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72 行
2.0 KiB

Shader "Custom/RenderFeature/KawaseBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Tint("Color Tint", Color) = (.34, .85, .92, 1)
// _offset ("Offset", float) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
// sampler2D _CameraOpaqueTexture;
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
float4 _Tint;
float _offset;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f input) : SV_Target
{
float2 res = _MainTex_TexelSize.xy;
float i = _offset;
fixed4 col;
col.rgb = tex2D( _MainTex, input.uv ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( i, i ) * res ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( i, -i ) * res ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( -i, i ) * res ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( -i, -i ) * res ).rgb;
col.rgb /= 5.0f;
col.rgb *= _Tint.rgb;
return col;
}
ENDCG
}
}
}