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120 行
2.0 KiB
120 行
2.0 KiB
Shader "Hidden/MotionBlur" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_AccumOrig("AccumOrig", Float) = 0.65
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}
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SubShader {
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ZTest Always Cull Off ZWrite Off
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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BindChannels {
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Bind "vertex", vertex
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Bind "texcoord", texcoord
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD;
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};
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float4 _MainTex_ST;
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float _AccumOrig;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _MainTex;
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half4 frag (v2f i) : SV_Target
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{
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return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig );
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}
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ENDCG
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}
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Pass {
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Blend One Zero
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ColorMask A
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BindChannels {
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Bind "vertex", vertex
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Bind "texcoord", texcoord
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _MainTex;
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half4 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.texcoord);
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}
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ENDCG
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}
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}
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SubShader {
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ZTest Always Cull Off ZWrite Off
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Pass {
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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SetTexture [_MainTex] {
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ConstantColor (0,0,0,[_AccumOrig])
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Combine texture, constant
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}
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}
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Pass {
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Blend One Zero
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ColorMask A
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SetTexture [_MainTex] {
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Combine texture
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}
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}
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}
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Fallback off
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}
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