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motionBlur.shader
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Shader "LX/motionBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
ZTest Always
Cull Off
Zwrite Off
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float blurAmount;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 fragRGB(v2f i) : SV_Target
{
fixed4 col = fixed4(tex2D(_MainTex, i.uvMain).rgb, blurAmount);
return col;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uvMain);
return col;
}
ENDCG
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRGB
ENDCG
}
Pass
{
Blend One Zero
ColorMask A
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}