Shader "Unlit/Motion"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Level("Level",Range(0,100)) = 10
}
SubShader
{
Tags { "RenderType"="Opaque"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Level;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 c;
fixed2 center = fixed2(.5,.5);
fixed2 uv = i.uv - center;
fixed3 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;
return c;
}
ENDCG
}
}
}
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