Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Shiver · Mar 08, 2015 at 04:22 PM · shadertexture2dspriterendererblur

Use result from first shader pass in second pass

I'm trying to write a shader for a SpriteRenderer which does a gaussian blur on the texture which is typically done in 2 passes. The first pass does a vertical blur and the second pass uses the result of this vertical blur and applies a horizontal blur.

I've gotten the vertical blur to work :

 Shader "Tutorial/Textured Colored" 
 { 
     Properties
     {
         _VBlurAmount ("Vertical Blur Amount", Float) = 0.00195
         _HBlurAmount ("Horizontal Blur Amount", Float) = 0.00195
         _Color ("Main Color", Color) = (1,1,1,0.5) 
         _MainTex ("Texture", 2D) = "white" { } 
         _AlphaTex ("Texture", 2D) = "white" { } 
     } 
         
     SubShader
     {
         Tags { "RenderType"="Transparent" "Queue"="Transparent" }
         LOD 200
         Blend SrcAlpha OneMinusSrcAlpha
         ZTest Less
  
         // Vertical blur pass
         Pass
         {
             Blend SrcAlpha OneMinusSrcAlpha
             Name "VerticalBlur"
                         
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag            
             #include "UnityCG.cginc"
             
             sampler2D _MainTex;
             float     _VBlurAmount;
             
             struct v2f 
             {
                 float4  pos : SV_POSITION;
                 float2  uv  : TEXCOORD0;
             };
             
             float4 _MainTex_ST;
             
             v2f vert (appdata_base v)
             {
                 v2f o;
                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                 return o;
             }
             
             half4 frag (v2f i) : COLOR
             {
                 half4 sum = tex2D(_MainTex, float2(i.uv.x, i.uv.y)) * 0.16;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y - _VBlurAmount)) * 0.15;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y + _VBlurAmount)) * 0.15;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y - 2.0 * _VBlurAmount)) * 0.12;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y + 2.0 * _VBlurAmount)) * 0.12;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y - 3.0 * _VBlurAmount)) * 0.09;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y + 3.0 * _VBlurAmount)) * 0.09;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y - 4.0 * _VBlurAmount)) * 0.05;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y + 4.0 * _VBlurAmount)) * 0.05;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y - 5.0 * _VBlurAmount)) * 0.025;
                 sum += tex2D(_MainTex, float2(i.uv.x, i.uv.y + 5.0 * _VBlurAmount)) * 0.025;
                
                 return sum;
             }
             ENDCG
         }
  
         // Horizontal blur pass
         Pass
         {
             //how do I get result from previous pass?
         }
     }
     Fallback "VertexLit"
 } 

But I don't know how to get the result for the second, horizontal pass. Any help appreciated, not to forget that it needs to work on a SpriteRenderer. Also, any pointers on making this shader better are appreciated :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Drawing a Texture on top of another Texture 2 Answers

How to blur UI images with uGUI? 1 Answer

How to get the spriterender default material in the code 1 Answer

Rigged 2D Sprite looks weird after adding a shadergraph material 0 Answers

Converting c# function to shader. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges