Shader "_MyShader/9_PostScreenEffect/4_MyMotionBlur"{
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 = mul(UNITY_MATRIX_MVP, 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
}
using UnityEngine;
using System.Collections;
public class MyMotionBlur : ScreenEffectBase {
public Shader motionBlurShader;
private Material motionBlurMaterial = null;
public Material material {
get {
motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
return motionBlurMaterial;
}
}
[Range(0.0f, 0.9f)]
public float blurAmount = 0.5f;
private RenderTexture accumulationTexture;
void OnDisable() {
DestroyImmediate(accumulationTexture);
}
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
// Create the accumulation texture
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);
}
// We are accumulating motion over frames without clear/discard
// by design, so silence any performance warnings from Unity
accumulationTexture.MarkRestoreExpected();
material.SetFloat("_BlurAmount", 1.0f - blurAmount);
Graphics.Blit (src, accumulationTexture, material);
Graphics.Blit (accumulationTexture, dest);
} else {
Graphics.Blit(src, dest);
}
}
}