├── .gitignore ├── Assets ├── Demo.meta ├── Demo │ ├── Demo Material.mat │ ├── Demo Material.mat.meta │ ├── Demo Mesh.obj │ ├── Demo Mesh.obj.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Demo.unity │ │ └── Demo.unity.meta │ ├── Trailer Color.png │ └── Trailer Color.png.meta ├── Plugins.meta ├── Plugins │ ├── DualKawaseBlur.meta │ └── DualKawaseBlur │ │ ├── Feature.meta │ │ ├── Feature │ │ ├── DualKawaseBlurFeature.cs │ │ ├── DualKawaseBlurFeature.cs.meta │ │ ├── DualKawaseBlurPass.cs │ │ └── DualKawaseBlurPass.cs.meta │ │ ├── Shaders.meta │ │ └── Shaders │ │ ├── DualKawaseBlur.hlsl │ │ ├── DualKawaseBlur.hlsl.meta │ │ ├── DualKawaseBlur.shader │ │ └── DualKawaseBlur.shader.meta ├── UniversalRenderPipeline.meta └── UniversalRenderPipeline │ ├── Universal Render Pipeline Asset Renderer.asset │ ├── Universal Render Pipeline Asset Renderer.asset.meta │ ├── Universal Render Pipeline Asset.asset │ ├── Universal Render Pipeline Asset.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md └── ReadMeImages ├── Banner.jpg ├── BlurHigh.jpg ├── BlurLow.jpg └── BlurMedium.jpg /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | /UserSettings/ 13 | 14 | # Asset meta data should only be ignored when the corresponding asset is also ignored 15 | !/[Aa]ssets/**/*.meta 16 | 17 | # Uncomment this line if you wish to ignore the asset store tools plugin 18 | # /[Aa]ssets/AssetStoreTools* 19 | 20 | # Autogenerated Jetbrains Rider plugin 21 | [Aa]ssets/Plugins/Editor/JetBrains* 22 | 23 | # Rider 24 | .idea 25 | Assets/Plugins/Editor/JetBrains* 26 | Assets/Plugins/Editor* 27 | Assets/RiderFlow.UserData* 28 | 29 | # Visual Studio cache directory 30 | .vs/ 31 | 32 | # Gradle cache directory 33 | .gradle/ 34 | 35 | # Autogenerated VS/MD/Consulo solution and project files 36 | ExportedObj/ 37 | .consulo/ 38 | *.csproj 39 | *.unityproj 40 | *.sln 41 | *.suo 42 | *.tmp 43 | *.user 44 | *.userprefs 45 | *.pidb 46 | *.booproj 47 | *.svd 48 | *.pdb 49 | *.mdb 50 | *.opendb 51 | *.VC.db 52 | 53 | # Unity3D generated meta files 54 | *.pidb.meta 55 | *.pdb.meta 56 | *.mdb.meta 57 | 58 | # Unity3D generated file on crash reports 59 | sysinfo.txt 60 | 61 | # Builds 62 | *.apk 63 | *.unitypackage 64 | 65 | # Crashlytics generated file 66 | crashlytics-build.properties 67 | 68 | -------------------------------------------------------------------------------- /Assets/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ea315d0fd7389c41b19996891e99ae3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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110 | spriteID: 111 | internalID: 0 112 | vertices: [] 113 | indices: 114 | edges: [] 115 | weights: [] 116 | secondaryTextures: [] 117 | nameFileIdTable: {} 118 | spritePackingTag: 119 | pSDRemoveMatte: 0 120 | pSDShowRemoveMatteOption: 0 121 | userData: 122 | assetBundleName: 123 | assetBundleVariant: 124 | -------------------------------------------------------------------------------- /Assets/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21b1c8bcffadccb499004999606d94ab 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fed15992f005e542b41d0a2a390af36 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Feature.