├── .gitignore
├── Assets
├── Blured-uGUI.meta
├── Blured-uGUI
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Ground.mat
│ │ ├── Ground.mat.meta
│ │ ├── uGUI_BlurGUI.mat
│ │ └── uGUI_BlurGUI.mat.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── [SceneBlurEffect].prefab
│ │ └── [SceneBlurEffect].prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── SceneBlurEffect.cs
│ │ ├── SceneBlurEffect.cs.meta
│ │ ├── misc.meta
│ │ └── misc
│ │ │ ├── CameraMover.cs
│ │ │ ├── CameraMover.cs.meta
│ │ │ ├── Rotater.cs
│ │ │ └── Rotater.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── BlurEffect.shader
│ │ ├── BlurEffect.shader.meta
│ │ ├── BlurGUI.shader
│ │ └── BlurGUI.shader.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── UIMask.png
│ │ └── UIMask.png.meta
└── Plugins.meta
├── LICENSE
├── Logs
└── Packages-Update.log
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
└── VFXManager.asset
├── README.md
└── demo.gif
/.gitignore:
--------------------------------------------------------------------------------
1 | # =============== #
2 | # Unity generated #
3 | # =============== #
4 | [Tt]emp/
5 | [Oo]bj/
6 | [Bb]uild
7 | [Ll]ibrary/
8 | sysinfo.txt
9 | *.stackdump
10 |
11 | # ===================================== #
12 | # Visual Studio / MonoDevelop generated #
13 | # ===================================== #
14 | [Ee]xported[Oo]bj/
15 | .vs/
16 | /*.userprefs
17 | /*.csproj
18 | /*.pidb
19 | /*.suo
20 | /*.sln*
21 | /*.user
22 | /*.unityproj
23 | /*.booproj
24 |
25 | # ============ #
26 | # OS generated #
27 | # ============ #
28 | .DS_Store*
29 | ._*
30 | .Spotlight-V100
31 | .Trashes
32 | Icon?
33 | ehthumbs.db
34 | [Tt]humbs.db
35 |
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/Assets/Blured-uGUI/Scripts/SceneBlurEffect.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.Rendering;
5 |
6 | namespace Example.uGUI
7 | {
8 | ///
9 | /// Screen capture using CommandBuffer.
10 | ///
11 | public class SceneBlurEffect : MonoBehaviour
12 | {
13 | [SerializeField]
14 | private Shader _shader;
15 |
16 | [SerializeField, Range(1f, 100f)]
17 | private float _offset = 1f;
18 |
19 | [SerializeField, Range(10f, 1000f)]
20 | private float _blur = 100f;
21 |
22 | [SerializeField, Range(0f, 1f)]
23 | private float _intencity = 0;
24 |
25 | [SerializeField]
26 | private CameraEvent _cameraEvent = CameraEvent.AfterImageEffects;
27 |
28 | private Material _material;
29 |
30 | private Dictionary _cameras = new Dictionary();
31 |
32 | private float[] _weights = new float[10];
33 | private bool _enabledBlur = false;
34 | private bool _isInitialized = false;
35 |
36 | public float Intencity
37 | {
38 | get { return _intencity; }
39 | set { _intencity = value; }
40 | }
41 |
42 | private int _copyTexID = 0;
43 | private int _blurredID1 = 0;
44 | private int _blurredID2 = 0;
45 | private int _weightsID = 0;
46 | private int _intencityID = 0;
47 | private int _offsetsID = 0;
48 | private int _grabBlurTextureID = 0;
49 |
50 | private void Awake()
51 | {
52 | // OnWillRenderObjectが呼ばれるように、MeshRendererとMeshFilterを追加する
53 | MeshFilter filter = gameObject.AddComponent();
54 | filter.hideFlags = HideFlags.DontSave;
55 | MeshRenderer renderer = gameObject.AddComponent();
56 | renderer.hideFlags = HideFlags.DontSave;
57 |
58 | _copyTexID = Shader.PropertyToID("_ScreenCopyTexture");
59 | _blurredID1 = Shader.PropertyToID("_Temp1");
60 | _blurredID2 = Shader.PropertyToID("_Temp2");
61 | _weightsID = Shader.PropertyToID("_Weights");
62 | _intencityID = Shader.PropertyToID("_Intencity");
63 | _offsetsID = Shader.PropertyToID("_Offsets");
64 | _grabBlurTextureID = Shader.PropertyToID("_GrabBlurTexture");
65 |
66 | Transform parent = Camera.main.transform;
67 | transform.SetParent(parent);
68 | transform.localPosition = Vector3.forward;
69 |
70 | UpdateWeights();
71 | }
72 |
73 | private void Update()
74 | {
75 | foreach (var kv in _cameras)
76 | {
77 | kv.Value.Clear();
78 | BuildCommandBuffer(kv.Value);
79 | }
80 | }
81 |
82 | private void OnEnable()
83 | {
84 | Cleanup();
85 | }
86 |
87 | private void OnDisable()
88 | {
89 | Cleanup();
90 | }
91 |
92 | public void OnWillRenderObject()
93 | {
94 | if (!gameObject.activeInHierarchy || !enabled)
95 | {
96 | Cleanup();
97 | return;
98 | }
99 |
100 | if (_material == null)
101 | {
102 | _material = new Material(_shader);
103 | _material.hideFlags = HideFlags.HideAndDontSave;
104 | }
105 |
106 | Camera cam = Camera.current;
107 | if (cam == null)
108 | {
109 | return;
110 | }
111 |
112 | #if UNITY_EDITOR
113 | if (cam == UnityEditor.SceneView.lastActiveSceneView.camera)
114 | {
115 | return;
116 | }
117 | #endif
118 |
119 | if (_cameras.ContainsKey(cam))
120 | {
121 | return;
122 | }
123 |
124 | // コマンドバッファ構築
125 | CommandBuffer buf = new CommandBuffer();
126 | buf.name = "Blur AR Screen";
127 | _cameras[cam] = buf;
128 |
129 | BuildCommandBuffer(buf);
130 |
131 | cam.AddCommandBuffer(_cameraEvent, buf);
132 | }
133 |
134 | private void BuildCommandBuffer(CommandBuffer buf)
135 | {
136 | buf.GetTemporaryRT(_copyTexID, -1, -1, 0, FilterMode.Bilinear);
137 | buf.Blit(BuiltinRenderTextureType.CurrentActive, _copyTexID);
138 |
139 | // 半分の解像度で2枚のRender Textureを生成
140 | buf.GetTemporaryRT(_blurredID1, -2, -2, 0, FilterMode.Bilinear);
141 | buf.GetTemporaryRT(_blurredID2, -2, -2, 0, FilterMode.Bilinear);
142 |
143 | // 半分にスケールダウンしてコピー
144 | buf.Blit(_copyTexID, _blurredID1);
145 |
146 | // コピー後はいらないので破棄
147 | buf.ReleaseTemporaryRT(_copyTexID);
148 |
149 | float x = _offset / Screen.width;
150 | float y = _offset / Screen.height;
151 |
152 | buf.SetGlobalFloatArray(_weightsID, _weights);
153 | buf.SetGlobalFloat(_intencityID, Intencity);
154 |
155 | // 横方向のブラー
156 | buf.SetGlobalVector(_offsetsID, new Vector4(x, 0, 0, 0));
157 | buf.Blit(_blurredID1, _blurredID2, _material);
158 |
159 | // 縦方向のブラー
160 | buf.SetGlobalVector(_offsetsID, new Vector4(0, y, 0, 0));
161 | buf.Blit(_blurredID2, _blurredID1, _material);
162 |
163 | buf.SetGlobalTexture(_grabBlurTextureID, _blurredID1);
164 | }
165 |
166 | private void Cleanup()
167 | {
168 | foreach (var cam in _cameras)
169 | {
170 | if (cam.Key != null)
171 | {
172 | cam.Key.RemoveCommandBuffer(_cameraEvent, cam.Value);
