You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader

75 lines
1.3 KiB
Plaintext

1 month ago
// 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 : 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) : COLOR
{
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
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
} // Pass
} // Subshader
Fallback off
} // shader