DeltaVR/Assets/XRI_Examples/UI_2D/Shaders/BackgroundOverlayBlur.shader
2023-05-08 15:56:10 +03:00

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
}
}
}
}