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c75af0222ca534040802e788986c0697 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Feature/DualKawaseBlurFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | namespace Plugins.DualKawaseBlur.Feature 6 | { 7 | public class DualKawaseBlurFeature : ScriptableRendererFeature 8 | { 9 | public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; 10 | public DualKawaseBlurPass.Quality quality = DualKawaseBlurPass.Quality.Medium; 11 | [Range(0.0f, 10.0f)] public float blurRadius = 0.0f; 12 | 13 | private Shader shader; 14 | private Material material; 15 | private DualKawaseBlurPass pass; 16 | 17 | public override void Create() 18 | { 19 | if (shader == null) { 20 | shader = Shader.Find("Baedrick/DualKawaseBlur"); 21 | } 22 | if (material == null) { 23 | material = new Material(shader); 24 | } 25 | pass = new DualKawaseBlurPass(renderPassEvent, material); 26 | } 27 | 28 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 29 | { 30 | pass.ConfigureBlur(blurRadius, quality); 31 | renderer.EnqueuePass(pass); 32 | } 33 | 34 | protected override void Dispose(bool disposing) 35 | { 36 | CoreUtils.Destroy(material); 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Feature/DualKawaseBlurFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09ad88cea9c50cf409315414296f4d03 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Feature/DualKawaseBlurPass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | namespace Plugins.DualKawaseBlur.Feature 6 | { 7 | public class DualKawaseBlurPass : ScriptableRenderPass 8 | { 9 | public enum Quality 10 | { 11 | Low, 12 | Medium, 13 | High, 14 | } 15 | 16 | private enum ShaderPass 17 | { 18 | Copy = 0, 19 | DownSample = 1, 20 | UpSample = 2, 21 | } 22 | 23 | private const string PROFILER_TAG = "DualKawaseBlur"; 24 | 25 | // Shader Properties 26 | private static readonly int BLUR_OFFSET_P = Shader.PropertyToID("_BlurOffset"); 27 | private static readonly int SOURCE_TEX_P = Shader.PropertyToID("_SourceTex"); 28 | 29 | // Buffers and Textures 30 | private static readonly int BUFFER_0_TEX_P = Shader.PropertyToID("_BufferRT0"); 31 | private static readonly int BUFFER_1_TEX_P = Shader.PropertyToID("_BufferRT1"); 32 | private static readonly int BUFFER_2_TEX_P = Shader.PropertyToID("_BufferRT2"); 33 | private static readonly int BLUR_TEX_P = Shader.PropertyToID("_BlurTex"); 34 | private readonly RenderTargetIdentifier buffer0 = new(BUFFER_0_TEX_P, 0, CubemapFace.Unknown, -1); 35 | private readonly RenderTargetIdentifier buffer1 = new(BUFFER_1_TEX_P, 0, CubemapFace.Unknown, -1); 36 | private readonly RenderTargetIdentifier buffer2 = new(BUFFER_2_TEX_P, 0, CubemapFace.Unknown, -1); 37 | private readonly RenderTargetIdentifier blurBuffer = new(BLUR_TEX_P, 0, CubemapFace.Unknown, -1); 38 | private RenderTextureDescriptor fullDesc, halfDesc, quarterDesc, eightsDesc, sixteenthsDesc; 39 | 40 | // Configuration 41 | private readonly Material material; 42 | private float blurAmount; 43 | private Quality iterations; 44 | 45 | public DualKawaseBlurPass(RenderPassEvent renderPassEvent, Material material) 46 | { 47 | this.renderPassEvent = renderPassEvent; 48 | this.material = material; 49 | } 50 | 51 | public void ConfigureBlur(float blurRadius, Quality quality) 52 | { 53 | blurAmount = blurRadius; 54 | iterations = quality; 55 | } 56 | 57 | public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) 