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Shader "MySelf/2DBlur"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BlurRadius("BlurRadius", Range(2, 15)) = 2
_TextureSize("TextureSize", Float) = 500
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
int _BlurRadius;
float _TextureSize;
float GetGaussWeight(float x, float y, float sigma)
{
float sigma2 = pow(sigma, 2.0f);
float left = 1 / (2 * sigma2 * 3.1415926f);
float right = exp(-(x * x + y * y) / (2 * sigma2));
return left * right;
}
fixed4 GaussBlur(float2 uv)
{
float sigma = (float)_BlurRadius / 3.0f;
float4 col = float4(0, 0, 0, 0);
for (int x = -_BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = -_BlurRadius; y <= _BlurRadius; ++y)
{
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
float weight = GetGaussWeight(x, y, sigma);
col += color * weight;
}
}
return col;
}
fixed4 SimpleBlur(float2 uv)
{
float4 col = float4(0, 0, 0, 0);
for (int x = -_BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = -_BlurRadius; y <= _BlurRadius; ++y)
{
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
col += color;
}
}
col = col / pow(_BlurRadius * 2 + 1, 2.0f);
return col;
}
fixed4 frag(v2f i) : SV_Target
{
float4 col = GaussBlur(i.uv);
//float4 col = SimpleBlur(i.uv);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}