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// 高斯模糊
Shader "Erika/Common/Image/MotionBlur"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Angle("Angle", float) = 0
_Distance("Distance", float) = 0
_TileOffset("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 "Assets/Bundle/Shaders/Include/ImageEffect.cginc"
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;
float _Iterate; // 迭代次数
float _AlphaMultiplier; //
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
{
_Distance = 0.1;
fixed2 uv0 = i.uv;
//fixed4 color = blur(_MainTex, _ScreenParams.xy, uv);
fixed4 color = fixed4(0,0,0,0);
const float count = 20;
float step = _Distance / count;
for(int i = 0; i < count; ++i)
{
fixed2 uv = uv0 + step * i * fixed2(cos(radians(_Angle)), sin(radians(_Angle)));
if(uv.x > 1) continue;
if(uv.x < 0) continue;
float weight = 0.15 - 0.15 * ((float)i / (float)count);
color += tex2D(_MainTex, uv) * weight;
}
color.a *= _AlphaMultiplier;
return color;
}
ENDCG
}
}
} // shader
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