Shader "Zhanyou/Effect/CameraBlur"
{
	Properties
	{
		[NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
		[NoScaleOffset]_BumpTex ("Bump", 2D) = "bump" {}
		//_Offset ("Offset", Range(0, 1)) = 0
		//_Bright ("Bright", Range(0, 1)) = 1
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			sampler2D _BumpTex;
			float4 _MainTex_ST;
			half _Offset;
			half _Bright;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed3 normal = UnpackNormal(tex2D(_BumpTex, i.uv));
				fixed3 normal1 = UnpackNormal(tex2D(_BumpTex, i.uv.yx));
				float2 uv = i.uv + normal.xy * _Offset;
				uv = uv + normal1.xy * _Offset;
				fixed4 col = tex2D(_MainTex, uv);
				col.rgb = lerp(col.rgb, fixed3(1, 1, 1), _Bright);
				return col;
			}
			ENDCG
		}
	}
}