ghfghgfhgf

This commit is contained in:
2025-05-02 14:58:30 +01:00
parent e706d5577a
commit abfc6cd910
43 changed files with 2231 additions and 102 deletions

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/*
██████╗░██╗░░░░░██╗░░░██╗██████╗░  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
██╔══██╗██║░░░░░██║░░░██║██╔══██╗  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
██████╦╝██║░░░░░██║░░░██║██████╔╝  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
██╔══██╗██║░░░░░██║░░░██║██╔══██╗  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
██████╦╝███████╗╚██████╔╝██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
╚═════╝░╚══════╝░╚═════╝░╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
█▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
█▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Blur"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_BlurAmount ("Blur Amount", Range(0, 0.03)) = 0.0128
}
SubShader
{
Tags { "Queue"="Transparent" }
Cull Back
ZTest Always
GrabPass { }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
half _BlurAmount;
fixed4 _Color;
sampler2D _GrabTexture : register(s0);
v2f vert(appdata input)
{
v2f output;
output.position = UnityObjectToClipPos(input.vertex);
output.screenPos = output.position;
return output;
}
half4 pixel;
half2 uv;
fixed i = 0;
half iBlur;
half4 frag(v2f input) : SV_Target
{
uv = input.screenPos.xy / input.screenPos.w;
uv.x = (uv.x + 1) * .5;
uv.y = 1.0 - (uv.y + 1) * .5;
pixel = 0;
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
pixel += tex2D(_GrabTexture, half2(uv.x, uv.y));
return (pixel / 20.0) * _Color;
}
ENDCG
}
}
}