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RadialBlur.shader
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RadialBlur.shader
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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/RadialBlur"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half4 _Params;
#define _BlurRadius _Params.x
#define _Iteration _Params.y
#define _RadialCenter _Params.zw
half4 RadialBlur(VaryingsDefault i)
{
float2 blurVector = (_RadialCenter - i.texcoord.xy) * _BlurRadius;
half4 acumulateColor = half4(0, 0, 0, 0);
[unroll(30)]
for (int j = 0; j < _Iteration; j ++)
{
acumulateColor += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
i.texcoord.xy += blurVector;
}
return acumulateColor / _Iteration;
}
half4 Frag(VaryingsDefault i): SV_Target
{
return RadialBlur(i);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
}
}