blur shader (built-in PR)
Shader "Custom/Blur" { Properties { _MainTex("Texture", 2D) = "white" {} _Blur("Blur", Float) = 10 } SubShader { Tags{ "Queue" = "Transparent" } GrabPass { } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 grabPos : TEXCOORD0; float4 pos : SV_POSITION..
2023.06.14