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-rw-r--r--Assets/Bundle/Shaders/Unit/Effect/unit_effect_blur.shader67
1 files changed, 67 insertions, 0 deletions
diff --git a/Assets/Bundle/Shaders/Unit/Effect/unit_effect_blur.shader b/Assets/Bundle/Shaders/Unit/Effect/unit_effect_blur.shader
new file mode 100644
index 00000000..6a3aad0b
--- /dev/null
+++ b/Assets/Bundle/Shaders/Unit/Effect/unit_effect_blur.shader
@@ -0,0 +1,67 @@
+// 1:09 https://www.youtube.com/watch?v=LhqI_yj3zO0
+Shader "Erika/Unit/Effect/unit_effect_blur"
+{
+ Properties
+ {
+ _MainTex("Texture", 2D) = "white" {}
+ _BlurTex("Texture", 2D) = "black" {}
+ _MaskColor ("Mask Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "Queue" = "Transparent"}
+ LOD 100
+
+ 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;
+
+ sampler2D _BlurTex;
+ float4 _BlurTex_ST;
+
+ fixed4 _MaskColor;
+
+ 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
+ {
+ float2 uv = i.uv;
+ fixed4 blur = tex2D(_BlurTex, uv).r;
+ //uv.x += blur.r;
+ //uv.y += blur.r;
+ fixed4 col = tex2D(_MainTex, uv);
+ col *= blur;
+
+ return col;
+ }
+ ENDCG
+ }
+ }
+}