main
reng 4 months ago
parent 3e07a0220b
commit b052b323c9
  1. 1806
      Assets/Scenes/SampleScene.unity
  2. 73
      Assets/Scripts/OscHandler.cs
  3. 127
      Assets/Scripts/RapidBlurEffect.cs
  4. 11
      Assets/Scripts/RapidBlurEffect.cs.meta
  5. 130
      Assets/Scripts/SetChoiceEffect.cs
  6. 11
      Assets/Scripts/SetChoiceEffect.cs.meta
  7. 106
      Assets/Shaders/Material-mask.mat
  8. 8
      Assets/Shaders/Material-mask.mat.meta
  9. 14
      Assets/Shaders/Material-shader.mat
  10. 0
      Assets/Shaders/Material-shader.mat.meta
  11. 105
      Assets/Shaders/NewUnlitShader.shader
  12. 166
      Assets/Shaders/bloom.shader
  13. 0
      Assets/Shaders/bloom.shader.meta
  14. 147
      Assets/Shaders/blur.shader
  15. 9
      Assets/Shaders/blur.shader.meta
  16. 838
      Assets/Shaders/mask.shadergraph
  17. 2
      Assets/Shaders/mask.shadergraph.meta
  18. BIN
      Assets/Textures/360_F_673126872_hhzseDlU80fj5pGkyOPcjlpKmSkN8s5U.jpg
  19. 114
      Assets/Textures/360_F_673126872_hhzseDlU80fj5pGkyOPcjlpKmSkN8s5U.jpg.meta
  20. 40
      Assets/Textures/Share Texture.renderTexture
  21. 8
      Assets/Textures/Share Texture.renderTexture.meta
  22. BIN
      Assets/UI/Light-MaskI.png
  23. 114
      Assets/UI/Light-MaskI.png.meta
  24. BIN
      Assets/UI/Light-MaskII.png
  25. 114
      Assets/UI/Light-MaskII.png.meta
  26. BIN
      Assets/UI/MainFlow_01_IntroAnimation.mp4
  27. 18
      Assets/UI/MainFlow_01_IntroAnimation.mp4.meta
  28. BIN
      Assets/UI/logo.png
  29. 114
      Assets/UI/logo.png.meta

File diff suppressed because it is too large Load Diff

@ -44,9 +44,19 @@ public class OscHandler : MonoBehaviour
private IEnumerator coroutine_hint; private IEnumerator coroutine_hint;
private IEnumerator coroutine_countdown; private IEnumerator coroutine_countdown;
SetChoiceEffect setChoiceEffect;
[SerializeField]
public TextMeshProUGUI stepText;
[SerializeField]
public CanvasGroup hintforChat;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
setChoiceEffect = main?.GetComponent<SetChoiceEffect>();
} }
// Update is called once per frame // Update is called once per frame
@ -93,22 +103,24 @@ public class OscHandler : MonoBehaviour
} }
public void onStatus(string status){ public void onStatus(string status)
{
Debug.Log("/status message received: " + status); Debug.Log("/status message received: " + status);
videoPlayer.Stop(); videoPlayer.Stop();
if(coroutine_hint != null) StopCoroutine(coroutine_hint); if (coroutine_hint != null) StopCoroutine(coroutine_hint);
mask.fillAmount = 0f; mask.fillAmount = 0f;
switch(status) switch (status)
{ {
case "reset": case "reset":
intro.alpha = 0f; intro.alpha = 0f;
main.alpha = 0f; main.alpha = 0f;
light_mask.alpha = 0f; light_mask.alpha = 0f;
hint.alpha = 0f; hint.alpha = 0f;
setChoiceEffect?.Reset();
break; break;
case "intro": case "intro":
StartCoroutine(FadeCanvasGroup(light_mask, 0f, 1f, _maskDuration)); StartCoroutine(FadeCanvasGroup(light_mask, 0f, 1f, _maskDuration));
@ -117,25 +129,27 @@ public class OscHandler : MonoBehaviour
videoPlayer.time = 0f; videoPlayer.time = 0f;
videoPlayer.Play(); videoPlayer.Play();
// videoPlayer.loopPointReached += (VideoPlayer vp) => { videoPlayer.loopPointReached += vp =>
// Debug.Log("Video playback completed."); {
// StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration)); Debug.Log("Video playback completed.");
StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration));
// StartCoroutine(FadeCanvasGroup(main, 0f, 1f, _fadeDuration)); // StartCoroutine(FadeCanvasGroup(main, 0f, 1f, _fadeDuration));
