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SphereBlur.shader
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Shader "LX/SphereBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
int _Radius;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col;
float totalWeight = 0;
for (int y = -_Radius; y <= _Radius; y++)
{
for (int x = -_Radius; x <= _Radius; x++)
{
float2 uv = i.uv + _MainTex_TexelSize * fixed2(x, y);
float dis = distance(float2(x, y), 0);
float inRange = step(dis, _Radius);
float weight = pow((float)1/(1+dis),2);
col += tex2D(_MainTex, uv) * inRange * weight;
totalWeight += inRange * weight;
}
}
return col / totalWeight;
}
ENDCG
}
}
}