlitTexture); float4 _BlitTexture_TexelSize; #else TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize; #endif float _BlurRadius; float _Iteration; float4 _Region; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; }; #if UNITY_VERSION >= 202220 #define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, float2(input.uv.x + _BlitTexture_TexelSize.x * n * _BlurRadius, input.uv.y + _BlitTexture_TexelSize.y * m * _BlurRadius)) * weight #define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv + offset * _BlitTexture_TexelSize.xy); #else #define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(input.uv.x + _MainTex_TexelSize.x * n * _BlurRadius, input.uv.y + _MainTex_TexelSize.y * m * _BlurRadius)) * weight #define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv + offset * _MainTex_TexelSize.xy); #endif Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.uv = GetFullScreenTriangleTexCoord(input.vertexID); return output; } Varyings VertC(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); float2 uv = GetFullScreenTriangleTexCoord(input.vertexID); output.uv = lerp(_Region.xy, _Region.zw, uv); return output; } half4 Frag(Varyings input) : SV_Target { #if UNITY_VERSION >= 202220 return SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv); #else return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); #endif } half4 FragH(Varyings input) : SV_Target { half4 color = half4(0, 0, 0, 0); color += BLURPIXEL(-4, 0, 0.05); color += BLURPIXEL(-3, 0, 0.09); color += BLURPIXEL(-2, 0, 0.12); color += BLURPIXEL(-1, 0, 0.15); color += BLURPIXEL(-0, 0, 0.18); color += BLURPIXEL(1, 0, 0.15); color += BLURPIXEL(2, 0, 0.12); color += BLURPIXEL(3, 0, 0.09); color += BLURPIXEL(4, 0, 0.05); return color; } half4 FragV(Varyings input) : SV_Target { half4 color = half4(0, 0, 0, 0); color += BLURPIXEL(0, -4, 0.05); color += BLURPIXEL(0, -3, 0.09); color += BLURPIXEL(0, -2, 0.12); color += BLURPIXEL(0, -1, 0.15); color += BLURPIXEL(0, -0, 0.18); color += BLURPIXEL(0, 1, 0.15); color += BLURPIXEL(0, 2, 0.12); color += BLURPIXEL(0, 3, 0.09); color += BLURPIXEL(0, 4, 0.05); return color; } float Rand(float2 n) { return sin(dot(n, half2(1233.224, 1743.335))); } half4 FragGrainy(Varyings input) : SV_Target { half4 color = half4(0, 0, 0, 0); float2 offset = float2(0, 0); float random = Rand(input.uv); int iteration = round(_Iteration); for (int k = 0; k < iteration; k++) { random = frac(43758.5453 * random + 0.61432); offset.x = (random - 0.5) * 2.0; random = frac(43758.5453 * random + 0.61432); offset.y = (random - 0.5) * 2.0; color += BLUROFFSET(offset * _BlurRadius); } return color / iteration; } half4 FragKawase(Varyings input) : SV_Target { half4 color = half4(0, 0, 0, 0); color += BLUROFFSET(float2(_BlurRadius, _BlurRadius)); color += BLUROFFSET(float2(_BlurRadius, -_BlurRadius)); color += BLUROFFSET(float2(-_BlurRadius, _BlurRadius)); color += BLUROFFSET(float2(-_BlurRadius, -_BlurRadius)); return color * 0.25; } ENDHLSL }