Shader "CX/Blur"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_BlurAmount ("Blur Amount", Range(0, 0.03)) = 0.0128
}
SubShader
{
Tags { "Queue"="Transparent" }
Cull Back
ZTest Always
GrabPass { }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
half _BlurAmount;
fixed4 _Color;
sampler2D _GrabTexture : register(s0);
v2f vert(appdata input)
{
v2f output;
output.position = UnityObjectToClipPos(input.vertex);
output.screenPos = output.position;
return output;
}
half4 pixel;
half2 uv;
fixed i = 0;
half iBlur;
half4 frag(v2f input) : SV_Target
{
uv = input.screenPos.xy / input.screenPos.w;
uv.x = (uv.x + 1) * .5;
uv.y = 1.0 - (uv.y + 1) * .5;
pixel = 0;
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x, uv.y));
return (pixel / 20.0) * _Color;
}
ENDCG
}
}
}