// videoPlayer.loopPointReached -= null; videoPlayer.loopPointReached -= null;
// }; };
break; break;
case "go": case "go":
if(light_mask.alpha<1f) StartCoroutine(FadeCanvasGroup(light_mask, light_mask.alpha, 1f, _fadeDuration)); if (light_mask.alpha < 1f) StartCoroutine(FadeCanvasGroup(light_mask, light_mask.alpha, 1f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(intro, intro.alpha, 0f, _fadeDuration)); StartCoroutine(FadeCanvasGroup(intro, intro.alpha, 0f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(main, main.alpha, 1f, _fadeDuration)); StartCoroutine(FadeCanvasGroup(main, main.alpha, 1f, _fadeDuration));
break; break;
case "end": case "end":
if(intro.alpha > 0f) StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration)); if (intro.alpha > 0f) StartCoroutine(FadeCanvasGroup(intro, 1f, 0f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(main, 1f, 0f, _fadeDuration)); StartCoroutine(FadeCanvasGroup(main, 1f, 0f, _fadeDuration));
StartCoroutine(FadeCanvasGroup(light_mask, 1f, 0f, _maskDuration, _fadeDuration)); StartCoroutine(FadeCanvasGroup(light_mask, 1f, 0f, _maskDuration, _fadeDuration));
if(hint.alpha > 0f){ if (hint.alpha > 0f)
{
coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 0f, _hintDuration); coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 0f, _hintDuration);
StartCoroutine(coroutine_hint); StartCoroutine(coroutine_hint);
} }
@ -148,16 +162,20 @@ public class OscHandler : MonoBehaviour
} }
} }
public void onCountDown(string time){ public void onCountDown(string time)
{
Debug.Log("/countdown message received: " + time); Debug.Log("/countdown message received: " + time);
if (mask != null) if (mask != null)
{ {
if(time=="0"){ if (time == "0")
{
mask.fillAmount = 0f; mask.fillAmount = 0f;
}else{ }
if(coroutine_countdown != null) StopCoroutine(coroutine_countdown); else
{
if (coroutine_countdown != null) StopCoroutine(coroutine_countdown);
coroutine_countdown = DecreaseFill(float.Parse(time)); coroutine_countdown = DecreaseFill(float.Parse(time));
StartCoroutine(coroutine_countdown); StartCoroutine(coroutine_countdown);
} }
@ -170,21 +188,26 @@ public class OscHandler : MonoBehaviour
Debug.Log("/input message received: " + input); Debug.Log("/input message received: " + input);
if(hint.alpha<1f){ if (hint.alpha < 1f)
if(coroutine_hint != null) StopCoroutine(coroutine_hint); {
if (coroutine_hint != null) StopCoroutine(coroutine_hint);
coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 1f, _hintDuration); coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 1f, _hintDuration);
StartCoroutine(coroutine_hint); StartCoroutine(coroutine_hint);
} }
switch(input){ switch (input)
{
case "processing": case "processing":
statusText.text = "我想一下"; statusText.text = "我想一下";
hintforChat.alpha = 1f;
break; break;
case "system": case "system":
statusText.text = "等我一下,\n換我說囉"; statusText.text = "等我一下,\n換我說囉";
hintforChat.alpha = 1f;
break; break;
case "user": case "user":
statusText.text = "換你說了"; statusText.text = "換你說了";
hintforChat.alpha = 1f;
break; break;
case "clear": case "clear":
statusText.text = ""; statusText.text = "";
@ -195,4 +218,18 @@ public class OscHandler : MonoBehaviour
} }
} }
public void onHint(string text)
{
Debug.Log("/hint message received: " + text);
// if (hint.alpha < 1f)
// {
// if (coroutine_hint != null) StopCoroutine(coroutine_hint);
// coroutine_hint = FadeCanvasGroup(hint, hint.alpha, 1f, _hintDuration);
// StartCoroutine(coroutine_hint);
// }
stepText.text = text;
if(text.Length>0) hintforChat.alpha = 0f;
}
} }

@ -0,0 +1,127 @@
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu("RapidBlurEffect")]
public class RapidBlurEffect : MonoBehaviour