58 | { 59 | fullDesc = renderingData.cameraData.cameraTargetDescriptor; 60 | fullDesc.depthBufferBits = 0; 61 | halfDesc = quarterDesc = eightsDesc = sixteenthsDesc = fullDesc; 62 | halfDesc.width /= 2; 63 | halfDesc.height /= 2; 64 | quarterDesc.width /= 4; 65 | quarterDesc.height /= 4; 66 | eightsDesc.width /= 8; 67 | eightsDesc.height /= 8; 68 | sixteenthsDesc.width /= 16; 69 | sixteenthsDesc.height /= 16; 70 | 71 | cmd.GetTemporaryRT(BLUR_TEX_P, fullDesc, FilterMode.Bilinear); 72 | } 73 | 74 | private static void DrawFullScreenTriangle(CommandBuffer cmd, RenderTargetIdentifier from, RenderTargetIdentifier to, Material blitMaterial, int pass) 75 | { 76 | cmd.SetGlobalTexture(SOURCE_TEX_P, from); 77 | cmd.SetRenderTarget(to, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); 78 | cmd.DrawProcedural(Matrix4x4.identity, blitMaterial, pass, MeshTopology.Triangles, 3); 79 | } 80 | 81 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 82 | { 83 | if (Mathf.Approximately(blurAmount, 0.0f)) { 84 | return; 85 | } 86 | 87 | var cmd = CommandBufferPool.Get(); 88 | using (new ProfilingScope(cmd, new ProfilingSampler(PROFILER_TAG))) { 89 | material.SetFloat(BLUR_OFFSET_P, blurAmount); 90 | var cameraColor = renderingData.cameraData.renderer.cameraColorTarget; 91 | switch (iterations) { 92 | case Quality.Low: 93 | cmd.GetTemporaryRT(BUFFER_0_TEX_P, halfDesc, FilterMode.Bilinear); 94 | DrawFullScreenTriangle(cmd, cameraColor, buffer0, material, (int)ShaderPass.DownSample); 95 | DrawFullScreenTriangle(cmd, buffer0, blurBuffer, material, (int)ShaderPass.UpSample); 96 | break; 97 | case Quality.Medium: 98 | cmd.GetTemporaryRT(BUFFER_0_TEX_P, halfDesc, FilterMode.Bilinear); 99 | cmd.GetTemporaryRT(BUFFER_1_TEX_P, quarterDesc, FilterMode.Bilinear); 100 | DrawFullScreenTriangle(cmd, cameraColor, buffer0, material, (int)ShaderPass.DownSample); 101 | DrawFullScreenTriangle(cmd, buffer0, buffer1, material, (int)ShaderPass.DownSample); 102 | DrawFullScreenTriangle(cmd, buffer1, buffer0, material, (int)ShaderPass.UpSample); 103 | DrawFullScreenTriangle(cmd, buffer0, blurBuffer, material, (int)ShaderPass.UpSample); 104 | break; 105 | case Quality.High: 106 | cmd.GetTemporaryRT(BUFFER_0_TEX_P, halfDesc, FilterMode.Bilinear); 107 | cmd.GetTemporaryRT(BUFFER_1_TEX_P, quarterDesc, FilterMode.Bilinear); 108 | cmd.GetTemporaryRT(BUFFER_2_TEX_P, eightsDesc, FilterMode.Bilinear); 109 | DrawFullScreenTriangle(cmd, cameraColor, buffer0, material, (int)ShaderPass.DownSample); 110 | DrawFullScreenTriangle(cmd, buffer0, buffer1, material, (int)ShaderPass.DownSample); 111 | DrawFullScreenTriangle(cmd, buffer1, buffer2, material, (int)ShaderPass.DownSample); 112 | DrawFullScreenTriangle(cmd, buffer2, buffer1, material, (int)ShaderPass.UpSample); 113 | DrawFullScreenTriangle(cmd, buffer1, buffer0, material, (int)ShaderPass.UpSample); 114 | DrawFullScreenTriangle(cmd, buffer0, blurBuffer, material, (int)ShaderPass.UpSample); 115 | break; 116 | default: 117 | throw new System.ArgumentOutOfRangeException(); 118 | } 119 | DrawFullScreenTriangle(cmd, blurBuffer, cameraColor, material, (int)ShaderPass.Copy); 120 | } 121 | context.ExecuteCommandBuffer(cmd); 122 | cmd.Clear(); 123 | CommandBufferPool.Release(cmd); 124 | } 125 | 126 | public override void