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@@ -1,183 +1,183 @@
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Shader "Custom/MaskedUIBlur" {
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Properties {
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_Size ("Blur", Range(0, 30)) = 1
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[HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
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_AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0)
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_MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 1)
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}
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Category {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
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SubShader
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{
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// Horizontal blur
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GrabPass
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{
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"_HBlur"
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}
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/*
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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*/
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _HBlur;
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float4 _HBlur_TexelSize;
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float _Size;
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float4 _AdditiveColor;
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float4 _MultiplyColor;
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half4 frag( v2f i ) : COLOR
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{
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
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sum.g * _MultiplyColor.g + _AdditiveColor.g,
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sum.b * _MultiplyColor.b + _AdditiveColor.b,
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tex2D(_MainTex, i.uvmain).a);
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return result;
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}
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ENDCG
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}
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// Vertical blur
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GrabPass
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{
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"_VBlur"
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _VBlur;
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float4 _VBlur_TexelSize;
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float _Size;
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float4 _AdditiveColor;
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float4 _MultiplyColor;
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half4 frag( v2f i ) : COLOR
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{
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
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sum.g * _MultiplyColor.g + _AdditiveColor.g,
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sum.b * _MultiplyColor.b + _AdditiveColor.b,
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tex2D(_MainTex, i.uvmain).a);
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return result;
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}
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ENDCG
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}
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}
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}
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Shader "Custom/MaskedUIBlur" {
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Properties {
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_Size ("Blur", Range(0, 30)) = 1
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[HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
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_AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0)
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_MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 1)
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}
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Category {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
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SubShader
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{
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// Horizontal blur
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GrabPass
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{
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"_HBlur"
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}
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/*
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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*/
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _HBlur;
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float4 _HBlur_TexelSize;
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float _Size;
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float4 _AdditiveColor;
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float4 _MultiplyColor;
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half4 frag( v2f i ) : COLOR
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{
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
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sum.g * _MultiplyColor.g + _AdditiveColor.g,
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sum.b * _MultiplyColor.b + _AdditiveColor.b,
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tex2D(_MainTex, i.uvmain).a);
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return result;
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}
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ENDCG
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}
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// Vertical blur
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GrabPass
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{
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"_VBlur"
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord: TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _VBlur;
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float4 _VBlur_TexelSize;
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float _Size;
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float4 _AdditiveColor;
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float4 _MultiplyColor;
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half4 frag( v2f i ) : COLOR
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{
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half4 sum = half4(0,0,0,0);
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#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
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sum += GRABPIXEL(0.05, -4.0);
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sum += GRABPIXEL(0.09, -3.0);
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sum += GRABPIXEL(0.12, -2.0);
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sum += GRABPIXEL(0.15, -1.0);
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sum += GRABPIXEL(0.18, 0.0);
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sum += GRABPIXEL(0.15, +1.0);
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sum += GRABPIXEL(0.12, +2.0);
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sum += GRABPIXEL(0.09, +3.0);
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sum += GRABPIXEL(0.05, +4.0);
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half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
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sum.g * _MultiplyColor.g + _AdditiveColor.g,
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sum.b * _MultiplyColor.b + _AdditiveColor.b,
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tex2D(_MainTex, i.uvmain).a);
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return result;
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}
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ENDCG
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}
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}
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}
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}
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