{
#region Variables
private string ShaderName = "RapidBlurEffect";
public Shader CurShader;
private Material CurMaterial;
public static int ChangeValue;
public static float ChangeValue2;
public static int ChangeValue3;
[Range(0, 6), Tooltip("[降采样次数],,,")]
public int DownSampleNum = 2;
[Range(0.0f, 20.0f), Tooltip("[模糊扩散度]")]
public float BlurSpreadSize = 3.0f;
[Range(0, 8), Tooltip("[迭代次数],")]
public int BlurIterations = 3;
#endregion
#region MaterialGetAndSet
Material material
{
get
{
if (CurMaterial == null)
{
CurMaterial = new Material(CurShader);
CurMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return CurMaterial;
}
}
#endregion
#region Functions
void Start()
{
ChangeValue = DownSampleNum;
ChangeValue2 = BlurSpreadSize;
ChangeValue3 = BlurIterations;
CurShader = Shader.Find(ShaderName);
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if (CurShader != null)
{
float widthMod = 1.0f / (1.0f * (1 << DownSampleNum));
material.SetFloat("_DownSampleValue", BlurSpreadSize * widthMod);
sourceTexture.filterMode = FilterMode.Bilinear;
int renderWidth = sourceTexture.width >> DownSampleNum;
int renderHeight = sourceTexture.height >> DownSampleNum;
RenderTexture renderBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, sourceTexture.format);
renderBuffer.filterMode = FilterMode.Bilinear;
Graphics.Blit(sourceTexture, renderBuffer, material, 0);
for (int i = 0; i < BlurIterations; i++)
{
float iterationOffs = (i * 1.0f);
material.SetFloat("_DownSampleValue", BlurSpreadSize * widthMod + iterationOffs);
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, sourceTexture.format);
Graphics.Blit(renderBuffer, tempBuffer, material, 1);
RenderTexture.ReleaseTemporary(renderBuffer);
renderBuffer = tempBuffer;
tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, sourceTexture.format);
Graphics.Blit(renderBuffer, tempBuffer, CurMaterial, 2);
RenderTexture.ReleaseTemporary(renderBuffer);
renderBuffer = tempBuffer;
}
Graphics.Blit(renderBuffer, destTexture);
RenderTexture.ReleaseTemporary(renderBuffer);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void OnValidate()
{
ChangeValue = DownSampleNum;
ChangeValue2 = BlurSpreadSize;
ChangeValue3 = BlurIterations;
}
void Update()
{
if (Application.isPlaying)
{
DownSampleNum = ChangeValue;
BlurSpreadSize = ChangeValue2;
BlurIterations = ChangeValue3;
}
#if UNITY_EDITOR
if (Application.isPlaying != true)
{
CurShader = Shader.Find(ShaderName);
}
#endif
}
void OnDisable()
{
if (CurMaterial)
{
DestroyImmediate(CurMaterial);
}
}
#endregion
}

@ -0,0 +1,11 @@
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@ -0,0 +1,130 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SetChoiceEffect : MonoBehaviour
{
[SerializeField]
public RawImage rawImage;
Material material;
public float FlashDuration = 0.2f; // Duration for the flash effect
public float FadeDuration = 1.0f; // Duration for the fade effect
public float MaxBloomAmount = 500.0f; // Maximum bloom amount
public float MinBloomAmount = 1.0f; // Minimum bloom amount
public float MaxBloomThreshold = 0.5f; // Maximum bloom threshold
public float MinBloomThreshold = 0.0f; // Minimum bloom threshold
public float ImageOffsetY = 0.05f; // Offset for the image in the shader
// Start is called before the first frame update
void Start()
{
if (rawImage == null)
{
rawImage = GetComponentInChildren<RawImage>();
}
if (rawImage != null)
{
material = rawImage.material;
// material = rawImage.GetComponent<Renderer>().material;
setChoice("reset"); // Set default effect
}
else
{
Debug.LogError("RawImage component not found on this GameObject.");
}
}
