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May 10, 2023 11:41
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unity ui guassian blur shader
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| // 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 | |
| } | |
| } | |
| } |
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note: change quality and the number at line 108 for easy modification