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MotionBlur.shader
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MotionBlur.shader
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Shader "BASICxSHADER/PostEffect/MotionBlur" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Alpha ("Alpha", Range (0, 1)) = 0.5
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _MainTex;
uniform half _Alpha;
// 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 {
return fixed4(tex2D(_MainTex, i.uv).rgb, _Alpha);
}
ENDCG
}
}
}