// Update is called once per frame
void Update()
{
material.SetFloat("_OffsetY", ImageOffsetY);
}
private IEnumerator FadeCoroutine(string name, float from, float to, float duration, Action onComplete = null, float delay = 0f)
{
if (delay > 0f)
yield return new WaitForSeconds(delay);
float elapsedTime = 0f;
while (elapsedTime < duration)
{
float t = elapsedTime / duration;
// Ease in-out (smoothstep)
float easeT = t * t * (3f - 2f * t);
float value = Mathf.Lerp(from, to, easeT);
material.SetFloat(name, value);
elapsedTime += Time.deltaTime;
yield return null;
}
material.SetFloat(name, to); // Ensure final value is set
onComplete?.Invoke(); // Invoke the callback if provided
}
public void Reset()
{
if (material != null)
{
material.SetFloat("_BloomIntensity", MinBloomAmount);
material.SetFloat("_BloomThreshold", MaxBloomThreshold);
material.SetFloat("_FadeAmount", 1.0f);
}
else
{
Debug.LogError("Material is not assigned.");
}
}
public void setChoice(string type)
{
switch (type)
{
case "save":
// material.SetFloat("_BloomAmount", 1.0f);
// material.SetFloat("_BloomThreshold", 0.0f);
material.SetFloat("_FadeAmount", 1.0f);
// StartCoroutine(FadeCoroutine("_FadeAmount", 0.0f, 1.0f, FlashDuration));
StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MaxBloomAmount, FlashDuration / 2));
StartCoroutine(FadeCoroutine("_BloomThreshold", material.GetFloat("_BloomThreshold"), MinBloomThreshold, FlashDuration / 2,
() =>
{
// After the fade is complete, reset the bloom amount to 1.0f
StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MinBloomAmount, FlashDuration / 2, null, FlashDuration));
StartCoroutine(FadeCoroutine("_BloomThreshold", material.GetFloat("_BloomThreshold"), MaxBloomThreshold, FlashDuration / 2, () =>
{
StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration));
}, FlashDuration));
}
));
break;
case "discard":
// material.SetFloat("_BloomAmount", 1.0f);
// material.SetFloat("_BloomThreshold", 0.5f);
// material.SetFloat("_FadeAmount", 0.0f);
StartCoroutine(FadeCoroutine("_FadeAmount", material.GetFloat("_FadeAmount"), 0.0f, FadeDuration));
StartCoroutine(FadeCoroutine("_BloomIntensity", material.GetFloat("_BloomIntensity"), MinBloomAmount, FadeDuration));
break;
case "reset":
Reset();
break;
default:
Debug.LogWarning("Unknown effect type: " + type);
break;
}
}
}

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@ -61,16 +61,23 @@ Material:
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m_Ints: [] m_Ints: []
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@ -1,105 +0,0 @@
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 blur(float2 uv, sampler2D tex, float blurAmount, int iterations)
{
fixed4 color = tex2D(tex, uv);
fixed2 offsets[4] = { float2(-blurAmount, 0), float2(blurAmount, 0), float2(0, -blurAmount), float2(0, blurAmount) };
for (int iter = 0; iter < iterations; iter++)
{
for (int i = 0; i < 4; i++)
{
color += tex2D(tex, uv + offsets[i] * (iter + 1));
}
}
return color / (1.0 + 4.0 * iterations);
}
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
fixed4 bloom(fixed4 col, float threshold, float intensity)
{
// fixed4 col = tex2D(tex, uv);
fixed lum = luminance(col);
fixed val = clamp(lum - threshold, 0.0, 1.0);
return col * (val * intensity); // Apply bloom effect by multiplying color with intensity
// }
}
float2 fisheyeWarp(float2 uv, float strength)
{
float2 center = float2(0.5, 0.5);
float2 delta = uv - center;
float dist = length(delta);
float theta = atan2(delta.y, delta.x);
float warpedDist = pow(dist, strength);
float2 warpedDelta = float2(cos(theta), sin(theta)) * warpedDist;
return center + warpedDelta;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
