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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, 75 insertions, 0 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
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index 00000000..3111369a
--- /dev/null
+++ b/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_motion_blur.shader
@@ -0,0 +1,75 @@
+// 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
+ }
+ }
+}