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- Improved Core components sprites (All core components can now be scaled up to 2x without any loss in quality, some can be scaled to 4x) - Renamed some variables in SelectionBoxConfig to make more sense
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Shader "Custom/Blur" { | ||
Properties { | ||
_Color ("Main Color", Color) = (1,1,1,1) | ||
_Size ("Blur Size", Range(0, 10)) = 1 | ||
} | ||
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Category { | ||
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// We must be transparent, so other objects are drawn before this one. | ||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" } | ||
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SubShader { | ||
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// Horizontal blur | ||
GrabPass { | ||
Tags { "LightMode" = "Always" } | ||
} | ||
Pass { | ||
Tags { "LightMode" = "Always" } | ||
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CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#pragma fragmentoption ARB_precision_hint_fastest | ||
#include "UnityCG.cginc" | ||
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struct appdata_t { | ||
float4 vertex : POSITION; | ||
float2 texcoord: TEXCOORD0; | ||
}; | ||
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struct v2f { | ||
float4 vertex : POSITION; | ||
float4 uvgrab : TEXCOORD0; | ||
}; | ||
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v2f vert (appdata_t v) { | ||
v2f o; | ||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | ||
#if UNITY_UV_STARTS_AT_TOP | ||
float scale = -1.0; | ||
#else | ||
float scale = 1.0; | ||
#endif | ||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; | ||
o.uvgrab.zw = o.vertex.zw; | ||
return o; | ||
} | ||
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sampler2D _GrabTexture; | ||
float4 _GrabTexture_TexelSize; | ||
float _Size; | ||
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half4 frag( v2f i ) : COLOR { | ||
// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | ||
// return col; | ||
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half4 sum = half4(0,0,0,0); | ||
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#define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight | ||
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sum += GRABPIXEL(0.05, -4.0); | ||
sum += GRABPIXEL(0.09, -3.0); | ||
sum += GRABPIXEL(0.12, -2.0); | ||
sum += GRABPIXEL(0.15, -1.0); | ||
sum += GRABPIXEL(0.18, 0.0); | ||
sum += GRABPIXEL(0.15, +1.0); | ||
sum += GRABPIXEL(0.12, +2.0); | ||
sum += GRABPIXEL(0.09, +3.0); | ||
sum += GRABPIXEL(0.05, +4.0); | ||
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return sum; | ||
} | ||
ENDCG | ||
} | ||
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// Vertical blur | ||
GrabPass { | ||
Tags { "LightMode" = "Always" } | ||
} | ||
Pass { | ||
Tags { "LightMode" = "Always" } | ||
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CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#pragma fragmentoption ARB_precision_hint_fastest | ||
#include "UnityCG.cginc" | ||
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struct appdata_t { | ||
float4 vertex : POSITION; | ||
float2 texcoord: TEXCOORD0; | ||
}; | ||
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struct v2f { | ||
float4 vertex : POSITION; | ||
float4 uvgrab : TEXCOORD0; | ||
}; | ||
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v2f vert (appdata_t v) { | ||
v2f o; | ||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | ||
#if UNITY_UV_STARTS_AT_TOP | ||
float scale = -1.0; | ||
#else | ||
float scale = 1.0; | ||
#endif | ||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; | ||
o.uvgrab.zw = o.vertex.zw; | ||
return o; | ||
} | ||
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sampler2D _GrabTexture; | ||
float4 _GrabTexture_TexelSize; | ||
float _Size; | ||
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half4 frag( v2f i ) : COLOR { | ||
// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | ||
// return col; | ||
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half4 sum = half4(0,0,0,0); | ||
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#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight | ||
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//G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation))) | ||
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sum += GRABPIXEL(0.05, -4.0); | ||
sum += GRABPIXEL(0.09, -3.0); | ||
sum += GRABPIXEL(0.12, -2.0); | ||
sum += GRABPIXEL(0.15, -1.0); | ||
sum += GRABPIXEL(0.18, 0.0); | ||
sum += GRABPIXEL(0.15, +1.0); | ||
sum += GRABPIXEL(0.12, +2.0); | ||
sum += GRABPIXEL(0.09, +3.0); | ||
sum += GRABPIXEL(0.05, +4.0); | ||
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return sum; | ||
} | ||
ENDCG | ||
} | ||
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// Distortion | ||
GrabPass { | ||
Tags { "LightMode" = "Always" } | ||
} | ||
Pass { | ||
Tags { "LightMode" = "Always" } | ||
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CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#pragma fragmentoption ARB_precision_hint_fastest | ||
#include "UnityCG.cginc" | ||
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struct appdata_t { | ||
float4 vertex : POSITION; | ||
// float2 texcoord: TEXCOORD0; | ||
}; | ||
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struct v2f { | ||
float4 vertex : POSITION; | ||
float4 uvgrab : TEXCOORD0; | ||
// float2 uvmain : TEXCOORD2; | ||
}; | ||
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// float4 _MainTex_ST; | ||
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v2f vert (appdata_t v) { | ||
v2f o; | ||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | ||
#if UNITY_UV_STARTS_AT_TOP | ||
float scale = -1.0; | ||
#else | ||
float scale = 1.0; | ||
#endif | ||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; | ||
// o.uvgrab.zw = o.vertex.zw; | ||
// o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); | ||
return o; | ||
} | ||
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fixed4 _Color; | ||
sampler2D _GrabTexture; | ||
float4 _GrabTexture_TexelSize; | ||
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half4 frag( v2f i ) : COLOR { | ||
// float2 offset = _GrabTexture_TexelSize.xy; | ||
// i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; | ||
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | ||
half4 tint = _Color; | ||
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return col * tint; | ||
} | ||
ENDCG | ||
} | ||
} | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.