Shader "Hidden/FastBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Bloom ("Bloom (RGB)", 2D) = "black" {} } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _Bloom; uniform half4 _MainTex_TexelSize; half4 _MainTex_ST; half4 _Bloom_ST; uniform half4 _Parameter; struct v2f_tap { float4 pos : SV_POSITION; half2 uv20 : TEXCOORD0; half2 uv21 : TEXCOORD1; half2 uv22 : TEXCOORD2; half2 uv23 : TEXCOORD3; }; v2f_tap vert4Tap ( appdata_img v ) { v2f_tap o; o.pos = UnityObjectToClipPos(v.vertex); o.uv20 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST); o.uv21 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h), _MainTex_ST); o.uv22 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h), _MainTex_ST); o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h), _MainTex_ST); return o; } fixed4 fragDownsample ( v2f_tap i ) : SV_Target { fixed4 color = tex2D (_MainTex, i.uv20); color += tex2D (_MainTex, i.uv21); color += tex2D (_MainTex, i.uv22); color += tex2D (_MainTex, i.uv23); return color / 4; } // weight curves static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; struct v2f_withBlurCoords8 { float4 pos : SV_POSITION; half4 uv : TEXCOORD0; half2 offs : TEXCOORD1; }; struct v2f_withBlurCoordsSGX { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; half4 offs[3] : TEXCOORD1; }; v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) { v2f_withBlurCoords8 o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; return o; } v2f_withBlurCoords8 vertBlurVertical (appdata_img v) { v2f_withBlurCoords8 o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; return o; } half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target { half2 uv = i.uv.xy; half2 netFilterWidth = i.offs; half2 coords = uv - netFilterWidth * 3.0; half4 color = 0; for( int l = 0; l < 7; l++ ) { half4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(coords, _MainTex_ST)); color += tap * curve4[l]; coords += netFilterWidth; } return color; } v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); half offsetMagnitude = _MainTex_TexelSize.x * _Parameter.x; o.offs[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-3.0h, 0.0h, 3.0h, 0.0h), _MainTex_ST); o.offs[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-2.0h, 0.0h, 2.0h, 0.0h), _MainTex_ST); o.offs[2] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-1.0h, 0.0h, 1.0h, 0.0h), _MainTex_ST); return o; } v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = half4(UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST),1,1); half offsetMagnitude = _MainTex_TexelSize.y * _Parameter.x; o.offs[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -3.0h, 0.0h, 3.0h), _MainTex_ST); o.offs[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -2.0h, 0.0h, 2.0h), _MainTex_ST); o.offs[2] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -1.0h, 0.0h, 1.0h), _MainTex_ST); return o; } half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target { half2 uv = i.uv.xy; half4 color = tex2D(_MainTex, i.uv) * curve4[3]; for( int l = 0; l < 3; l++ ) { half4 tapA = tex2D(_MainTex, i.offs[l].xy); half4 tapB = tex2D(_MainTex, i.offs[l].zw); color += (tapA + tapB) * curve4[l]; } return color; } ENDCG SubShader { ZTest Off Cull Off ZWrite Off Blend Off // 0 Pass { CGPROGRAM #pragma vertex vert4Tap #pragma fragment fragDownsample ENDCG } // 1 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurVertical #pragma fragment fragBlur8 ENDCG } // 2 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurHorizontal #pragma fragment fragBlur8 ENDCG } // alternate blur // 3 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurVerticalSGX #pragma fragment fragBlurSGX ENDCG } // 4 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurHorizontalSGX #pragma fragment fragBlurSGX ENDCG } } FallBack Off }