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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
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