70 lines
1.6 KiB
Plaintext
70 lines
1.6 KiB
Plaintext
Shader "Hidden/MicroVerse/GaussianBlurDepth"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_BlurSize ("Blur Size", float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include_with_pragmas "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float _BlurSize;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float frag (v2f i) : SV_Target
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{
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float col = 0;
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float totalWeight = 0.0;
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int blurSize = int(_BlurSize);
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// Sum all pixels around the current pixel
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for (int x = -blurSize; x <= blurSize; x++)
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{
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for (int y = -blurSize; y <= blurSize; y++)
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{
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col += SAMPLE_DEPTH_TEXTURE(_MainTex, i.uv + float2(x, y).r);
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}
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}
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// Average the colors
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int totalPixels = (2 * blurSize + 1) * (2 * blurSize + 1);
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col /= totalPixels;
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return 0.0;
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}
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ENDCG
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}
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}
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}
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