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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader')
-rw-r--r--Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader75
1 files changed, 0 insertions, 75 deletions
diff --git a/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader b/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader
deleted file mode 100644
index 3111369a..00000000
--- a/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader
+++ /dev/null
@@ -1,75 +0,0 @@
-// 1:09 https://www.youtube.com/watch?v=LhqI_yj3zO0
-Shader "Erika/Unit/ImageEffect/unit_img_motionBlur"
-{
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _Angle("Angle", float) = 0
- _Distance("Distance", float) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "Queue" = "Transparent-1"}
- LOD 100
-
- ZWrite Off
- ZTest LEqual
-
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- float _Angle;
-
- fixed _Distance;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed2 uv = i.uv;
- fixed2 offset = fixed2(0.05, 0.05);
- const float sampleCount = 30;
- fixed4 color = fixed4(0,0,0,0);
- float radian = radians(_Angle);
- float distance = _Distance;
- for(int i = 0; i < sampleCount; i++)
- {
- float dx = distance * cos(radian) / sampleCount * i;
- float dy = distance * sin(radian) / sampleCount * i;
- color += tex2D(_MainTex,float2(uv.x + dx,uv.y + dy)) * (1 / sampleCount);
- }
- //color.rgb *= 0.5f;
- return color;
- }
- ENDCG
- }
- }
-}