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Question by twice7713 · Jun 20, 2020 at 06:45 AM · shaderglow

2D Glow Shader

How to fixed Square to limit shader effectalt text

 Shader "Custom/BlurBox"
 {
     Properties
     {
         _MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
         _TexSize("Texture Size", vector) = (256,256,0,0)
         _BlurOffset("Blur Offset", Range(1, 10)) = 1
     }
     
     SubShader
     {
         LOD 200
 
         Tags
         {
             "Queue" = "Transparent"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }
 
         Pass
         {
             Cull Off
             Lighting Off
             ZWrite Off
             Fog { Mode Off }
             Offset -1, -1
             Blend SrcAlpha OneMinusSrcAlpha
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag            
             #include "UnityCG.cginc"
 
             sampler2D _MainTex;
             float4 _TexSize;
             fixed _BlurOffset;
             float4 _MainTex_ST;
 
             struct appdata_t
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
                 fixed4 color : COLOR;
             };
     
             struct v2f
             {
                 float4 vertex : SV_POSITION;
                 half2 uv : TEXCOORD0;
                 fixed4 color : COLOR;
             };
             
             v2f vert (appdata_t v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = v.uv;
                 o.color = v.color;
                 return o;
             }
             
             //对图像做滤波操作
             float4 filter(float3x3 filter, sampler2D tex, float2 coord, float2 texSize)
             {
                 float4 outCol = float4(0,0,0,0);
                 for (int i = 0; i < 3; i++)
                 {
                     for (int j = 0; j < 3; j++)
                     {
                         //计算采样点,得到当前像素附近的像素的坐标
                         float2 newCoord = float2(coord.x + (i-1)*_BlurOffset, coord.y + (j-1)*_BlurOffset);
                         float2 newUV = float2(newCoord.x / texSize.x, newCoord.y / texSize.y);
                         //采样并乘以滤波器权重,然后累加
                         outCol += tex2D(tex, newUV) * filter[i][j];
                     }
                 }
                 return outCol;
             }
             
             fixed4 frag (v2f IN) : COLOR
             {
                 float3x3 boxFilter = 
                 {
                     1.0f/9, 1.0f/9, 1.0f/9, 
                     1.0f/9, 1.0f/9, 1.0f/9, 
                     1.0f/9, 1.0f/9, 1.0f/9, 
                 };
                 
                 float2 coord = float2(IN.uv.x * _TexSize.x, IN.uv.y * _TexSize.y);
                 return filter(boxFilter, _MainTex, coord, _TexSize);
             }
             ENDCG
         }
     }
 
     SubShader
     {
         LOD 100
 
         Tags
         {
             "Queue" = "Transparent"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }
         
         Pass
         {
             Cull Off
             Lighting Off
             ZWrite Off
             Fog { Mode Off }
             Offset -1, -1
             ColorMask RGB
             Blend SrcAlpha OneMinusSrcAlpha
             ColorMaterial AmbientAndDiffuse
             
             SetTexture [_MainTex]
             {
                 Combine Texture * Primary
             }
         }
     }
 }


demo.png (457.0 kB)
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