173 | }
174 | }
175 |
176 | _cameras.Clear();
177 | Object.DestroyImmediate(_material);
178 | }
179 |
180 | private void OnValidate()
181 | {
182 | if (!Application.isPlaying)
183 | {
184 | return;
185 | }
186 |
187 | UpdateWeights();
188 | }
189 |
190 | public void EnableBlur(bool enabled)
191 | {
192 | _enabledBlur = enabled;
193 | }
194 |
195 | private void UpdateWeights()
196 | {
197 | float total = 0;
198 | float d = _blur * _blur * 0.001f;
199 |
200 | for (int i = 0; i < _weights.Length; i++)
201 | {
202 | float r = 1.0f + 2.0f * i;
203 | float w = Mathf.Exp(-0.5f * (r * r) / d);
204 | _weights[i] = w;
205 | if (i > 0)
206 | {
207 | w *= 2.0f;
208 | }
209 | total += w;
210 | }
211 |
212 | for (int i = 0; i < _weights.Length; i++)
213 | {
214 | _weights[i] /= total;
215 | }
216 | }
217 | }
218 | }
219 |
--------------------------------------------------------------------------------
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/Assets/Blured-uGUI/Scripts/misc/CameraMover.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Example.uGUI
6 | {
7 | public class CameraMover : MonoBehaviour
8 | {
9 | [SerializeField]
10 | private Transform _target = null;
11 |
12 | [SerializeField]
13 | private float _distance = 3f;
14 |
15 | [SerializeField]
16 | private float _speed = 0.5f;
17 |
18 | private void Update()
19 | {
20 | float t = Time.time * _speed;
21 | float x = Mathf.Sin(t) * _distance;
22 | float y = Mathf.Sin(t) * Mathf.Sin(t) * _distance + 1f;
23 | float z = Mathf.Cos(t) * _distance;
24 |
25 | transform.position = new Vector3(x, y, z);
26 |
27 | transform.LookAt(_target);
28 | }
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
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/Assets/Blured-uGUI/Scripts/misc/Rotater.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Example.uGUI
6 | {
7 | public class Rotater : MonoBehaviour
8 | {
9 | [SerializeField]
10 | private Vector3 _rotate = Vector3.zero;
11 |
12 | private void Update()
13 | {
14 | transform.Rotate(_rotate);
15 | }
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
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1 | Shader "uGUI/BlurEffect"
2 | {
3 | Properties
4 | {
5 | _MainTex("Texture", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | Tags { "RenderType"="Opaque" }
11 | LOD 100
12 |
13 | Pass
14 | {
15 | ZTest Off
16 | ZWrite Off
17 | Cull Back
18 |
19 | CGPROGRAM
20 | #pragma fragmentoption ARB_precision_hint_fastest
21 | #pragma vertex vert
22 | #pragma fragment frag
23 | #include "UnityCG.cginc"
24 |
25 | struct appdata
26 | {
27 | float4 vertex : POSITION;
28 | float2 uv : TEXCOORD0;
29 | };
30 |
31 | struct v2f
32 | {
33 | float4 vertex : SV_POSITION;
34 | half2 uv : TEXCOORD0;
35 | };
36 |
37 | sampler2D _MainTex;
38 |
39 | half4 _Offsets;
40 | float _Intencity;
41 |
42 | static const int samplingCount = 10;
43 | half _Weights[samplingCount];
44 |
45 | v2f vert (appdata v)
46 | {
47 | v2f o;
48 | o.vertex = UnityObjectToClipPos(v.vertex);
49 | o.uv = v.uv;
50 |
51 | return o;
52 | }
53 |
54 | fixed4 frag (v2f i) : SV_Target
55 | {
