mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2025-02-23 13:34:32 +01:00
78 lines
1.7 KiB
Text
78 lines
1.7 KiB
Text
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
Shader "Hidden/PKFx Blur Shader for Distortion Pass" {
|
||
|
Properties {
|
||
|
_MainTex ("Base (RGB)", 2D) = "" {}
|
||
|
_DistortionTex ("Distortion (RGB)", 2D) = "" {}
|
||
|
_BlurFactor ("Blur factor [ 0 ; 1 ]", Range (0, 1)) = 0.2
|
||
|
}
|
||
|
|
||
|
CGINCLUDE
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct v2f {
|
||
|
half4 pos : POSITION;
|
||
|
half2 uv : TEXCOORD0;
|
||
|
|
||
|
};
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
sampler2D _DistortionTex;
|
||
|
float _BlurFactor;
|
||
|
|
||
|
v2f vert (appdata_img v) {
|
||
|
v2f o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
|
||
|
o.uv.xy = v.texcoord.xy;
|
||
|
|
||
|
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
half4 frag (v2f i) : COLOR {
|
||
|
half4 color = tex2D (_MainTex, i.uv) * half(0.325).xxxx;
|
||
|
|
||
|
float2 offsets = float(tex2D (_DistortionTex, i.uv).z * _BlurFactor / 20.0).xx;
|
||
|
|
||
|
half4 b1 = offsets.xyxy * half4(1,1, -1,-1);
|
||
|
half4 b2 = offsets.xyxy * half4(1,-1, -1,1);
|
||
|
|
||
|
half4 uv01 = i.uv.xyxy + b1;
|
||
|
half4 uv02 = i.uv.xyxy + b2;
|
||
|
half4 uv21 = i.uv.xyxy + b1 * 1.5;
|
||
|
half4 uv22 = i.uv.xyxy + b2 * 1.5;
|
||
|
|
||
|
color += 0.1125 * tex2D (_MainTex, uv01.xy);
|
||
|
color += 0.1125 * tex2D (_MainTex, uv02.xy);
|
||
|
color += 0.1125 * tex2D (_MainTex, uv01.zw);
|
||
|
color += 0.1125 * tex2D (_MainTex, uv02.zw);
|
||
|
|
||
|
color += 0.05625 * tex2D (_MainTex, uv21.xy);
|
||
|
color += 0.05625 * tex2D (_MainTex, uv22.xy);
|
||
|
color += 0.05625 * tex2D (_MainTex, uv21.zw);
|
||
|
color += 0.05625 * tex2D (_MainTex, uv22.zw);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
Subshader {
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off
|
||
|
Fog { Mode off }
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Fallback off
|
||
|
|
||
|
} // shader
|