// 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 } } }