Shader "UI/UIGaussianBlur" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _BlurRadius ("Blur Radius (Pixels)", Range(0, 64)) = 2 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [HideInInspector] _TextureSampleAdd ("Texture Sample Add", Color) = (0,0,0,0) [HideInInspector] _MainTex_ST ("MainTex ST", Vector) = (1,1,0,0) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilOp] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; float4 mask : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float4 _MainTex_TexelSize; float _UIMaskSoftnessX; float _UIMaskSoftnessY; float _BlurRadius; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 vPosition = UnityObjectToClipPos(v.vertex); o.worldPosition = v.vertex; o.vertex = vPosition; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); o.mask = float4( v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)) ); o.color = v.color * _Color; return o; } fixed4 SampleBlur(float2 uv) { float blur = max(_BlurRadius, 0.0); if (blur <= 0.0001) { return tex2D(_MainTex, uv); } float2 texel = _MainTex_TexelSize.xy * blur; const int sampleCount = 32; const float goldenAngle = 2.39996323; fixed4 c = tex2D(_MainTex, uv); float weightSum = 1.0; [unroll] for (int i = 0; i < sampleCount; i++) { float fi = (float)i + 0.5; float r = sqrt(fi / (float)sampleCount); float a = fi * goldenAngle; float2 dir = float2(cos(a), sin(a)); float2 offset = dir * r * texel; float w = exp(-r * r * 3.5); c += tex2D(_MainTex, uv + offset) * w; weightSum += w; } return c / max(weightSum, 0.0001); } fixed4 frag(v2f IN) : SV_Target { const half alphaPrecision = half(0xff); const half invAlphaPrecision = half(1.0 / alphaPrecision); IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision; float4 tex = SampleBlur(IN.texcoord.xy); tex += _TextureSampleAdd; fixed4 color = tex * IN.color; #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif color.rgb *= color.a; return color; } ENDCG } } }