OnCameraCleanup(CommandBuffer cmd) 127 | { 128 | if (cmd == null) { 129 | throw new System.ArgumentNullException(nameof(cmd)); 130 | } 131 | cmd.ReleaseTemporaryRT(BUFFER_0_TEX_P); 132 | cmd.ReleaseTemporaryRT(BUFFER_1_TEX_P); 133 | cmd.ReleaseTemporaryRT(BUFFER_2_TEX_P); 134 | cmd.ReleaseTemporaryRT(BLUR_TEX_P); 135 | } 136 | } 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Feature/DualKawaseBlurPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77cc95f68a83be6479d7fba52a182a93 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e07212a7ed1b8f4f90e2ebbc42dbd5a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Shaders/DualKawaseBlur.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef DUALKAWASEBLUR_HLSL 2 | #define DUALKAWASEBLUR_HLSL 3 | 4 | TEXTURE2D_X(_SourceTex); 5 | SAMPLER(sampler_linear_clamp); 6 | float4 _SourceTex_TexelSize; 7 | half1 _BlurOffset; 8 | 9 | struct MeshData 10 | { 11 | UNITY_VERTEX_INPUT_INSTANCE_ID 12 | }; 13 | 14 | struct V2F 15 | { 16 | float4 positionCS : SV_POSITION; 17 | float2 uv : TEXCOORD0; 18 | UNITY_VERTEX_OUTPUT_STEREO 19 | }; 20 | 21 | struct V2F_DownSample 22 | { 23 | float4 positionCS : SV_POSITION; 24 | float2 uv0 : TEXCOORD0; 25 | float4 uv1 : TEXCOORD1; 26 | float4 uv2 : TEXCOORD2; 27 | UNITY_VERTEX_OUTPUT_STEREO 28 | }; 29 | 30 | struct V2F_UpSample 31 | { 32 | float4 positionCS : SV_POSITION; 33 | float2 uv0 : TEXCOORD0; 34 | float4 uv1 : TEXCOORD1; 35 | float4 uv2 : TEXCOORD2; 36 | float4 uv3 : TEXCOORD3; 37 | float4 uv4 : TEXCOORD4; 38 | UNITY_VERTEX_OUTPUT_STEREO 39 | }; 40 | 41 | V2F Vert(MeshData input, const uint vertexID : SV_VertexID) 42 | { 43 | V2F output; 44 | UNITY_SETUP_INSTANCE_ID(input); 45 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 46 | 47 | output.positionCS = float4( 48 | vertexID <= 1 ? -1.0 : 3.0, 49 | vertexID == 1 ? 3.0 : -1.0, 50 | 0.0, 1.0 51 | ); 52 | output.uv = float2( 53 | vertexID <= 1 ? 0.0 : 2.0, 54 | vertexID == 1 ? 2.0 : 0.0 55 | ); 56 | #if UNITY_UV_STARTS_AT_TOP 57 | output.uv.y = 1.0 - output.uv.y; 58 | #endif 59 | 60 | return output; 61 | } 62 | 63 | half4 Frag(const V2F input) : SV_TARGET 64 | { 65 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 66 | return SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv, 0); 67 | } 68 | 69 | V2F_DownSample Vert_DownSample(MeshData input, const uint vertexID : SV_VertexID) 70 | { 71 | V2F_DownSample output; 72 | UNITY_SETUP_INSTANCE_ID(input); 73 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 74 | 75 | output.positionCS = float4( 76 | vertexID <= 1 ? -1.0 : 3.0, 77 | vertexID == 1 ? 3.0 : -1.0, 78 | 0.0, 1.0 79 | ); 80 | output.uv0 = float2( 81 | vertexID <= 1 ? 0.0 : 2.0, 82 | vertexID == 1 ? 2.0 : 0.0 83 | ); 84 | #if UNITY_UV_STARTS_AT_TOP 85 | output.uv0.y = 1.0 - output.uv0.y; 86 | #endif 87 | 88 | const float2 uv = output.uv0; 89 | const float2 halfPixel = _SourceTex_TexelSize * 0.5; 90 | const float2 offset = float2(1.0 + _BlurOffset, 1.0 + _BlurOffset); 91 | 92 | output.uv1.xy = uv - halfPixel * offset; 93 | output.uv1.zw = uv + halfPixel * offset; 94 | 95 | output.uv2.xy = uv - float2(halfPixel.x, -halfPixel.y) * offset; 96 | output.uv2.zw = uv + float2(halfPixel.x, -halfPixel.y) * offset; 97 | return output; 98 | } 99 | 100 | half4 Frag_DownSample(const V2F_DownSample