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 #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 v
unity ugui image 毛玻璃效果,不通过camera
最新推荐文章于 2025-02-12 10:02:22 发布