Shader "Custom/BackBlur"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
_Size("Size", Range(0, 20)) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }
LOD 200
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
// Horizontal blur
GrabPass {}
Pass
{
Tags { "LightMode" = "Always" }
Name "BackBlurHor"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
f
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