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