Shader "Hidden/CC_RadialBlur"
|
{
|
Properties
|
{
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
_Amount ("Amount", Range(0.0, 1.0)) = 0.1
|
_Center ("Center Point", Vector) = (0.5, 0.5, 0.0, 0.0)
|
}
|
|
CGINCLUDE
|
|
#include "UnityCG.cginc"
|
|
sampler2D _MainTex;
|
half _Amount;
|
half2 _Center;
|
|
fixed4 frag_low(v2f_img i):COLOR
|
{
|
half2 coord = i.uv - _Center;
|
half4 color = half4(0.0, 0.0, 0.0, 0.0);
|
half scale;
|
|
for (int i = 0; i < 4; i++)
|
{
|
scale = 1.0 + _Amount * (i / 3.0);
|
color += tex2D(_MainTex, coord * scale + _Center);
|
}
|
|
color *= 0.25;
|
return color;
|
}
|
|
fixed4 frag_med(v2f_img i):COLOR
|
{
|
half2 coord = i.uv - _Center;
|
half4 color = half4(0.0, 0.0, 0.0, 0.0);
|
half scale;
|
|
for (int i = 0; i < 8; i++)
|
{
|
scale = 1.0 + _Amount * (i / 7.0);
|
color += tex2D(_MainTex, coord * scale + _Center);
|
}
|
|
color *= 0.125;
|
return color;
|
}
|
|
fixed4 frag_high(v2f_img i):COLOR
|
{
|
half2 coord = i.uv - _Center;
|
half4 color = half4(0.0, 0.0, 0.0, 0.0);
|
half scale;
|
|
for (int i = 0; i < 14; i++)
|
{
|
scale = 1.0 + _Amount * (i / 13.0);
|
color += tex2D(_MainTex, coord * scale + _Center);
|
}
|
|
color /= 14;
|
return color;
|
}
|
|
ENDCG
|
|
SubShader
|
{
|
ZTest Always Cull Off ZWrite Off
|
Fog { Mode off }
|
|
Pass
|
{
|
CGPROGRAM
|
|
#pragma vertex vert_img
|
#pragma fragment frag_low
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
ENDCG
|
}
|
|
Pass
|
{
|
CGPROGRAM
|
|
#pragma vertex vert_img
|
#pragma fragment frag_med
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
ENDCG
|
}
|
|
Pass
|
{
|
CGPROGRAM
|
|
#pragma vertex vert_img
|
#pragma fragment frag_high
|
#pragma fragmentoption ARB_precision_hint_fastest
|
#pragma target 3.0
|
|
ENDCG
|
}
|
}
|
|
FallBack off
|
}
|