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112 lines
2.8 KiB
GLSL
112 lines
2.8 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX v3 - by VETASOFT 2018 //
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//////////////////////////////////////////////
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//////////////////////////////////////////////
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Shader "2DxFX_Extra_Shaders/MotionBlurFast"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_MotionBlurFast_Angle_1("_MotionBlurFast_Angle_1", Range(-1, 1)) = 0
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_MotionBlurFast_Distance_1("_MotionBlurFast_Distance_1", Range(0, 16)) = 1
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_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
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// required for UI.Mask
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[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
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[HideInInspector]_Stencil("Stencil ID", Float) = 0
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[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
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[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
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[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
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[HideInInspector]_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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// required for UI.Mask
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Pass
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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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#pragma fragmentoption ARB_precision_hint_fastest
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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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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float _SpriteFade;
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float _MotionBlurFast_Angle_1;
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float _MotionBlurFast_Distance_1;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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return OUT;
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}
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float4 MotionBlurFast(sampler2D txt, float2 uv, float angle, float dist)
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{
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angle = angle *3.1415926;
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#define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)))
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float4 r = float4(0, 0, 0, 0);
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dist = dist * 0.005;
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r += tex2D(txt, uv + rot(float2(-dist, -dist)));
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r += tex2D(txt, uv + rot(float2(-dist*2, -dist*2)));
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r += tex2D(txt, uv + rot(float2(-dist*3, -dist*3)));
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r += tex2D(txt, uv + rot(float2(-dist*4, -dist*4)));
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r += tex2D(txt, uv);
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r += tex2D(txt, uv + rot(float2( dist, dist)));
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r += tex2D(txt, uv + rot(float2( dist*2, dist*2)));
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r += tex2D(txt, uv + rot(float2( dist*3, dist*3)));
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r += tex2D(txt, uv + rot(float2( dist*4, dist*4)));
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r = r/9;
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return r;
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}
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float4 frag (v2f i) : COLOR
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{
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float4 _MotionBlurFast_1 = MotionBlurFast(_MainTex,i.texcoord,_MotionBlurFast_Angle_1,_MotionBlurFast_Distance_1);
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float4 FinalResult = _MotionBlurFast_1;
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FinalResult.rgb *= i.color.rgb;
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FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
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return FinalResult;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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}
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