Shader "HighlightPlus/Geometry/Focus" { Properties { _FocusColor ("Focus Color", Color) = (0,0,0,0.5) _FocusDesaturation ("Focus Desaturation", Range(0,1)) = 0 } SubShader { ZTest Always ZWrite Off Cull Off Pass // 0: Dim only (no blur) { Stencil { Ref 8 Comp NotEqual ReadMask 8 } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" fixed4 _FocusColor; struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = float4(v.vertex.xy, 0, 0.5); return o; } fixed4 frag (v2f i) : SV_Target { return _FocusColor; } ENDCG } Pass // 1: Blur/desaturation composite { Stencil { Ref 8 Comp NotEqual ReadMask 8 } CGPROGRAM #pragma vertex vertBlur #pragma fragment fragBlur #include "UnityCG.cginc" fixed4 _FocusColor; fixed _FocusDesaturation; UNITY_DECLARE_SCREENSPACE_TEXTURE(_FocusBlurTex); struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vertBlur (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = float4(v.vertex.xy, 0, 0.5); return o; } fixed4 fragBlur (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float2 uv = i.pos.xy / _ScreenParams.xy; fixed4 blurred = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_FocusBlurTex, uv); fixed luminance = dot(blurred.rgb, fixed3(0.299, 0.587, 0.114)); blurred.rgb = lerp(blurred.rgb, luminance, _FocusDesaturation); fixed3 result = blurred.rgb * (1.0 - _FocusColor.a) + _FocusColor.rgb * _FocusColor.a; return fixed4(result, 1.0); } ENDCG } } }