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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/RadialBlur"
- {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "" {}
- }
-
- // Shader code pasted into all further CGPROGRAM blocks
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float2 blurVector : TEXCOORD1;
- };
-
- sampler2D _MainTex;
-
- float4 _BlurRadius4;
- float4 _SunPosition;
- float4 _MainTex_TexelSize;
-
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv.xy = v.texcoord.xy;
-
- o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy;
-
- return o;
- }
-
- #define SAMPLES_FLOAT 6.0f
- #define SAMPLES_INT 6
-
- half4 frag(v2f i) : SV_Target
- {
- half4 color = half4(0,0,0,0);
-
- for(int j = 0; j < SAMPLES_INT; j++)
- {
- half4 tmpColor = tex2D(_MainTex, i.uv.xy);
- color += tmpColor;
-
- i.uv.xy += i.blurVector;
- }
-
- return color / SAMPLES_FLOAT;
- }
- ENDCG
-
- Subshader
- {
- Blend One Zero
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- ENDCG
- } // Pass
- } // Subshader
- Fallback off
- } // shader
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