input) : SV_TARGET 101 | { 102 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 103 | half4 sum = SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv0, 0) * 4.0; 104 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv1.xy, 0); 105 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv1.zw, 0); 106 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv2.xy, 0); 107 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv2.zw, 0); 108 | return sum * 0.125; 109 | } 110 | 111 | V2F_UpSample Vert_UpSample(MeshData input, const uint vertexID : SV_VertexID) 112 | { 113 | V2F_UpSample output; 114 | UNITY_SETUP_INSTANCE_ID(input); 115 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 116 | 117 | output.positionCS = float4( 118 | vertexID <= 1 ? -1.0 : 3.0, 119 | vertexID == 1 ? 3.0 : -1.0, 120 | 0.0, 1.0 121 | ); 122 | output.uv0 = float2( 123 | vertexID <= 1 ? 0.0 : 2.0, 124 | vertexID == 1 ? 2.0 : 0.0 125 | ); 126 | #if UNITY_UV_STARTS_AT_TOP 127 | output.uv0.y = 1.0 - output.uv0.y; 128 | #endif 129 | 130 | const float2 uv = output.uv0; 131 | const float2 halfPixel = _SourceTex_TexelSize * 0.5; 132 | const float2 offset = float2(1.0 + _BlurOffset, 1.0 + _BlurOffset); 133 | 134 | output.uv1.xy = uv + float2(-halfPixel.x * 2.0, 0.0) * offset; 135 | output.uv1.zw = uv + float2(-halfPixel.x, halfPixel.y) * offset; 136 | 137 | output.uv2.xy = uv + float2(0.0, halfPixel.y * 2.0) * offset; 138 | output.uv2.zw = uv + halfPixel * offset; 139 | 140 | output.uv3.xy = uv + float2(halfPixel.x * 2.0, 0.0) * offset; 141 | output.uv3.zw = uv + float2(halfPixel.x, -halfPixel.y) * offset; 142 | 143 | output.uv4.xy = uv + float2(0.0, -halfPixel.y * 2.0) * offset; 144 | output.uv4.zw = uv - halfPixel * offset; 145 | 146 | return output; 147 | } 148 | 149 | half4 Frag_UpSample(const V2F_UpSample input) : SV_TARGET 150 | { 151 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 152 | half4 sum = SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv1.xy, 0); 153 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv1.zw, 0) * 2.0; 154 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv2.xy, 0); 155 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv2.zw, 0) * 2.0; 156 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv3.xy, 0); 157 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv3.zw, 0) * 2.0; 158 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv4.xy, 0); 159 | sum += SAMPLE_TEXTURE2D_X_LOD(_SourceTex, sampler_linear_clamp, input.uv4.zw, 0) * 2.0; 160 | return sum * 0.0833; 161 | } 162 | #endif -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Shaders/DualKawaseBlur.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3a9b1c1cf04f42bcb100f0464bebd222 3 | timeCreated: 1673698435 -------------------------------------------------------------------------------- /Assets/Plugins/DualKawaseBlur/Shaders/DualKawaseBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Baedrick/DualKawaseBlur" 2 | { 3 | Properties 4 | { 5 | 6 | } 7 | 8 | HLSLINCLUDE 9 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 10 | #include "Assets/Plugins/DualKawaseBlur/Shaders/DualKawaseBlur.hlsl" 11 | ENDHLSL 12 | 13 | SubShader 14 | { 15 | Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } 16 | LOD 100 17 | ZTest Always 18 | ZWrite Off 19 | Cull 