Shader "HighlightPlus/Geometry/BlurOutline" { Properties { _Color ("Color", Color) = (1,1,0) // not used; dummy property to avoid inspector warning "material has no _Color property" _BlurScale("Blur Scale", Float) = 2.0 } SubShader { ZTest Always ZWrite Off Cull Off CGINCLUDE #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); float4 _MainTex_TexelSize; float4 _MainTex_ST; float _BlurScale; float _AspectRatio; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2fCross { float4 pos : SV_POSITION; float2 uv: TEXCOORD0; float2 uv1: TEXCOORD1; float2 uv2: TEXCOORD2; float2 uv3: TEXCOORD3; float2 uv4: TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2fCross vertCross(appdata v) { v2fCross o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = v.vertex; o.pos.y *= _ProjectionParams.x; o.uv = v.texcoord; float3 offsets = _MainTex_TexelSize.xyx * float3(1, _AspectRatio, -1); o.uv1 = v.texcoord - offsets.xy; o.uv2 = v.texcoord - offsets.zy; o.uv3 = v.texcoord + offsets.zy; o.uv4 = v.texcoord + offsets.xy; return o; } v2fCross vertBlurH(appdata v) { v2fCross o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = v.vertex; o.pos.y *= _ProjectionParams.x; o.uv = v.texcoord; float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * _BlurScale, 0); o.uv1 = v.texcoord - inc; o.uv2 = v.texcoord + inc; float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * _BlurScale, 0); o.uv3 = v.texcoord - inc2; o.uv4 = v.texcoord + inc2; return o; } v2fCross vertBlurV(appdata v) { v2fCross o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = v.vertex; o.pos.y *= _ProjectionParams.x; o.uv = v.texcoord; float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * _BlurScale); o.uv1 = v.texcoord - inc; o.uv2 = v.texcoord + inc; float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * _BlurScale); o.uv3 = v.texcoord - inc2; o.uv4 = v.texcoord + inc2; return o; } float4 fragBlur (v2fCross i): SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv) * 0.2270270270 + (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2)) * 0.3162162162 + (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3) + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4)) * 0.0702702703; return pixel; } float4 fragResample(v2fCross i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv1); float4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv2); float4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv3); float4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv4); return (c1+c2+c3+c4) * 0.25; } ENDCG Pass { CGPROGRAM #pragma vertex vertBlurH #pragma fragment fragBlur #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 ENDCG } Pass { CGPROGRAM #pragma vertex vertBlurV #pragma fragment fragBlur #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 ENDCG } Pass { CGPROGRAM #pragma vertex vertCross #pragma fragment fragResample #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 ENDCG } } }