200 lines
6.9 KiB
Plaintext
200 lines
6.9 KiB
Plaintext
Shader "UI/Bansonic/Blur Behind"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_BlurRadius ("Blur Radius", Range(0,4)) = 1.2
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_BlurSpread ("Blur Spread", Range(0.25,3)) = 1
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_BackgroundOpacity ("Background Opacity", Range(0,1)) = 1
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_TintStrength ("Tint Strength", Range(0,1)) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#ifndef fixed
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#define fixed half
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#endif
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#ifndef fixed2
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#define fixed2 half2
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#endif
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#ifndef fixed3
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#define fixed3 half3
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#endif
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#ifndef fixed4
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#define fixed4 half4
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#endif
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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float4 screenPosition : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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TEXTURE2D_X(_BansonicUIBlurSourceTex);
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SAMPLER(sampler_BansonicUIBlurSourceTex);
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float4 _BansonicUIBlurSourceTex_TexelSize;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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float _BlurRadius;
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float _BlurSpread;
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float _BackgroundOpacity;
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float _TintStrength;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = TransformObjectToHClip(v.vertex.xyz);
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OUT.screenPosition = OUT.vertex;
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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float2 pixelSize = OUT.vertex.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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OUT.mask = float4(
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v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
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0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))
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);
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OUT.color = v.color * _Color;
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return OUT;
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}
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half4 SampleBlurredBackground(float2 screenUV, float blurRadius)
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{
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screenUV = UnityStereoTransformScreenSpaceTex(screenUV);
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screenUV = saturate(screenUV);
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float2 texel = _BansonicUIBlurSourceTex_TexelSize.xy * blurRadius * _BlurSpread;
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float2 clampMin = _BansonicUIBlurSourceTex_TexelSize.xy * 0.5;
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float2 clampMax = 1.0 - clampMin;
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#define SAMPLE_BG(uv) SAMPLE_TEXTURE2D_X(_BansonicUIBlurSourceTex, sampler_BansonicUIBlurSourceTex, clamp((uv), clampMin, clampMax))
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half4 sum = SAMPLE_BG(screenUV) * 4.0h;
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sum += SAMPLE_BG(screenUV + float2( texel.x, 0)) * 2.0h;
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sum += SAMPLE_BG(screenUV + float2(-texel.x, 0)) * 2.0h;
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sum += SAMPLE_BG(screenUV + float2(0, texel.y)) * 2.0h;
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sum += SAMPLE_BG(screenUV + float2(0, -texel.y)) * 2.0h;
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sum += SAMPLE_BG(screenUV + float2( texel.x, texel.y));
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sum += SAMPLE_BG(screenUV + float2(-texel.x, texel.y));
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sum += SAMPLE_BG(screenUV + float2( texel.x, -texel.y));
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sum += SAMPLE_BG(screenUV + float2(-texel.x, -texel.y));
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float2 texel2 = texel * 2.0;
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sum += SAMPLE_BG(screenUV + float2( texel2.x, 0));
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sum += SAMPLE_BG(screenUV + float2(-texel2.x, 0));
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sum += SAMPLE_BG(screenUV + float2(0, texel2.y));
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sum += SAMPLE_BG(screenUV + float2(0, -texel2.y));
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#undef SAMPLE_BG
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return sum / 20.0h;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0 / alphaPrecision);
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IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
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fixed4 spriteSample = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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float2 screenUV = GetNormalizedScreenSpaceUV(IN.vertex);
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half4 blurred = SampleBlurredBackground(screenUV, max(_BlurRadius, 0.0001));
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half3 tint = lerp(half3(1, 1, 1), saturate(spriteSample.rgb), _TintStrength);
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half4 color;
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color.rgb = blurred.rgb * tint;
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color.a = spriteSample.a * _BackgroundOpacity;
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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color.rgb *= color.a;
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return color;
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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