90 lines
1.8 KiB
GLSL
90 lines
1.8 KiB
GLSL
Shader "Hidden/PIDI Shaders Collection/Planar Reflections 4/Blur Pass"
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{
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Properties
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{
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[Enum(Low,4,Normal,8,High,16)]_KernelSize("Blur Quality", Float) = 16
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[PerRendererData]_Radius("Blur Radius", Range( 1, 32 )) = 1
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[PerRendererData]_MainTex ("Texture", 2D) = "white" {}
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[PerRendererData]_ReflectionDepth ("Texture", 2D) = "black" {}
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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int _KernelSize;
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float _Radius;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float2 _MainTex_TexelSize;
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static const float TWO_PI = 6.28319;
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static const float E = 2.71828;
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float gaussian(int x, int y)
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{
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float sigmaSqu = _Radius * _Radius;
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return (1 / sqrt(TWO_PI * sigmaSqu)) * pow(E, -((x * x) + (y * y)) / (2 * sigmaSqu));
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}
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = fixed4(0,0,0,1);
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int upper = ((_KernelSize - 1) / 2);
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int lower = -upper;
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float kernelSum;
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for (int x = lower; x <= upper; ++x)
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{
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for (int y = lower; y <= upper; ++y)
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{
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float gauss = gaussian(x, y);
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kernelSum += gauss;
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fixed2 offset = fixed2(_MainTex_TexelSize.x * x, _MainTex_TexelSize.y * y);
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col += gauss * tex2D(_MainTex, i.uv + offset);
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}
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}
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col /= kernelSum;
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return col;
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}
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ENDCG
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}
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}
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}
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