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- Shader "Custom/GlassBlur"
- {
- Properties
- {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Distortion ("Distortion", Range(0.0,1.0)) = 0.5
- _BlurSize ("Blur Size", Range(0.0,1.0)) = 0.2
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- LOD 200
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- AlphaTest Greater 0.5
- Cull Off
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 pos : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _Distortion;
- float _BlurSize;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- float2 uv = i.uv;
- float2 offset = float2(_Distortion, _Distortion) * _BlurSize;
- float4 col = tex2D(_MainTex, uv);
- col += tex2D(_MainTex, uv + float2(offset.x, offset.y));
- col += tex2D(_MainTex, uv + float2(-offset.x, offset.y));
- col += tex2D(_MainTex, uv + float2(offset.x, -offset.y));
- col += tex2D(_MainTex, uv + float2(-offset.x, -offset.y));
- col /= 5.0;
- return col;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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