Files
bansonic_beta_main/Assets/BlurRawImage/Shader/BlurImage.shader
T

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5.2 KiB
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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
}