Shader "Custom/UIBlur" { Properties { // Blur properties [IntRange] _Radius("Blur Radius", Range(0, 64)) = 1 [IntRange] _Step("Step Size", Range(3, 10)) = 4 _Jump("Jump Size", Range(0.0001,0.3)) = 0.1 _BlurTex("Blurred Texture", 2D) = "white" {} // Default properties [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 screenPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; int _Radius; float _Step; float _Jump; sampler2D _BlurTex; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; half4 GetBlur(float4 uv, half4 pixel) { #define GrabPixelXY(kernelx, kernely) tex2Dproj(_BlurTex, UNITY_PROJ_COORD(float4(uv.x + _Jump * kernelx, uv.y + _Jump*kernely, uv.z,uv.w))) float4 sum = GrabPixelXY(0,0); float range = _Step; for (; range <= _Radius; range += _Step) { for (float i = 0.06; i <= 0.18; i += 0.03) { float minus = (0.21 - i); sum += GrabPixelXY(-range * i, range * minus); sum += GrabPixelXY(range * i, -range * minus); sum += GrabPixelXY(-range * minus, -range * i); sum += GrabPixelXY(range * minus, range * i); } } half4 result = sum / (_Radius * 2 + 1); return result * pixel; } v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.screenPosition = ComputeScreenPos(OUT.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return GetBlur(IN.screenPosition, color); } ENDCG } } }