Shader "UI/Bansonic/Blur Behind" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _BlurRadius ("Blur Radius", Range(0,4)) = 1.2 _BlurSpread ("Blur Spread", Range(0.25,3)) = 1 _BackgroundOpacity ("Background Opacity", Range(0,1)) = 1 _TintStrength ("Tint Strength", Range(0,1)) = 0 _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 } 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" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #ifndef fixed #define fixed half #endif #ifndef fixed2 #define fixed2 half2 #endif #ifndef fixed3 #define fixed3 half3 #endif #ifndef fixed4 #define fixed4 half4 #endif #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; float4 screenPosition : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; TEXTURE2D_X(_BansonicUIBlurSourceTex); SAMPLER(sampler_BansonicUIBlurSourceTex); fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float4 _BansonicUIBlurSourceTex_TexelSize; float _UIMaskSoftnessX; float _UIMaskSoftnessY; float _BlurRadius; float _BlurSpread; float _BackgroundOpacity; float _TintStrength; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = TransformObjectToHClip(v.vertex.xyz); OUT.screenPosition = OUT.vertex; OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); float2 pixelSize = OUT.vertex.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.mask = float4( v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)) ); OUT.color = v.color * _Color; return OUT; } half4 SampleBlurredBackground(float2 screenUV, float blurRadius) { screenUV = UnityStereoTransformScreenSpaceTex(screenUV); screenUV = saturate(screenUV); float2 texel = _BansonicUIBlurSourceTex_TexelSize.xy * blurRadius * _BlurSpread; float2 clampMin = _BansonicUIBlurSourceTex_TexelSize.xy * 0.5; float2 clampMax = 1.0 - clampMin; #define SAMPLE_BG(uv) SAMPLE_TEXTURE2D_X(_BansonicUIBlurSourceTex, sampler_BansonicUIBlurSourceTex, clamp((uv), clampMin, clampMax)) half4 sum = SAMPLE_BG(screenUV) * 4.0h; sum += SAMPLE_BG(screenUV + float2( texel.x, 0)) * 2.0h; sum += SAMPLE_BG(screenUV + float2(-texel.x, 0)) * 2.0h; sum += SAMPLE_BG(screenUV + float2(0, texel.y)) * 2.0h; sum += SAMPLE_BG(screenUV + float2(0, -texel.y)) * 2.0h; sum += SAMPLE_BG(screenUV + float2( texel.x, texel.y)); sum += SAMPLE_BG(screenUV + float2(-texel.x, texel.y)); sum += SAMPLE_BG(screenUV + float2( texel.x, -texel.y)); sum += SAMPLE_BG(screenUV + float2(-texel.x, -texel.y)); float2 texel2 = texel * 2.0; sum += SAMPLE_BG(screenUV + float2( texel2.x, 0)); sum += SAMPLE_BG(screenUV + float2(-texel2.x, 0)); sum += SAMPLE_BG(screenUV + float2(0, texel2.y)); sum += SAMPLE_BG(screenUV + float2(0, -texel2.y)); #undef SAMPLE_BG return sum / 20.0h; } 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; fixed4 spriteSample = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; float2 screenUV = GetNormalizedScreenSpaceUV(IN.vertex); half4 blurred = SampleBlurredBackground(screenUV, max(_BlurRadius, 0.0001)); half3 tint = lerp(half3(1, 1, 1), saturate(spriteSample.rgb), _TintStrength); half4 color; color.rgb = blurred.rgb * tint; color.a = spriteSample.a * _BackgroundOpacity; #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; } ENDHLSL } } Fallback Off }