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/*
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██████╗░██╗░░░░░██╗░░░██╗██████╗░ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔══██╗██║░░░░░██║░░░██║██╔══██╗ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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██████╦╝██║░░░░░██║░░░██║██████╔╝ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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██╔══██╗██║░░░░░██║░░░██║██╔══██╗ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╦╝███████╗╚██████╔╝██║░░██║ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
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╚═════╝░╚══════╝░╚═════╝░╚═╝░░╚═╝ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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____________________________________________________________________________________________________________________________________________
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▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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____________________________________________________________________________________________________________________________________________
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License:
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The license is ATTRIBUTION 3.0
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More license info here:
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https://creativecommons.org/licenses/by/3.0/
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____________________________________________________________________________________________________________________________________________
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This shader has NOT been tested on any other PC configuration except the following:
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CPU: Intel Core i5-6400
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GPU: NVidia GTX 750Ti
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RAM: 16GB
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Windows: 10 x64
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DirectX: 11
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____________________________________________________________________________________________________________________________________________
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*/
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Shader "Ultimate 10+ Shaders/Blur"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_BlurAmount ("Blur Amount", Range(0, 0.03)) = 0.0128
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}
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SubShader
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{
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Tags { "Queue"="Transparent" }
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Cull Back
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ZTest Always
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GrabPass { }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 position : POSITION;
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float4 screenPos : TEXCOORD0;
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};
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half _BlurAmount;
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fixed4 _Color;
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sampler2D _GrabTexture : register(s0);
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v2f vert(appdata input)
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{
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v2f output;
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output.position = UnityObjectToClipPos(input.vertex);
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output.screenPos = output.position;
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return output;
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}
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half4 pixel;
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half2 uv;
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fixed i = 0;
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half iBlur;
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half4 frag(v2f input) : SV_Target
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{
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uv = input.screenPos.xy / input.screenPos.w;
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uv.x = (uv.x + 1) * .5;
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uv.y = 1.0 - (uv.y + 1) * .5;
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pixel = 0;
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pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount));
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pixel += tex2D(_GrabTexture, half2(uv.x, uv.y));
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return (pixel / 20.0) * _Color;
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}
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ENDCG
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}
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}
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}
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