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" }