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path: root/Assets/Bundle/Shaders/Common/Image/common_img_blur.shader
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// 高斯模糊

Shader "Erika/Common/Image/Blur" 
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_Angle("Angle", float) = 0
		_Distance("Distance", float) = 0
		_UnitTileOffset("TileOffset", Vector) = (1,1,0,0)
		_Iterate("Iterate Count", float) = 1
	}

	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"

			#include "./ImageEffect.cginc"
            #include "./ImageHelper.cginc"

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			float _Angle;

			fixed _Distance;

			float _Iterate; 

			v2f vert(appdata_img v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				_Angle = 0; 
			    _Distance = 0;

				fixed2 uv = i.uv;
				
				fixed4 color = blur(_MainTex, _ScreenParams.xy, uv);

				return color;
			}
			ENDCG
		}
	}

} // shader