v2f o;
o.uv = fisheyeWarp(i.uv, 1.1); // Apply fisheye warp effect
fixed4 col_raw = tex2D(_MainTex, o.uv);
fixed4 col_blur = blur(o.uv, _MainTex, 0.01, 2); // Apply blur with a small amount
fixed4 col_bloom = bloom(col_blur, 0.25, 5.0); // Apply bloom with threshold and intensity
fixed4 col = col_raw+col_blur * col_bloom; // Combine raw color with blurred and bloom effects
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

@ -0,0 +1,166 @@
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BloomThreshold ("Bloom Threshold", Float) = 0.25
_BloomIntensity ("Bloom Intensity", Float) = 5.0
_BlurAmount ("Blur Amount", Float) = 0.01
_BlurIterations ("Blur Iterations", Int) = 2
_FisheyeStrength ("Fisheye Strength", Float) = 1.1
_Resolution ("Resolution", Vector) = (1080, 1920,0,0)
_OffsetY ("Offset Y", Float) = 0.2
_FadeAmount ("Fade Amount", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _BloomThreshold;
float _BloomIntensity;
float _BlurAmount;
int _BlurIterations;
float _FisheyeStrength;
float2 _Resolution;
float _OffsetY;
float _FadeAmount;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 blur(float2 uv, sampler2D tex, float blurAmount, int iterations)
{
fixed4 color = tex2D(tex, uv);
// fixed2 offsets[4] = { float2(-blurAmount, 0), float2(blurAmount, 0), float2(0, -blurAmount), float2(0, blurAmount) };
fixed2 offsets[8]={
float2(-blurAmount, 0), float2(blurAmount, 0),
float2(0, -blurAmount), float2(0, blurAmount),
float2(-blurAmount, -blurAmount), float2(blurAmount, -blurAmount),
float2(-blurAmount, blurAmount), float2(blurAmount, blurAmount)
};
int len=offsets.Length;
// fixed2 offsets[4] = { float2(0,-blurAmount), float2(0, blurAmount), float2(0, -blurAmount*2.0), float2(0,blurAmount*2.0) };
int it=min(iterations, 16); // Limit iterations to 4 for performance
for (int iter = 0; iter < it; iter++)
{
for (int i = 0; i < len; i++)
{
// Gaussian weights for 8 offsets (approximate)
// float weights[8] = {0.1531, 0.1531, 0.1531, 0.1531, 0.0925, 0.0925, 0.0925, 0.0925};
// color += tex2D(tex, uv + offsets[i]/_Resolution * (iter + 1)) * weights[i];
color += tex2D(tex, uv + offsets[i]/_Resolution * (iter + 1));
}
}
return color / (1.0 + len*it);
}
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
fixed4 bloom(fixed4 col, float threshold, float intensity)
{
// fixed4 col = tex2D(tex, uv);
fixed lum = luminance(col);
fixed val = clamp(lum - threshold, 0.0, 1.0);
return col * (val * intensity); // Apply bloom effect by multiplying color with intensity
// }
}
float2 fisheyeWarp(float2 uv, float strength)
{
float2 center = float2(0.5, 0.5);
float2 delta = uv - center;
float dist = length(delta);
float theta = atan2(delta.y, delta.x);
float warpedDist = pow(dist, strength);
float2 warpedDelta = float2(cos(theta), sin(theta)) * warpedDist;
return center + warpedDelta;
}
float2 mirror(float2 uv, float offsety)
{
float y= uv.y*_Resolution.y;
float offset=offsety * _Resolution.y;
if (y < offset)
{
// return float2(uv.x, 1.0-(offsety-uv.y));
return float2(uv.x, (offsety- uv.y)/(_Resolution.x/_Resolution.y));
}
else if(y < offset + _Resolution.x)
{
return float2(uv.x, (uv.y-offsety)/(_Resolution.x/_Resolution.y));
}
else
{
return float2(uv.x, 1.0-(uv.y- offsety - _Resolution.x/_Resolution.y)/(_Resolution.x/_Resolution.y));
}
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
v2f o;
o.uv=mirror(i.uv, _OffsetY); // Apply mirror effect based on offset
// o.uv = fisheyeWarp(o.uv, _FisheyeStrength); // Apply fisheye warp effect
float dist= length(i.uv*_Resolution - float2(0.5, _OffsetY + _Resolution.x/_Resolution.y*0.5)* _Resolution)/_Resolution.x; // Calculate distance from center
