//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== //Blurs with predefined kernel and weights Shader "ZED/ZED Blur" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } ZWrite Off ZTest Always Cull Off //0 - Blur based on alpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 _MainTex_TexelSize; uniform int horizontal; uniform float weights[5]; uniform float offset[5]; float4 frag(v2f vi) : SV_Target { float2 uv = vi.uv; float result = tex2D(_MainTex, uv).a * weights[0]; // current fragment's contribution int i = 0; if (horizontal == 1) { result += tex2D(_MainTex, uv + float2(offset[1] * _MainTex_TexelSize.x, 0.0)).a * weights[1]; result += tex2D(_MainTex, uv - float2(offset[1] * _MainTex_TexelSize.x, 0.0)).a * weights[1]; result += tex2D(_MainTex, uv + float2(offset[2] * _MainTex_TexelSize.x, 0.0)).a * weights[2]; result += tex2D(_MainTex, uv - float2(offset[2] * _MainTex_TexelSize.x, 0.0)).a * weights[2]; } else { result += tex2D(_MainTex, uv + float2(0.0, offset[1] * _MainTex_TexelSize.y)).a * weights[1]; result += tex2D(_MainTex, uv - float2(0.0, offset[1] * _MainTex_TexelSize.y)).a * weights[1]; result += tex2D(_MainTex, uv + float2(0.0, offset[2] * _MainTex_TexelSize.y)).a * weights[2]; result += tex2D(_MainTex, uv - float2(0.0, offset[2] * _MainTex_TexelSize.y)).a * weights[2]; } return float4(tex2D(_MainTex, uv).rgb, result); } ENDCG } // 1 - Blur based on RGB, R unchanged, GB blured Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 _MainTex_TexelSize; uniform int horizontal; uniform float weights2[5]; uniform float offset2[5]; float4 frag(v2f vi) : SV_Target { float2 uv = vi.uv; float3 result = tex2D(_MainTex, uv).rgb * weights2[0]; // current fragment's contribution result.r = tex2D(_MainTex, uv).r; int i = 0; if (horizontal == 1) { result.gb += tex2D(_MainTex, uv + float2(offset2[1] * _MainTex_TexelSize.x, 0.0)).gb * weights2[1]; result.gb += tex2D(_MainTex, uv - float2(offset2[1] * _MainTex_TexelSize.x, 0.0)).gb * weights2[1]; result.gb += tex2D(_MainTex, uv + float2(offset2[2] * _MainTex_TexelSize.x, 0.0)).gb * weights2[2]; result.gb += tex2D(_MainTex, uv - float2(offset2[2] * _MainTex_TexelSize.x, 0.0)).gb * weights2[2]; } else { result.gb += tex2D(_MainTex, uv + float2(0.0, offset2[1] * _MainTex_TexelSize.y)).gb * weights2[1]; result.gb += tex2D(_MainTex, uv - float2(0.0, offset2[1] * _MainTex_TexelSize.y)).gb * weights2[1]; result.gb += tex2D(_MainTex, uv + float2(0.0, offset2[2] * _MainTex_TexelSize.y)).gb * weights2[2]; result.gb += tex2D(_MainTex, uv - float2(0.0, offset2[2] * _MainTex_TexelSize.y)).gb * weights2[2]; } return float4(result.x, result.y, result.z, 1); } ENDCG } // 2 - Blur based with mask Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _Mask; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 _MainTex_TexelSize; uniform int horizontal; uniform float weights[5]; uniform float offset[5]; float4 frag(v2f vi) : SV_Target { //TODO issue : The blur will shrink the virtual due to the mask float2 uv = vi.uv; float3 result = tex2D(_MainTex, uv).rgb; if (tex2D(_Mask, uv).r != 0) { result *= weights[0]; // current fragment's contribution int i = 0; if (horizontal == 1) { result += tex2D(_MainTex, uv + float2(offset[1] * _MainTex_TexelSize.x, 0.0)).rgb * weights[1]; result += tex2D(_MainTex, uv - float2(offset[1] * _MainTex_TexelSize.x, 0.0)).rgb * weights[1]; result += tex2D(_MainTex, uv + float2(offset[2] * _MainTex_TexelSize.x, 0.0)).rgb * weights[2]; result += tex2D(_MainTex, uv - float2(offset[2] * _MainTex_TexelSize.x, 0.0)).rgb * weights[2]; } else { result += tex2D(_MainTex, uv + float2(0.0, offset[1] * _MainTex_TexelSize.y)).rgb * weights[1]; result += tex2D(_MainTex, uv - float2(0.0, offset[1] * _MainTex_TexelSize.y)).rgb * weights[1]; result += tex2D(_MainTex, uv + float2(0.0, offset[2] * _MainTex_TexelSize.y)).rgb * weights[2]; result += tex2D(_MainTex, uv - float2(0.0, offset[2] * _MainTex_TexelSize.y)).rgb * weights[2]; } } return float4(result, 1); } ENDCG } //3 - Blur based on R Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 4.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 _MainTex_TexelSize; uniform int horizontal; uniform float weights[5]; uniform float offset[5]; float4 frag(v2f vi) : SV_Target { float2 uv = vi.uv; float result = tex2D(_MainTex, uv).r * weights[0]; // current fragment's contribution int i = 0; if (horizontal == 1) { result += tex2D(_MainTex, uv + float2(offset[1] * _MainTex_TexelSize.x, 0.0)).r * weights[1]; result += tex2D(_MainTex, uv - float2(offset[1] * _MainTex_TexelSize.x, 0.0)).r * weights[1]; result += tex2D(_MainTex, uv + float2(offset[2] * _MainTex_TexelSize.x, 0.0)).r * weights[2]; result += tex2D(_MainTex, uv - float2(offset[2] * _MainTex_TexelSize.x, 0.0)).r * weights[2]; } else { result += tex2D(_MainTex, uv + float2(0.0, offset[1] * _MainTex_TexelSize.y)).r * weights[1]; result += tex2D(_MainTex, uv - float2(0.0, offset[1] * _MainTex_TexelSize.y)).r * weights[1]; result += tex2D(_MainTex, uv + float2(0.0, offset[2] * _MainTex_TexelSize.y)).r * weights[2]; result += tex2D(_MainTex, uv - float2(0.0, offset[2] * _MainTex_TexelSize.y)).r * weights[2]; } return float4(result, result, result, result); } ENDCG } } }