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/LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Baedrick 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.17.7", 4 | "com.unity.feature.development": "1.0.1", 5 | "com.unity.ide.rider": "3.0.18", 6 | "com.unity.ide.visualstudio": "2.0.16", 7 | "com.unity.ide.vscode": "1.2.5", 8 | "com.unity.render-pipelines.universal": "12.1.8", 9 | "com.unity.test-framework": "1.1.31", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.timeline": "1.6.4", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.7.8", 14 | "com.unity.modules.ai": "1.0.0", 15 | 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https://raw.githubusercontent.com/Baedrick/Dual-Kawase-Blur-Demo/bc1ddd610f47f65dfb506b078f73a8265342417d/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Dual Kawase Blur Demo 2 | URP 12 implementation of the Dual Kawase Blur method described in [SIGGRAPH 2015 by Marius Bjørge](https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf). 3 | 4 | ![Preview of effect.](ReadMeImages/Banner.jpg) 5 | 3D Model in `Demo.scene` by Alyona Shek. 6 | Provided under [CC4.0](https://creativecommons.org/licenses/by/4.0/). 7 | No Changes were made to the model. 8 | View it on [Sketchfab](https://sketchfab.com/3d-models/trailer-040ad3bbf0c54098b90a87ac517d3901). 9 | 10 | ## Unity Package 11 | Available [here](https://github.com/Baedrick/Dual-Kawase-Blur)! 12 | 13 | ## Settings 14 | ### Render Pass Event 15 | Refers to where in the rendering pipeline this feature is injected into. 16 | Usually you would perform blurs after all post-processing effects. 17 | 18 | ### Blur Radius 19 | Refers to how blurry the resulting image is. Higher values means blurrier. 20 | 21 | ### Quality 22 | Quality directly relates to the number of draw calls for the blur. 23 | - **Low**: 3 draw calls (1 Downsample, 1 Upscale, 1 Copy), Blur Radius 5.0. 24 | ![BlurLow.jpg](ReadMeImages/BlurLow.jpg) 25 | - **Medium**: 5 draw calls (2 Downsample, 2 Upscale, 1 Copy), Blur Radius 2.5. 26 | ![BlurMedium.jpg](ReadMeImages/BlurMedium.jpg) 27 | - **High**: 7 draw calls (3 Downsample, 3 Upscale, 1 Copy), Blur Radius 1.25. 28 | ![BlurHigh.jpg](ReadMeImages/BlurHigh.jpg) 29 | -------------------------------------------------------------------------------- /ReadMeImages/Banner.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Baedrick/Dual-Kawase-Blur-Demo/bc1ddd610f47f65dfb506b078f73a8265342417d/ReadMeImages/Banner.jpg -------------------------------------------------------------------------------- /ReadMeImages/BlurHigh.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Baedrick/Dual-Kawase-Blur-Demo/bc1ddd610f47f65dfb506b078f73a8265342417d/ReadMeImages/BlurHigh.jpg -------------------------------------------------------------------------------- /ReadMeImages/BlurLow.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Baedrick/Dual-Kawase-Blur-Demo/bc1ddd610f47f65dfb506b078f73a8265342417d/ReadMeImages/BlurLow.jpg -------------------------------------------------------------------------------- /ReadMeImages/BlurMedium.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Baedrick/Dual-Kawase-Blur-Demo/bc1ddd610f47f65dfb506b078f73a8265342417d/ReadMeImages/BlurMedium.jpg --------------------------------------------------------------------------------