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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
- Shader "Hidden/Fog Volume/BlurEffectConeTap"
- {
- Properties { _MainTex ("", any) = "" {} }
- CGINCLUDE
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 taps[4] : TEXCOORD1;
- };
- sampler2D _MainTex;
- half4 _MainTex_TexelSize;
- half4 _BlurOffsets;
- half ShadowColor;
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
- o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy;
- o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy;
- o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
- o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
- return o;
- }
- half4 frag(v2f i) : SV_Target {
- half4 color = tex2D(_MainTex, i.taps[0]);
- color += tex2D(_MainTex, i.taps[1]);
- color += tex2D(_MainTex, i.taps[2]);
- color += tex2D(_MainTex, i.taps[3]);
- //color.gb *= 0;
- //color *= ShadowColor;
- return color*.25;
- }
- ENDCG
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- Fallback off
- }
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