Shader "XRContent/BackgroundOverlayBlur" { Properties { _Blur("Blur", Range(0, 10)) = 1 _VerticalOffset("Offset", Range(-1, 1)) = 1 _Alpha("Alpha", Range(0, 1)) = 1 _GradientSize("Gradient Size", Range(0, 6)) = 2 _MainTex("Noise Texture (REQUIRED for Blur Noise)", 2D) = "white" {} _BlurNoise("Blur Noise Direction", Range(-1, 1)) = 1 _BlurNoiseAmount("Blur Noise Amount", Range(-5, 5)) = 0.125 } Category { Tags{ "Queue" = "Overlay+5600" "LightMode" = "Always" "IgnoreProjector" = "True" "RenderType" = "Transparent" } ZWrite On ZTest LEqual Lighting Off Blend SrcAlpha OneMinusSrcAlpha SubShader { GrabPass {} Pass { Name "SpatialUIBlurHorizontal" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 position : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 position : POSITION; float4 grab : TEXCOORD0; float yPos : FLOAT; float2 cleanUV : TEXCOORD2; }; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Blur; float _VerticalOffset; float _WorldScale; half _GradientSize; sampler2D _MainTex; half _BlurNoise; half _BlurNoiseAmount; v2f vert(appdata_t v) { v2f output; output.position = UnityObjectToClipPos(v.position); #if UNITY_UV_STARTS_AT_TOP float sign = -1.0; output.yPos = v.texcoord.y; #else float sign = 1.0; output.yPos = -v.texcoord.y; #endif output.grab.xy = (float2(output.position.x, output.position.y * sign) + output.position.w) * 0.5; output.grab.zw = output.position.zw; output.grab *= _WorldScale; output.cleanUV = v.texcoord; return output; } half4 frag(v2f input) : COLOR { float uvPos = length(input.cleanUV - float2(0.5, 0.5)); float xAdjustedPosition = pow(input.cleanUV.x * (1 - input.cleanUV.x) * 3, 1); float yAdjustedPosition = (1 - input.cleanUV.y); half positionAdjustedBlur = _Blur * yAdjustedPosition * xAdjustedPosition; float4 sum = half4(0,0,0,0); #define GrabAndOffset(weight,kernelX) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(input.grab.x + _GrabTexture_TexelSize.x * kernelX * (positionAdjustedBlur * input.yPos), input.grab.y, input.grab.z, input.grab.w))) * weight half4 color = tex2D(_MainTex, input.cleanUV); half noiseSampledTextureAmount = 1 + color.r - _BlurNoiseAmount * dot(input.cleanUV, float2(0.5, 0.5)); half blurAdjustmentModifier = _BlurNoise * 0.25; float adjustedBlur = 1; half adjustedBlurKernel = input.cleanUV.y; sum += GrabAndOffset(0.02 * adjustedBlur, -6.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.04 * adjustedBlur, -5.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.06 * adjustedBlur, -4.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.08 * adjustedBlur, -3.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.10 * adjustedBlur, -2.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.12 * adjustedBlur, -1.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.14 * adjustedBlur, 0.0); sum += GrabAndOffset(0.12 * adjustedBlur, 1.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.10 * adjustedBlur, 2.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.08 * adjustedBlur, 3.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.06 * adjustedBlur, 4.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.04 * adjustedBlur, 5.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.02 * adjustedBlur, +6.0 * noiseSampledTextureAmount); // Fade blur amount based on fragment distance to center UV coord float fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvPos, _GradientSize) * 2); sum.a = clamp(0, 1 - pow((uvPos * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount); return sum; } ENDCG } GrabPass{} Pass { Name "SpatialUIBlurVertical" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 position : POSITION; float2 texcoord: TEXCOORD0; }; struct v2f { float4 position : POSITION; float4 grab : TEXCOORD0; float yPos : FLOAT; float2 cleanUV : TEXCOORD2; }; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Blur; float _VerticalOffset; float _WorldScale; half _GradientSize; sampler2D _MainTex; half _BlurNoise; half _BlurNoiseAmount; v2f vert(appdata_t v) { v2f output; output.position = UnityObjectToClipPos(v.position); #if UNITY_UV_STARTS_AT_TOP float sign = -1.0; output.yPos = v.texcoord.y; #else float sign = 1.0; output.yPos = -v.texcoord.y; #endif output.grab.xy = (float2(output.position.x, output.position.y * sign) + output.position.w) * 0.5; output.grab.zw = output.position.zw; output.grab *= _WorldScale; output.cleanUV = v.texcoord; return output; } half4 frag(v2f input) : COLOR { float uvPos = length(input.cleanUV - float2(0.5, 0.5)); float xAdjustedPosition = pow(input.cleanUV.x * (1 - input.cleanUV.x) * 3, 1); float yAdjustedPosition = (1 - input.cleanUV.y); half positionAdjustedBlur = _Blur * yAdjustedPosition * xAdjustedPosition; half4 sum = half4(0,0,0,0); #define GrabAndOffset(weight,kernelY) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(input.grab.x, input.grab.y + _GrabTexture_TexelSize.y * kernelY * (positionAdjustedBlur * input.yPos + _VerticalOffset), input.grab.z, input.grab.w))) * weight half4 color = tex2D(_MainTex, input.cleanUV); half noiseSampledTextureAmount = 1 + color.g - _BlurNoiseAmount * dot(input.cleanUV, float2(0.5, 0.5)); float adjustedBlur = 1; half blurAdjustmentModifier = _BlurNoise * 0.25; half adjustedBlurKernel = input.cleanUV.y; sum += GrabAndOffset(0.02 * adjustedBlur, -6.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.04 * adjustedBlur, -5.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.06 * adjustedBlur, -4.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.08 * adjustedBlur, -3.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.10 * adjustedBlur, -2.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.12 * adjustedBlur, -1.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.14 * adjustedBlur, 0.0); sum += GrabAndOffset(0.12 * adjustedBlur, +1.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.10 * adjustedBlur, +2.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.08 * adjustedBlur, +3.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.06 * adjustedBlur, +4.0 * noiseSampledTextureAmount); noiseSampledTextureAmount -= noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.04 * adjustedBlur, +5.0 * noiseSampledTextureAmount); noiseSampledTextureAmount += noiseSampledTextureAmount * blurAdjustmentModifier; sum += GrabAndOffset(0.02 * adjustedBlur, +6.0 * noiseSampledTextureAmount); float fadeFromBorderAmount = 1 - clamp(0, 1, pow(uvPos, _GradientSize) * 2); sum.a = clamp(0, 1 - pow((uvPos * 2), _GradientSize * (_Blur / 10)), fadeFromBorderAmount); return sum; } ENDCG } GrabPass{} Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 position : POSITION; float2 texcoord: TEXCOORD0; }; struct v2f { float4 position : POSITION; float4 grab : TEXCOORD0; float2 uvmain : TEXCOORD2; }; float4 _MainTex_ST; fixed4 _Color; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; sampler2D _MainTex; half _Alpha; float _WorldScale; half _GradientSize; v2f vert(appdata_t v) { v2f output; output.position = UnityObjectToClipPos(v.position); #if UNITY_UV_STARTS_AT_TOP float sign = -1.0; #else float sign = 1.0; #endif output.grab.xy = (float2(output.position.x, output.position.y * sign) + output.position.w) * 0.5; output.grab.zw = output.position.zw; output.grab *= _WorldScale; output.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); return output; } half4 frag(v2f i) : COLOR { i.grab.xy = _GrabTexture_TexelSize.xy * i.grab.z + i.grab.xy; half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.grab)); half4 desatCol = dot(col, col); col = lerp(col * col, desatCol, 0.2); half4 tint = tex2D(_MainTex, i.uvmain) * _Color; col.a = _Alpha; tint.a = _Alpha; float t = length(i.grab - float2(0.5, 0.5)) * 1.41421356237; half4 combinedColor = col * tint; combinedColor.a *= t * lerp(0, 1, t + (_GradientSize - 0.5) * 2);; combinedColor.a = 0; return combinedColor; } ENDCG } } } }