62 lines
1.2 KiB
Plaintext
62 lines
1.2 KiB
Plaintext
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Shader "Zhanyou/Effect/CameraBlur"
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{
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Properties
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{
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[NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
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[NoScaleOffset]_BumpTex ("Bump", 2D) = "bump" {}
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//_Offset ("Offset", Range(0, 1)) = 0
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//_Bright ("Bright", Range(0, 1)) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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sampler2D _BumpTex;
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float4 _MainTex_ST;
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half _Offset;
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half _Bright;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed3 normal = UnpackNormal(tex2D(_BumpTex, i.uv));
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fixed3 normal1 = UnpackNormal(tex2D(_BumpTex, i.uv.yx));
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float2 uv = i.uv + normal.xy * _Offset;
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uv = uv + normal1.xy * _Offset;
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fixed4 col = tex2D(_MainTex, uv);
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col.rgb = lerp(col.rgb, fixed3(1, 1, 1), _Bright);
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return col;
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}
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ENDCG
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}
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}
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}
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