Shader "Custom/MaskedUIBlur" { Properties { _Size ("Blur", Range(0, 30)) = 1 [HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {} _AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0) _MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 1) } Category { // We must be transparent, so other objects are drawn before this one. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" } SubShader { /* ZTest Off Blend SrcAlpha OneMinusSrcAlpha */ Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float4 uvgrab : TEXCOORD0; float2 uvmain : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MultiplyColor; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // #if UNITY_UV_STARTS_AT_TOP // float scale = -1.0; // #else // float scale = 1.0; // #endif o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y) + o.vertex.w) * 0.5; o.uvgrab.zw = o.vertex.zw; o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color * _MultiplyColor; return o; } sampler2D _CameraBlur; float4 _CameraBlur_TexelSize; float _Size; float4 _AdditiveColor; half4 frag( v2f i ) : COLOR { half4 sum = tex2D( _CameraBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w)).xy); half4 result = half4(sum.r * i.color.r + _AdditiveColor.r, sum.g * i.color.g + _AdditiveColor.g, sum.b * i.color.b + _AdditiveColor.b, tex2D(_MainTex, i.uvmain).a * i.color.a); return result; } ENDCG } } } }