1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
|
Shader "Erika/Common/Image/Blur"
{
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;
float4 _TileOffset; // 角色的范围
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
{
_Angle = 0;
_Distance = 0;
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 = tex2D(_MainTex, uv);
if(uv.x > _TileOffset.z && uv.x < _TileOffset.x + _TileOffset.z
&& uv.y > _TileOffset.w && uv.y < _TileOffset.w + _TileOffset.y) {
color = fixed4(1,0,0,0);
}
return color;
}
ENDCG
}
}
} // shader
|