Shader "Unlit/FrostedGlass"
{
Properties {
_Size ("Blur", Range(0, 30)) = 1
[HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
_AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0)
_MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 1)
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
SubShader
{
// Horizontal blur
GrabPass
{
"_HBlur"
}
/*
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
*/
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pra
unity ugui image 毛玻璃效果,不通过camera
最新推荐文章于 2025-09-06 09:16:51 发布

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