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BoxBlur.shader
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Shader "LX/BoxBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SampleCount("SampleCount",int)=3
_BlurSize("BlurSize",float)=1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform int _SampleCount;
uniform float _BlurSize;
uniform float _StartIndex;
uniform float _EndIndex;
uniform float _SamplePercent;
#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;
uniform half4 _MainTex_TexelSize;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 finalColor = fixed4(0, 0, 0, 1);
for (int y = _StartIndex; y <= _EndIndex; y++)
{
for (int x = _StartIndex; x <= _EndIndex; x++)
{
fixed2 finalUV = i.uv + fixed2(x, y) * _MainTex_TexelSize.xy * _BlurSize;
finalColor += tex2D(_MainTex, finalUV) / _SamplePercent;
}
}
return finalColor;
}
ENDCG
}
}
}