// float dist = length(i.uv.y ); // Calculate distance from center
dist=pow(1.0 - dist, 2.0); // Square the distance for a smoother fade effect
fixed4 col_raw = tex2D(_MainTex, o.uv);
fixed4 col_blur = blur(o.uv, _MainTex, _BlurAmount*((1.0-dist)*4.0), _BlurIterations+floor((1.0-dist)*16.0)); // Apply blur with a small amount
fixed4 col_bloom = bloom(col_blur, _BloomThreshold, _BloomIntensity); // Apply bloom with threshold and intensity
fixed4 col = col_blur*col_bloom + col_raw*(dist) + col_blur*(1.0-dist); // Combine raw color with blurred and bloom effects
col.rgb = col.rgb * col.a ; // Premultiplied alpha
col.a*= _FadeAmount; // Apply fade amount to alpha
// col.r=col.g=col.b= ( dist); // Apply fade effect based on distance from center
// apply fog
// UNITY_APPLY_FOG(i.fogCoord, col);
return col; // Return the final color with bloom effect
}
ENDCG
}
}
}

@ -0,0 +1,147 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RapidBlurEffect"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
}
SubShader
{
ZWrite Off
Blend Off
Pass
{
ZTest Off
Cull Off
CGPROGRAM
#pragma vertex vert_DownSmpl
#pragma fragment frag_DownSmpl
ENDCG
}
Pass
{
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vert_BlurVertical
#pragma fragment frag_Blur
ENDCG
}
Pass
{
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vert_BlurHorizontal
#pragma fragment frag_Blur
ENDCG
}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
uniform half _DownSampleValue;
struct VertexInput
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
};
struct VertexOutput_DownSmpl
{
float4 pos : SV_POSITION;
half2 uv20 : TEXCOORD0;
half2 uv21 : TEXCOORD1;
half2 uv22 : TEXCOORD2;
half2 uv23 : TEXCOORD3;
};
static const half4 GaussWeight[7] =
{
half4(0.0205,0.0205,0.0205,0),
half4(0.0855,0.0855,0.0855,0),
half4(0.232,0.232,0.232,0),
half4(0.324,0.324,0.324,1),
half4(0.232,0.232,0.232,0),
half4(0.0855,0.0855,0.0855,0),
half4(0.0205,0.0205,0.0205,0)
};
VertexOutput_DownSmpl vert_DownSmpl(VertexInput v)
{
VertexOutput_DownSmpl o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv20 = v.texcoord + _MainTex_TexelSize.xy* half2(0.5h, 0.5h);;
o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, -0.5h);
o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h, -0.5h);
o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, 0.5h);
return o;
}
fixed4 frag_DownSmpl(VertexOutput_DownSmpl i) : SV_Target
{
fixed4 color = (0,0,0,0);
color += tex2D(_MainTex, i.uv20);
color += tex2D(_MainTex, i.uv21);
color += tex2D(_MainTex, i.uv22);
color += tex2D(_MainTex, i.uv23);
return color / 4;
}
struct VertexOutput_Blur
{
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
half2 offset : TEXCOORD1;
};
VertexOutput_Blur vert_BlurHorizontal(VertexInput v)
{
VertexOutput_Blur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = half4(v.texcoord.xy, 1, 1);
o.offset = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _DownSampleValue;
return o;
}
VertexOutput_Blur vert_BlurVertical(VertexInput v)
{
VertexOutput_Blur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = half4(v.texcoord.xy, 1, 1);
o.offset = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _DownSampleValue;
return o;
}
half4 frag_Blur(VertexOutput_Blur i) : SV_Target
{
half2 uv = i.uv.xy;
half2 OffsetWidth = i.offset;
half2 uv_withOffset = uv - OffsetWidth * 3.0;
half4 color = 0;
for (int j = 0; j< 7; j++)
{
half4 texCol = tex2D(_MainTex, uv_withOffset);
color += texCol * GaussWeight[j];
uv_withOffset += OffsetWidth;
}
return color;
}
ENDCG
FallBack Off
}

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