56 | half4 col = 0;
57 |
58 | [unroll]
59 | for (int j = samplingCount - 1; j > 0; j--)
60 | {
61 | col += tex2D(_MainTex, i.uv - (_Offsets.xy * j * _Intencity)) * _Weights[j];
62 | }
63 |
64 | [unroll]
65 | for (int j = 0; j < samplingCount; j++)
66 | {
67 | col += tex2D(_MainTex, i.uv + (_Offsets.xy * j * _Intencity)) * _Weights[j];
68 | }
69 |
70 | return col;
71 | }
72 | ENDCG
73 | }
74 | }
75 | }
76 |
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1 | Shader "uGUI/BlurGUI"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _ColorMask ("Color Mask", Float) = 15
15 |
16 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
17 | }
18 |
19 | SubShader
20 | {
21 | Tags
22 | {
23 | "Queue"="Transparent"
24 | "IgnoreProjector"="True"
25 | "RenderType"="Transparent"
26 | "PreviewType"="Plane"
27 | "CanUseSpriteAtlas"="True"
28 | }
29 |
30 | Stencil
31 | {
32 | Ref [_Stencil]
33 | Comp [_StencilComp]
34 | Pass [_StencilOp]
35 | ReadMask [_StencilReadMask]
36 | WriteMask [_StencilWriteMask]
37 | }
38 |
39 | Cull Off
40 | Lighting Off
41 | ZWrite Off
42 | ZTest [unity_GUIZTestMode]
43 | Blend SrcAlpha OneMinusSrcAlpha
44 | ColorMask [_ColorMask]
45 |
46 | Pass
47 | {
48 | Name "Default"
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 | #pragma target 2.0
53 |
54 | #include "UnityCG.cginc"
55 | #include "UnityUI.cginc"
56 |
57 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
58 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
59 |
60 | struct appdata_t
61 | {
62 | float4 vertex : POSITION;
63 | float4 color : COLOR;
64 | float2 texcoord : TEXCOORD0;
65 | UNITY_VERTEX_INPUT_INSTANCE_ID
66 | };
67 |
68 | struct v2f
69 | {
70 | float4 vertex : SV_POSITION;
71 | fixed4 color : COLOR;
72 | float2 texcoord : TEXCOORD0;
73 | float4 worldPosition : TEXCOORD1;
74 | float4 pos : TEXCOORD2;
75 | UNITY_VERTEX_OUTPUT_STEREO
76 | };
77 |
78 | sampler2D _MainTex;
79 | fixed4 _Color;
80 | fixed4 _TextureSampleAdd;
81 | float4 _ClipRect;
82 | float4 _MainTex_ST;
83 | sampler2D _GrabBlurTexture;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.pos = ComputeScreenPos(OUT.vertex);
96 |
97 | OUT.color = v.color * _Color;
98 | return OUT;
99 | }
100 |
101 | fixed4 frag(v2f IN) : SV_Target
102 | {
103 | float2 uv = IN.pos.xy / IN.pos.w;
104 | uv.y = 1.0 - uv.y;
105 |
106 | half4 color = (tex2D(_GrabBlurTexture, uv) + _TextureSampleAdd) * IN.color;
107 |
108 | #ifdef UNITY_UI_CLIP_RECT
109 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
110 | #endif
111 |
112 | #ifdef UNITY_UI_ALPHACLIP
113 | clip (color.a - 0.001);
114 | #endif
115 |
116 | half4 mask = tex2D(_MainTex, IN.texcoord);
117 | color.a *= mask.a;
118 |
119 | return color;
120 | }
121 | ENDCG
122 | }
123 | }
124 | }
125 |
126 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2019 edo
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 |
--------------------------------------------------------------------------------
/Logs/Packages-Update.log:
--------------------------------------------------------------------------------
1 |
2 | === Tue Apr 2 15:44:53 2019
3 |
4 | Packages were changed.
