Shader "Hidden/AVProMovieCapture/MotionBlur-Add" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Lighting Off Fog { Mode off } Blend One One CGPROGRAM #pragma exclude_renderers flash xbox360 ps3 gles #pragma vertex vert #pragma fragment frag //#pragma target 3.0 //#pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; uniform float _Weight; struct appdata { float4 vertex : POSITION; half2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; // Note: this flip is not needed because motion blur never target anti-aliased rendertextures /*#if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) { o.uv.y = 1.0 - o.uv.y; } #endif*/ return o; } fixed4 frag (v2f i) : COLOR { float4 col = tex2D(_MainTex, i.uv) * _Weight; return col; } ENDCG } } Fallback off }