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Copy pathQuickBlur.shader
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QuickBlur.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unite-2019/QuickBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Size ("Blur Size", float) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
float2 halfTexel : HALFTEXEL;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _Size;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.halfTexel = _MainTex_TexelSize.xy * 0.5 * _Size;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col =
tex2D(_MainTex, i.uv + float2(i.halfTexel.x, i.halfTexel.y)) * 0.25 +
tex2D(_MainTex, i.uv + float2(-i.halfTexel.x, i.halfTexel.y)) * 0.25 +
tex2D(_MainTex, i.uv + float2(i.halfTexel.x, -i.halfTexel.y)) * 0.25 +
tex2D(_MainTex, i.uv + float2(-i.halfTexel.x, -i.halfTexel.y)) * 0.25;
return col;
}
ENDCG
}
}
}