原文链接:
http://blog.youkuaiyun.com/liulongling/article/details/50787445
Shader "Unlit/模糊"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Level("等级",float)=0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
uniform float _Level;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 c;
float2 center=fixed2(.5,.5);
float2 uv=i.uv-center;
float3 c1=fixed3(0,0,0);
for(fixed j=0;j<_Level;j++)
{
c1+=tex2D(_MainTex,uv*(1-0.01*j)+center).rgb;
}
c.rgb=c1/_Level;
c.a=1;
UNITY_APPLY_FOG(i.fogCoord, col);
return c;
}
ENDCG
}
}
}