First thing to know, I barely don’t understand anything about shaders. I’m learning slowly how this works but I’m in lack of so many notions. I know it’s not the best way to introduce a question but it is, I think, necessary for the potential answer.
So, I’ve been trying to tweak every blur shader I could find on the interwebs for weeks that could be added to the default UI Sprite shader.
I’ve found something ( https://www.shadertoy.com/view/Mtl3Rj ) that I’ve been able to “translate?”, but I have an issue that I can’t manage to resolve ( Last thing to know, for now, I’ve been able to only perform a single pass blur ), anyway:
The texture gets quite blurry, so it’s a small win, but I would like to expand the blur over the “end” of the texture, where the aliasing appears.
Here is the fragment part modified from the original (Default Sprite UI ) one:
fixed4 frag(v2f IN) : SV_Target
{
return BlurV(_MainTex, fixed2(128,128), IN.texcoord, 5);
}
Hope someone could give a hint to make it works.
PS: I can show the BlurV implementation if it’s relevant
Thanks in advance