5 | Update Mode: mergeDefaultDependencies
6 |
7 | The following packages were added:
8 | com.unity.analytics@3.2.2
9 | com.unity.purchasing@2.0.3
10 | com.unity.ads@2.0.8
11 | com.unity.textmeshpro@1.3.0
12 | com.unity.package-manager-ui@2.0.3
13 | com.unity.collab-proxy@1.2.15
14 | com.unity.modules.ai@1.0.0
15 | com.unity.modules.animation@1.0.0
16 | com.unity.modules.assetbundle@1.0.0
17 | com.unity.modules.audio@1.0.0
18 | com.unity.modules.cloth@1.0.0
19 | com.unity.modules.director@1.0.0
20 | com.unity.modules.imageconversion@1.0.0
21 | com.unity.modules.imgui@1.0.0
22 | com.unity.modules.jsonserialize@1.0.0
23 | com.unity.modules.particlesystem@1.0.0
24 | com.unity.modules.physics@1.0.0
25 | com.unity.modules.physics2d@1.0.0
26 | com.unity.modules.screencapture@1.0.0
27 | com.unity.modules.terrain@1.0.0
28 | com.unity.modules.terrainphysics@1.0.0
29 | com.unity.modules.tilemap@1.0.0
30 | com.unity.modules.ui@1.0.0
31 | com.unity.modules.uielements@1.0.0
32 | com.unity.modules.umbra@1.0.0
33 | com.unity.modules.unityanalytics@1.0.0
34 | com.unity.modules.unitywebrequest@1.0.0
35 | com.unity.modules.unitywebrequestassetbundle@1.0.0
36 | com.unity.modules.unitywebrequestaudio@1.0.0
37 | com.unity.modules.unitywebrequesttexture@1.0.0
38 | com.unity.modules.unitywebrequestwww@1.0.0
39 | com.unity.modules.vehicles@1.0.0
40 | com.unity.modules.video@1.0.0
41 | com.unity.modules.vr@1.0.0
42 | com.unity.modules.wind@1.0.0
43 | com.unity.modules.xr@1.0.0
44 |
--------------------------------------------------------------------------------
/Packages/manifest.json:
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1 | {
2 | "dependencies": {
3 | "com.unity.ads": "2.0.8",
4 | "com.unity.analytics": "3.2.2",
5 | "com.unity.collab-proxy": "1.2.15",
6 | "com.unity.package-manager-ui": "2.0.3",
7 | "com.unity.purchasing": "2.0.3",
8 | "com.unity.textmeshpro": "1.3.0",
9 | "com.unity.modules.ai": "1.0.0",
10 | "com.unity.modules.animation": "1.0.0",
11 | "com.unity.modules.assetbundle": "1.0.0",
12 | "com.unity.modules.audio": "1.0.0",
13 | "com.unity.modules.cloth": "1.0.0",
14 | "com.unity.modules.director": "1.0.0",
15 | "com.unity.modules.imageconversion": "1.0.0",
16 | "com.unity.modules.imgui": "1.0.0",
17 | "com.unity.modules.jsonserialize": "1.0.0",
18 | "com.unity.modules.particlesystem": "1.0.0",
19 | "com.unity.modules.physics": "1.0.0",
20 | "com.unity.modules.physics2d": "1.0.0",
21 | "com.unity.modules.screencapture": "1.0.0",
22 | "com.unity.modules.terrain": "1.0.0",
23 | "com.unity.modules.terrainphysics": "1.0.0",
24 | "com.unity.modules.tilemap": "1.0.0",
25 | "com.unity.modules.ui": "1.0.0",
26 | "com.unity.modules.uielements": "1.0.0",
27 | "com.unity.modules.umbra": "1.0.0",
28 | "com.unity.modules.unityanalytics": "1.0.0",
29 | "com.unity.modules.unitywebrequest": "1.0.0",
30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
31 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
32 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
33 | "com.unity.modules.unitywebrequestwww": "1.0.0",
34 | "com.unity.modules.vehicles": "1.0.0",
35 | "com.unity.modules.video": "1.0.0",
36 | "com.unity.modules.vr": "1.0.0",
37 | "com.unity.modules.wind": "1.0.0",
38 | "com.unity.modules.xr": "1.0.0"
39 | }
40 | }
41 |
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8 | Doppler Factor: 1
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10 | m_SampleRate: 0
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12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_SpatializerPlugin:
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17 | m_VirtualizeEffects: 1
18 |
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2 | %TAG !u! tag:unity3d.com,2011:
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6 | serializedVersion: 8
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
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10 | m_FixedTimeStep: 0.016666668
11 | m_MaxDeltaTime: 0.05
12 |
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/README.md:
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1 | # Blured uGUI
2 |
3 | This project is Blured uGUI background sample.
4 | Run this project shows below.
5 |
6 | 
7 |
8 | # uGUIの背景をぼかす
9 |
10 | このプロジェクトは、UnityのuGUIの背景をぼかすサンプルプロジェクトです。
11 |
12 | 処理自体の解説記事も公開しています。
13 |
14 | - [uGUIの背景をぼかしてオシャレに見せる - e.blog](http://edom18.hateblo.jp/entry/2019/04/03/112154)
15 |
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/demo.gif:
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https://raw.githubusercontent.com/edom18/BluredUGUI/040d551a5fc162c901ba1855bf7b941919f6d006/demo.gif
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