Shader "UI/TexBloom"
{
Properties
{
_MainTex ("Base Texture", 2D) = "white" {}
_OverlayTex ("Overlay Texture", 2D) = "white" {}
_OverlayRect ("Overlay Rect", Vector) = (0,0,1,1)
_Saturation ("Overlay Saturation", Range(0,4)) = 2
_BloomIntensity ("Bloom Intensity", Range(0,10)) = 4
_BloomSize ("Bloom Size", Range(0,10)) = 4
}
SubShader
{
Tags{ "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _OverlayTex;
float4 _MainTex_TexelSize;
float4 _OverlayRect;
float _Saturation;
float _BloomIntensity;
float _BloomSize;
struct appdata
{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
float4 color:COLOR;
};
struct v2f
{
float4 vertex:SV_POSITION;
float2 uv:TEXCOORD0;
float4 color:COLOR;
};
v2f vert(appdata v)
{
v2f o;
o.vertex=UnityObjectToClipPos(v.vertex);
o.uv=v.uv;
o.color=v.color;
return o;
}
float3 AdjustSaturation(float3 c,float s)
{
float l=dot(c,float3(0.299,0.587,0.114));
return lerp(l.xxx,c,s);
}
float4 SampleOverlayRect(float2 uv)
{
float2 rectUV=(uv-_OverlayRect.xy)/_OverlayRect.zw;
if(rectUV.x<0||rectUV.y<0||rectUV.x>1||rectUV.y>1)
return 0;
return tex2D(_OverlayTex,rectUV);
}
float3 ComputeBloom(float2 uv)
{
float2 texel=_MainTex_TexelSize.xy*_BloomSize;
float3 bloom=0;
bloom+=SampleOverlayRect(uv+texel*float2(-2,-2)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(-1,-1)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(0,-1)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(1,-1)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(2,-2)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(-1,0)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(1,0)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(-2,2)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(-1,1)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(0,1)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(1,1)).rgb;
bloom+=SampleOverlayRect(uv+texel*float2(2,2)).rgb;
return bloom*_BloomIntensity*0.08;
}
fixed4 frag(v2f i):SV_Target
{
float2 uv=i.uv;
float4 baseCol=tex2D(_MainTex,uv);
float4 overlayCol=SampleOverlayRect(uv);
overlayCol.rgb=AdjustSaturation(overlayCol.rgb,_Saturation);
float3 bloom=ComputeBloom(uv);
float3 result=baseCol.rgb+overlayCol.rgb+bloom;
float alpha=baseCol.a+overlayCol.a;
return float4(result,alpha)*i.color;
}
ENDCG
}
}
}