HeavenStudioPlus/Assets/X-PostProcessing/Effects/KawaseBlur/Shader/KawaseBlur.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/KawaseBlur"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half _Offset;
half4 KawaseBlur(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, half pixelOffset)
{
half4 o = 0;
o += SAMPLE_TEXTURE2D(tex, samplerTex, uv + float2(pixelOffset +0.5, pixelOffset +0.5) * texelSize);
o += SAMPLE_TEXTURE2D(tex, samplerTex, uv + float2(-pixelOffset -0.5, pixelOffset +0.5) * texelSize);
o += SAMPLE_TEXTURE2D(tex, samplerTex, uv + float2(-pixelOffset -0.5, -pixelOffset -0.5) * texelSize);
o += SAMPLE_TEXTURE2D(tex, samplerTex, uv + float2(pixelOffset +0.5, -pixelOffset -0.5) * texelSize);
return o * 0.25;
}
half4 Frag(VaryingsDefault i): SV_Target
{
return KawaseBlur(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord.xy, _MainTex_TexelSize.xy, _Offset);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}