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// 动态模糊
Shader "Erika/Common/Image/MotionBlur"
{
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 image_vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "./ImageEffect.cginc"
float _Angle;
fixed _Distance;
float _Iterate; // 迭代次数
float _AlphaMultiplier; //
fixed4 frag(image_v2f i) : SV_Target
{
_Distance = 0.1;
fixed2 uv0 = i.uv;
fixed4 color = fixed4(0,0,0,0);
const float count = 20;
float step = _Distance / count;
float amount = 0.2f;
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 = amount - amount * ((float)i / (float)count);
color += tex2D(_MainTex, uv) * weight;
}
color.a *= _AlphaMultiplier;
//color = fixed4(1,0,0,0.5f);
return color;
}
ENDCG
}
}
} // shader
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