#if UNITY_EDITOR using UnityEngine; [ExecuteInEditMode] [RequireComponent(typeof(Camera))] public class RadialBlur : ImageEffectBase { public float blurStrength = 6.0f; public float blurWidth = 0.7f; void Awake() { enabled = false; m_shaderName = "Hidden/radialBlur"; //if (!SystemInfo.supportsRenderTextures) //{ // enabled = false; // return; //} } void OnEnable() { } void OnRenderImage(RenderTexture source, RenderTexture dest) { // Create the accumulation texture //if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height) //{ // DestroyImmediate(accumTexture); // accumTexture = new RenderTexture(source.width, source.height, 0); // accumTexture.hideFlags = HideFlags.HideAndDontSave; // Graphics.Blit(source, accumTexture); //} material.SetTexture("_MainTex", source); material.SetFloat("_BlurStrength", blurStrength); material.SetFloat("_BlurWidth", blurWidth); material.SetFloat("_iHeight", 1); material.SetFloat("_iWidth", 1); //accumTexture.MarkRestoreExpected(); // Graphics.Blit(source, accumTexture, material); // Graphics.Blit(accumTexture, dest); Graphics.Blit(source, dest, material); } } #endif