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Driftology/Assets/FastMobileMotionBlur/FastMotionBlur.shader

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2.4 KiB
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2 months ago
Shader "SupGames/FastMotionBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Distance;
float4x4 _CurrentToPreviousViewProjectionMatrix;
struct v2f
{
half4 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
half4 uv1 : TEXCOORD1;
half4 uv2 : TEXCOORD2;
};
v2f vert (appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
half4 projPos=half4(v.texcoord.xy * 2.0h - 1.0h,_Distance,1.0h);
half4 previous = mul(_CurrentToPreviousViewProjectionMatrix, projPos);
previous /= previous.w;
half2 vel = (previous.xy - projPos.xy)*0.166667h;
o.uv.xy= v.texcoord.xy;
o.uv.zw=v.texcoord.xy+vel;
o.uv1.xy=v.texcoord.xy+vel*2.0h;
o.uv1.zw=v.texcoord.xy+vel*3.0h;
o.uv2.xy=v.texcoord.xy+vel*4.0h;
o.uv2.zw=v.texcoord.xy+vel*5.0h;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col=tex2D(_MainTex, i.uv.xy);
col += tex2D(_MainTex, i.uv.zw);
col += tex2D(_MainTex, i.uv1.xy);
col += tex2D(_MainTex, i.uv1.zw);
col += tex2D(_MainTex, i.uv2.xy);
col += tex2D(_MainTex, i.uv2.zw);
return col*0.166667h;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BlurTex;
sampler2D _MaskTex;
struct v2f
{
half2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
};
v2f vert (appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv= v.texcoord.xy;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col=tex2D(_MainTex, i.uv);
fixed4 blur=tex2D(_BlurTex, i.uv);
fixed mask =tex2D(_MaskTex,i.uv).r;
return lerp(col,blur,mask);
}
ENDCG
}
}
}