gaussian blur unity sprite 2D
Shader "Custom/GaussianBlur" { Properties { _MainTex ("Texture", 2D) = "white" {} radius ("Radius", Range(0,30)) = 15 resolution ("Resolution", float) = 800 hstep("HorizontalStep", Range(0,1)) = 0.5 vstep("VerticalStep", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { half2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; fixed4 color : COLOR; }; sampler2D _MainTex; float radius; float resolution; //the direction of our blur //hstep (1.0, 0.0) -> x-axis blur //vstep(0.0, 1.0) -> y-axis blur //for example horizontaly blur equal: //float hstep = 1; //float vstep = 0; float hstep; float vstep; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 frag(v2f i) : COLOR { float2 uv = i.texcoord.xy; float4 sum = float4(0.0, 0.0, 0.0, 0.0); float2 tc = uv; //blur radius in pixels float blur = radius/resolution/4; sum += tex2D(_MainTex, float2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162; sum += tex2D(_MainTex, float2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541; sum += tex2D(_MainTex, float2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216; sum += tex2D(_MainTex, float2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946; sum += tex2D(_MainTex, float2(tc.x, tc.y)) * 0.2270270270; sum += tex2D(_MainTex, float2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946; sum += tex2D(_MainTex, float2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216; sum += tex2D(_MainTex, float2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541; sum += tex2D(_MainTex, float2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162; return sum; } ENDCG } } Fallback "Sprites/Default" }