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Cielonos/Assets/Plugins/FlexibleUI/FlexibleBlur/Shaders/BlurredImage.shader
SoulliesOfficial 649b7a5ddc 更新
2026-05-23 08:27:50 -04:00

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Shader "Hidden/JeffGrawAssets/BlurredImage"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "black" {}
_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 "BlurredImage"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local __ HAS_BLUR
#pragma multi_compile_local __ UNITY_UI_CLIP_RECT
#pragma multi_compile_local __ UNITY_UI_ALPHACLIP
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
CBUFFER_END
sampler2D _MainTex;
float4 _ClipRect;
fixed4 _TextureSampleAdd;
int _UIVertexColorAlwaysGammaSpace;
#ifdef UNITY_UI_CLIP_RECT
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
#endif
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 uvSourceImageFadeAndAlphaBlend: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR0;
float4 texCoordAndScreenCoord : TEXCOORD0;
nointerpolation half2 SourceImageFadeAndAlphaBlend : TEXCOORD1;
#ifdef UNITY_UI_CLIP_RECT
float4 mask : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#define SourceImageFade(v) v.SourceImageFadeAndAlphaBlend.x
#define AlphaBlend(v) v.SourceImageFadeAndAlphaBlend.y
#define TexCoord(v) v.texCoordAndScreenCoord.xy
#define ScreenCoord(v) v.texCoordAndScreenCoord.zw
v2f vert(const appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, OUT);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(v.vertex);
#ifdef UNITY_UI_CLIP_RECT
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 pixelSize = OUT.vertex.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
#endif
ScreenCoord(OUT) = ComputeNonStereoScreenPos(OUT.vertex).xy;
TexCoord(OUT) = TRANSFORM_TEX(v.uvSourceImageFadeAndAlphaBlend.xy, _MainTex);
SourceImageFade(OUT) = v.uvSourceImageFadeAndAlphaBlend.z;
AlphaBlend(OUT) = v.uvSourceImageFadeAndAlphaBlend.w;
OUT.color = v.color;
[branch] if (!IsGammaSpace() && _UIVertexColorAlwaysGammaSpace)
OUT.color.rgb = UIGammaToLinear(OUT.color.rgb);
return OUT;
}
half4 frag(v2f IN) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
half4 spriteColor = tex2D(_MainTex, TexCoord(IN)) + _TextureSampleAdd;
half3 blurColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BlurTex, UnityStereoTransformScreenSpaceTex(ScreenCoord(IN) * rcp(IN.vertex.w))).rgb;
half4 color;
[branch] if (IN.color.a >= 1)
{
color.rgb = lerp(blurColor, spriteColor.rgb * IN.color.rgb, SourceImageFade(IN));
color.a = spriteColor.a;
}
else
{
const half blurMaskAlpha = spriteColor.a * lerp(1, IN.color.a, AlphaBlend(IN));
const half3 blurLayer = blurColor * blurMaskAlpha;
spriteColor *= IN.color;
spriteColor.rgb *= spriteColor.a;
const half3 blendedRGB = lerp(blurLayer, spriteColor, SourceImageFade(IN));
const half blendedAlpha = lerp(blurMaskAlpha, spriteColor.a, SourceImageFade(IN));
color = half4(blendedRGB / blendedAlpha, blendedAlpha);
}
#ifdef UNITY_UI_CLIP_RECT
const half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}