//---------------------------------------------------------------------------------------------------------- // 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/BoxBlur" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" half4 _BlurOffset; half4 BoxFilter_4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize) { float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); half4 s = 0; s = SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy) * 0.25h; // 1 MUL s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy) * 0.25h; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw) * 0.25h; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw) * 0.25h; // 1 MAD return s; } float4 FragBoxBlur(VaryingsDefault i): SV_Target { return BoxFilter_4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _BlurOffset.xy).rgba; } float4 FragCombine(VaryingsDefault i): SV_Target { return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragBoxBlur ENDHLSL } Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragCombine ENDHLSL } } }