// µü´úÒ»´Î fixed4 blur(sampler2D tex, float2 texSize, fixed2 uv, float spread = 1) { fixed2 step = 1 / texSize; const fixed weight = 0.1111111; fixed4 color = fixed4(0, 0, 0, 0); color += tex2D(tex, uv + spread * fixed2(-step.x, step.y)) * weight; color += tex2D(tex, uv + spread * fixed2(0, step.y)) * weight; color += tex2D(tex, uv + spread * fixed2(step.x, step.y)) * weight; color += tex2D(tex, uv + spread * fixed2(-step.x, 0)) * weight; color += tex2D(tex, uv) * weight; color += tex2D(tex, uv + spread * fixed2(step.x, 0)) * weight; color += tex2D(tex, uv + spread * fixed2(-step.x, -step.y)) * weight; color += tex2D(tex, uv + spread * fixed2(0, -step.y)) * weight; color += tex2D(tex, uv + spread * fixed2(step.x, -step.y)) * weight; return color; }