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KawaseBlur.shader
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KawaseBlur.shader
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Shader "LX/KawaseBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _BlurDistance;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv + fixed2(0.5, 0.5) * _BlurDistance*_MainTex_TexelSize.xy) * 0.25;
col += tex2D(_MainTex, i.uv + fixed2(-0.5, -0.5) * _BlurDistance*_MainTex_TexelSize.xy) * 0.25;
col += tex2D(_MainTex, i.uv + fixed2(0.5, -0.5) * _BlurDistance*_MainTex_TexelSize.xy) * 0.25;
col += tex2D(_MainTex, i.uv + fixed2(-0.5, 0.5) * _BlurDistance*_MainTex_TexelSize.xy) * 0.25;
return col;
}
ENDCG
}
}
}