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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/SeparableBlurPlus" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- }
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half4 uv01 : TEXCOORD1;
- half4 uv23 : TEXCOORD2;
- half4 uv45 : TEXCOORD3;
- half4 uv67 : TEXCOORD4;
- };
-
- half4 offsets;
-
- sampler2D _MainTex;
-
- v2f vert (appdata_img v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv.xy = v.texcoord.xy;
- o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
- o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
- o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
- o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5;
- o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5;
- return o;
- }
-
- half4 frag (v2f i) : SV_Target {
- half4 color = half4 (0,0,0,0);
- color += 0.225 * tex2D (_MainTex, i.uv);
- color += 0.150 * tex2D (_MainTex, i.uv01.xy);
- color += 0.150 * tex2D (_MainTex, i.uv01.zw);
- color += 0.110 * tex2D (_MainTex, i.uv23.xy);
- color += 0.110 * tex2D (_MainTex, i.uv23.zw);
- color += 0.075 * tex2D (_MainTex, i.uv45.xy);
- color += 0.075 * tex2D (_MainTex, i.uv45.zw);
- color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
- color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
-
- return color;
- }
- ENDCG
-
- Subshader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
-
- Fallback off
-
- } // shader
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