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blurRadius) +{ + float3 result = 0; + float totalWeight = 0; + + // Gaussian weights for 5 samples (sigma ~ 1.0) + float weights[5] = { 0.0625, 0.25, 0.375, 0.25, 0.0625 }; + float offsets[5] = { -2, -1, 0, 1, 2 }; + + float2 texelSize = blurRadius / _ScreenParams.xy; + + // Horizontal pass + for (int i = 0; i < 5; i++) + { + float2 offsetUV = uv + float2(offsets[i] * texelSize.x, 0); + result += SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, offsetUV).rgb * weights[i]; + } + + return result; +} + +void EnkiBillalFullscreen_float +( + float2 UV, + out float3 Output +) +{ + float2 screenUV = UV; + + // DEPTH + + float rawDepth = SampleSceneDepth(screenUV); + float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams); // linear eye-space depth in metres + float depth01 = Linear01Depth(rawDepth, _ZBufferParams); // normalised linear depth [0..1] + + // POSITION WORLD SPACE + + // Remap depth for non-reversed-Z platforms before reconstruction + float depthForReconstruct = rawDepth; +#if !UNITY_REVERSED_Z + depthForReconstruct = lerp(UNITY_NEAR_CLIP_VALUE, 1.0, rawDepth); +#endif + // ComputeWorldSpacePosition handles perspective divide and platform differences + float3 positionWS = ComputeWorldSpacePosition(screenUV, depthForReconstruct, UNITY_MATRIX_I_VP); + + + // NORMAL WORLD SPACE + + // Requires DepthNormals PrePass to be enabled in the URP Renderer + float3 normalWS = SampleSceneNormals(screenUV); + + // SCENE COLOR + + float3 originColor = SampleSceneColor(screenUV); + + float greyscale = (originColor.x + originColor.y + originColor.z) / 3.0; + + float3 offsetUV = PerlinColor3D(positionWS * float3(1, 5, 1), 1) * smoothstep(smoothstep(20, 3, depthMeters), 1, greyscale) * .1 / depthMeters; + + float3 sceneColor = SampleSceneColor(screenUV + offsetUV); + //float3 sceneColor = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_PointClamp, screenUV).rgb; + + // OUTPUT + + Output = SampleSceneColorBlurred(screenUV, 10); +} +#endif \ No newline at end of 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