303 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			303 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| 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
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 |