Splatoon-Ink/Assets/Metaballs/Shaders/KawaseBlur.shader

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Shader "Hidden/KawaseBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
ZWrite 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;
};
half4 _Offsets;
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 applyBlur(const fixed4 color, const half2 uv, const half2 texelResolution, const half offset)
{
fixed4 result = color;
result += tex2D(_MainTex, uv + half2( offset + 0.5, offset + 0.5) * texelResolution);
result += tex2D(_MainTex, uv + half2(-offset - 0.5, offset + 0.5) * texelResolution);
result += tex2D(_MainTex, uv + half2(-offset - 0.5, -offset - 0.5) * texelResolution);
result += tex2D(_MainTex, uv + half2( offset + 0.5, -offset - 0.5) * texelResolution);
result /= 5.0h;
return result;
}
fixed applyAlphaBlur(const fixed4 color, const half2 uv, const half2 texelResolution, const half offset)
{
fixed result = color.a;
result += tex2D(_MainTex, uv + half2( offset, offset) * texelResolution).a;
result += tex2D(_MainTex, uv + half2( offset, -offset) * texelResolution).a;
result += tex2D(_MainTex, uv + half2(-offset, offset) * texelResolution).a;
result += tex2D(_MainTex, uv + half2(-offset, -offset) * texelResolution).a;
result /= 5.0h;
return result;
}
fixed4 frag (const v2f input) : SV_Target
{
const half2 texelResolution = _MainTex_TexelSize.xy;
const half2 uv = input.uv;
fixed4 color = tex2D(_MainTex, uv);
color = applyBlur(color, uv, texelResolution, 1);
color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 3);
//color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 3);
/*
color = applyBlur(color, uv, texelResolution, _Offsets.x + _Offsets.w);
color = applyBlur(color, uv, texelResolution, _Offsets.y + _Offsets.w);
color = applyBlur(color, uv, texelResolution, _Offsets.z + _Offsets.w);
color = applyBlur(color, uv, texelResolution, _Offsets.w + _Offsets.w);
*/
//color = saturate(smoothstep(0, 0.4, color));
return color;
}
ENDCG
}
}
}