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ZoomBlur.shader
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Shader "BASICxSHADER/PostEffect/ZoomBlur" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_ZoomBlur ("Zoom Blur", Range (0, 1)) = 0.5
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform half _ZoomBlur;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
half4 color = half4(0, 0, 0, 1.0);
// Zoom Blur
int n = 10;
for (int j=0; j<n; j++) {
float scale = 1.0 + (float(j + 1) / n) * _ZoomBlur;
float2 uv = (i.uv - 0.5) * scale + 0.5;
color.rgb += tex2D(_MainTex, uv).rgb;
}
color.rgb /= n;
return color;
}
ENDCG
}
}
}