Shader/Cg 쉐이더

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소나무꼴 2020. 5. 17. 20:54

 

Shader "Test/Blur"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest Always

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D _MainTex;
            float4 _MainTex_TexelSize;

            fixed4 frag(v2f input) : SV_Target
            {
                fixed4 col = fixed4(0,0,0,0);
                for (int i = 0; i < 5; i++)
                {
                    fixed4 colTemp = tex2D(_MainTex, float2(input.uv.x + _MainTex_TexelSize.x * i, input.uv.y));
                    col += colTemp;
                }
                for (int i = 0; i < 5; i++)
                {
                    fixed4 colTemp = tex2D(_MainTex, float2(input.uv.x, input.uv.y + _MainTex_TexelSize.y * i));
                    col += colTemp;
                }
                // just invert the colors
                fixed4 finish = col / 10;
                
                return finish;
            }
            ENDCG
        }
    }
}

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