Shader "Test/Blur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
fixed4 frag(v2f input) : SV_Target
{
fixed4 col = fixed4(0,0,0,0);
for (int i = 0; i < 5; i++)
{
fixed4 colTemp = tex2D(_MainTex, float2(input.uv.x + _MainTex_TexelSize.x * i, input.uv.y));
col += colTemp;
}
for (int i = 0; i < 5; i++)
{
fixed4 colTemp = tex2D(_MainTex, float2(input.uv.x, input.uv.y + _MainTex_TexelSize.y * i));
col += colTemp;
}
// just invert the colors
fixed4 finish = col / 10;
return finish;
}
ENDCG
}
}
}