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			71 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
| // Blur from this blog post: https://blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/
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| 
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| Shader "Hidden/SeparableGlassBlur" {
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| 	Properties {
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| 		_MainTex ("Base (RGB)", 2D) = "" {}
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| 	}
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| 
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| 	CGINCLUDE
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| 	
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| 	#include "UnityCG.cginc"
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| 	
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| 	struct v2f {
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| 		float4 pos : POSITION;
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| 		float2 uv : TEXCOORD0;
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| 
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| 		float4 uv01 : TEXCOORD1;
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| 		float4 uv23 : TEXCOORD2;
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| 		float4 uv45 : TEXCOORD3;
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| 	};
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| 	
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| 	float4 offsets;
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| 	
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| 	sampler2D _MainTex;
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| 	
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| 	v2f vert (appdata_img v) {
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| 		v2f o;
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| 		o.pos = UnityObjectToClipPos(v.vertex);
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| 
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| 		o.uv.xy = v.texcoord.xy;
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| 
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| 		o.uv01 =  v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1);
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| 		o.uv23 =  v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0;
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| 		o.uv45 =  v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0;
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| 
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| 		return o;
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| 	}
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| 	
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| 	half4 frag (v2f i) : COLOR {
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| 		half4 color = float4 (0,0,0,0);
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| 
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| 		color += 0.40 * tex2D (_MainTex, i.uv);
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| 		color += 0.15 * tex2D (_MainTex, i.uv01.xy);
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| 		color += 0.15 * tex2D (_MainTex, i.uv01.zw);
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| 		color += 0.10 * tex2D (_MainTex, i.uv23.xy);
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| 		color += 0.10 * tex2D (_MainTex, i.uv23.zw);
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| 		color += 0.05 * tex2D (_MainTex, i.uv45.xy);
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| 		color += 0.05 * tex2D (_MainTex, i.uv45.zw);
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| 		
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| 		return color;
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| 	}
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| 
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| 	ENDCG
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| 	
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| Subshader {
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|  Pass {
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| 	  ZTest Always Cull Off ZWrite Off
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| 	  Fog { Mode off }
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| 
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|       CGPROGRAM
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|       #pragma fragmentoption ARB_precision_hint_fastest
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|       #pragma vertex vert
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|       #pragma fragment frag
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|       ENDCG
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|   }
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| }
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| 
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| Fallback off
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| 
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| 
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| } // shader
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