66 lines
2.1 KiB
Plaintext
66 lines
2.1 KiB
Plaintext
Shader "Unlit URP Shader"
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{
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Properties
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{
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//_BaseColor("Base Color",color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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Pass
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{
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Name "Unlit"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float fogCoord : TEXCOORD1;
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};
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TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
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float _BurStength;
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Varyings vert(Attributes v)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = v.uv;//TRANSFORM_TEX(v.uv, _BaseMap);
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return o;
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}
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half4 frag(Varyings i) : SV_Target
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{
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float2 offset= 1/i.positionCS.xy;
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half3 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(0,1)*_BurStength);
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baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(1,0)*_BurStength);
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baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(0,-1)*_BurStength);
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baseMap += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv+offset*float2(-1,0)*_BurStength);
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return float4(baseMap*0.2,1);
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}
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ENDHLSL
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}
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}
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} |