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blur.shader
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blur.shader
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Shader "Blur"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_radius ("Blur radius", Range (0.01,2.0)) = 0.5
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 5.0
float _radius;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
struct structure
{
float4 vertex:SV_POSITION;
float2 uv : TEXCOORD0;
};
void vertex_shader(float4 vertex:POSITION,float2 uv:TEXCOORD0,out structure vs)
{
vs.vertex = UnityObjectToClipPos(vertex);
vs.uv = uv;
}
float4 surface (sampler2D input, float2 uv)
{
return tex2D(input,uv);
}
float3 blur(float2 uv,float radius)
{
float2x2 m = float2x2(-0.736717,0.6762,-0.6762,-0.736717);
float3 total = float3(0.0,0.0,0.0);
float2 s = _MainTex_TexelSize.zw;
float2 texel = float2(0.002*s.x/s.y,0.002);
float2 angle = float2(0.0,radius);
radius = 1.0;
for (int j=0;j<80;j++)
{
radius += rcp(radius); //sm 5.0 fast reciprocal function
angle = mul(angle,m);
float3 color = surface(_MainTex,uv+texel*(radius-1.0)*angle).rgb;
total += color;
}
return total/80.0;
}
void pixel_shader(in structure ps, out float4 fragColor:SV_Target0)
{
float2 uv = ps.uv.xy;
fragColor = float4(blur(uv,_radius),1.0);
}
ENDCG
}
}
}