1.首先创建一个material,在创建一个shader。
2.模糊的shader的代码。复制下面的就行了。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "hongGe/GrabTexture3"
{
Properties
{
_Offset ("UVOffset", float) = 0.01//uv偏移
_Percent ("Percent", float) = 0.1//百分比
}
SubShader
{
Tags{"Queue"="Transparent"}
GrabPass{}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _GrabTexture;
float _Offset;
float _Percent;
struct VertexOutput
{
float4 pos:SV_POSITION;