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Shader "Tutorial/023_Postprocessing_Blur"{
//show values to edit in inspector
Properties{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
_BlurSize("Blur Size", Range(0,0.5)) = 0
[KeywordEnum(Low, Medium, High)] _Samples ("Sample amount", Float) = 0
[Toggle(GAUSS)] _Gauss ("Gaussian Blur", float) = 0
[PowerSlider(3)]_StandardDeviation("Standard Deviation (Gauss only)", Range(0.00, 0.3)) = 0.02
}
SubShader{
// markers that specify that we don't need culling
// or reading/writing to the depth buffer
Cull Off
ZWrite Off
ZTest Always
//Vertical Blur
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
#pragma shader_feature GAUSS
//texture and transforms of the texture
sampler2D _MainTex;
float _BlurSize;
float _StandardDeviation;
#define PI 3.14159265359
#define E 2.71828182846
#if _SAMPLES_LOW
#define SAMPLES 10
#elif _SAMPLES_MEDIUM
#define SAMPLES 30
#else
#define SAMPLES 100
#endif
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
#if GAUSS
//failsafe so we can use turn off the blur by setting the deviation to 0
if(_StandardDeviation == 0)
return tex2D(_MainTex, i.uv);
#endif
//init color variable
float4 col = 0;
#if GAUSS
float sum = 0;
#else
float sum = SAMPLES;
#endif
//iterate over blur samples
for(float index = 0; index < SAMPLES; index++){
//get the offset of the sample
float offset = (index/(SAMPLES-1) - 0.5) * _BlurSize;
//get uv coordinate of sample
float2 uv = i.uv + float2(0, offset);
#if !GAUSS
//simply add the color if we don't have a gaussian blur (box)
col += tex2D(_MainTex, uv);
#else
//calculate the result of the gaussian function
float stDevSquared = _StandardDeviation*_StandardDeviation;
float gauss = (1 / sqrt(2*PI*stDevSquared)) * pow(E, -((offset*offset)/(2*stDevSquared)));
//add result to sum
sum += gauss;
//multiply color with influence from gaussian function and add it to sum color
col += tex2D(_MainTex, uv) * gauss;
#endif
}
//divide the sum of values by the amount of samples
col = col / sum;
return col;
}
ENDCG
}
//Horizontal Blur
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
#pragma shader_feature GAUSS
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//texture and transforms of the texture
sampler2D _MainTex;
float _BlurSize;
float _StandardDeviation;
#define PI 3.14159265359
#define E 2.71828182846
#if _SAMPLES_LOW
#define SAMPLES 10
#elif _SAMPLES_MEDIUM
#define SAMPLES 30
#else
#define SAMPLES 100
#endif
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
#if GAUSS
//failsafe so we can use turn off the blur by setting the deviation to 0
if(_StandardDeviation == 0)
return tex2D(_MainTex, i.uv);
#endif
//calculate aspect ratio
float invAspect = _ScreenParams.y / _ScreenParams.x;
//init color variable
float4 col = 0;
#if GAUSS
float sum = 0;
#else
float sum = SAMPLES;
#endif
//iterate over blur samples
for(float index = 0; index < SAMPLES; index++){
//get the offset of the sample
float offset = (index/(SAMPLES-1) - 0.5) * _BlurSize * invAspect;
//get uv coordinate of sample
float2 uv = i.uv + float2(offset, 0);
#if !GAUSS
//simply add the color if we don't have a gaussian blur (box)
col += tex2D(_MainTex, uv);
#else
//calculate the result of the gaussian function
float stDevSquared = _StandardDeviation*_StandardDeviation;
float gauss = (1 / sqrt(2*PI*stDevSquared)) * pow(E, -((offset*offset)/(2*stDevSquared)));
//add result to sum
sum += gauss;
//multiply color with influence from gaussian function and add it to sum color
col += tex2D(_MainTex, uv) * gauss;
#endif
}
//divide the sum of values by the amount of samples
col = col / sum;
return col;
}
ENDCG
}
}
}