轉載自 馮樂樂 代碼入門精要
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyMotionBlur : PostEffectsBase
{
public Shader myMotionBlurShader;
private Material material = null;
public Material MyMotionBlurMaterial
{
get
{
material = CheckShaderAndCreateMaterial(myMotionBlurShader, material);
return material;
}
}
[Range(0.0f, 0.9f)]
public float blurAmount = 0.5f;
private RenderTexture accumulationTexture;
private void OnDisable()
{
DestroyImmediate(accumulationTexture);
}
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (MyMotionBlurMaterial != null)
{
if (accumulationTexture == null || accumulationTexture.width != src.width ||
accumulationTexture.height != src.height)
{
DestroyImmediate(accumulationTexture);
accumulationTexture = new RenderTexture(src.width, src.height, 0);
accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
Graphics.Blit(src, accumulationTexture);
}
accumulationTexture.MarkRestoreExpected();
MyMotionBlurMaterial.SetFloat("_BlurAmount",1.0f - blurAmount);
Graphics.Blit(src,accumulationTexture,MyMotionBlurMaterial);
Graphics.Blit(accumulationTexture,dest);
}
else
{
Graphics.Blit(src,dest);
}
}
}
Shader "Unlit/myMotionBlurShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_BlurAmount("Blur Amount",Float) = 1.0
}
SubShader{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _BlurAmount;
struct v2f{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_img v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 fragRGB(v2f i) : SV_Target{
return fixed4(tex2D(_MainTex,i.uv).rgb,_BlurAmount);
}
half4 fragA(v2f i) : SV_Target{
return tex2D(_MainTex,i.uv);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass{
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRGB
ENDCG
}
Pass{
Blend One Zero
ColorMask A
CGPROGRAM
#pragma vertex vert
#pragma fragment fragA
ENDCG
}
}
Fallback Off
}