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unity ui guassian blur shader
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI/Blurred Background" {
Properties {
_Blur ("Blur", Range(0, 1)) = 0.5
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil {
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
GrabPass { "_UI_Blur_GrabPass" }
Pass {
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define QUALITY 7
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 screenPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _UI_Blur_GrabPass;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _Blur;
v2f vert(appdata_t v) {
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.screenPos = ComputeScreenPos(OUT.vertex);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
#if UNITY_UV_STARTS_AT_TOP
OUT.texcoord.y = 1 - OUT.texcoord.y;
OUT.screenPos.y = 1 - OUT.screenPos.y;
#endif
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target {
float4 color = 0;
// (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// box blur on _UI_Blur_GrabPass texture, given the QUALITY (with for loop)
half power = ((tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color).a;
float2 pivot_uv = float2(IN.screenPos.x, IN.screenPos.y);
float2 offset = power * _Blur / 40 / QUALITY;
float totalInfluence = 0;
for (int x = -QUALITY; x <= QUALITY; ++x) {
for (int y = -QUALITY; y <= QUALITY; ++y) {
float2 uv = pivot_uv + float2(x, y) * offset;
float influence = QUALITY * 2 + 1 - abs(x) - abs(y);
totalInfluence += influence;
color = color + tex2D(_UI_Blur_GrabPass, uv) * influence;
}
}
color.rgb = color / totalInfluence;
color = color + _TextureSampleAdd * IN.color;
color.a = IN.color.a;
// #ifdef UNITY_UI_CLIP_RECT
// color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
// #endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
@somedeveloper00
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note: change quality and the number at line 108 for easy modification

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