forked from sin365/AxibugEmuOnline
121 lines
3.6 KiB
Plaintext
121 lines
3.6 KiB
Plaintext
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Shader "UI/Blur"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
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_BlurSize ("Blur Size", Range(0, 5)) = 1.0
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_TintColor ("Tint Color", Color) = (1,1,1,1)
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[Header(Stencil)]
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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}
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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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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#include "UnityCG.cginc"
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#include "UnityUI.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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float4 color : COLOR;
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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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float4 color : COLOR;
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float4 worldPosition : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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float _BlurSize;
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fixed4 _TintColor;
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float4 _ClipRect;
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v2f vert (appdata v)
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{
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v2f o;
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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(o.worldPosition);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color * _TintColor;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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o.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
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#endif
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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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// 5x5高斯核权重(已归一化)
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static const float weight[5][5] = {
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{0.003765, 0.015019, 0.023792, 0.015019, 0.003765},
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{0.015019, 0.059912, 0.094907, 0.059912, 0.015019},
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{0.023792, 0.094907, 0.150342, 0.094907, 0.023792},
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{0.015019, 0.059912, 0.094907, 0.059912, 0.015019},
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{0.003765, 0.015019, 0.023792, 0.015019, 0.003765}
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};
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half4 color = 0;
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float2 texelSize = _MainTex_TexelSize.xy * _BlurSize;
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// 二维高斯采样
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for (int x = -2; x <= 2; x++) {
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for (int y = -2; y <= 2; y++) {
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float2 offset = float2(x, y) * texelSize;
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color += tex2D(_MainTex, i.uv + offset) * weight[x + 2][y + 2];
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}
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}
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// UI颜色混合
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color *= i.color;
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// Clip Rect处理
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
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#endif
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return color;
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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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