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I got this shader from GitHub page. In my scene, which is "LWRP" the image that should appears blur effect, it showing Pink color and there is no effect. Here is the shader script.

Shader "Smkgames/Menu/SimpleGrabPassBlur" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Tint Color (RGB)", 2D) = "white" {}
        //_BumpMap ("Normalmap", 2D) = "bump" {}
        _Distortion ("Distortion", Range(0, 20)) = 1
    }

    Category {

        // We must be transparent, so other objects are drawn before this one.
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }


        SubShader {

            // Horizontal blur
            GrabPass {                    
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };

                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Distortion;

                half4 frag( v2f i ) : COLOR {
//                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
//                  return col;

                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Distortion, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
                    sum += GRABPIXEL(0.05, -4.0);
                    sum += GRABPIXEL(0.09, -3.0);
                    sum += GRABPIXEL(0.12, -2.0);
                    sum += GRABPIXEL(0.15, -1.0);
                    sum += GRABPIXEL(0.18,  0.0);
                    sum += GRABPIXEL(0.15, +1.0);
                    sum += GRABPIXEL(0.12, +2.0);
                    sum += GRABPIXEL(0.09, +3.0);
                    sum += GRABPIXEL(0.05, +4.0);

                    return sum;
                }
                ENDCG
            }
            // Vertical blur
            GrabPass {                        
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };

                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Distortion;

                half4 frag( v2f i ) : COLOR {
//                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
//                  return col;

                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Distortion, i.uvgrab.z, i.uvgrab.w))) * weight
                    //G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))

                    sum += GRABPIXEL(0.05, -4.0);
                    sum += GRABPIXEL(0.09, -3.0);
                    sum += GRABPIXEL(0.12, -2.0);
                    sum += GRABPIXEL(0.15, -1.0);
                    sum += GRABPIXEL(0.18,  0.0);
                    sum += GRABPIXEL(0.15, +1.0);
                    sum += GRABPIXEL(0.12, +2.0);
                    sum += GRABPIXEL(0.09, +3.0);
                    sum += GRABPIXEL(0.05, +4.0);

                    return sum;
                }
                ENDCG
            }

            // Distortion
            GrabPass {                        
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                    float2 uvbump : TEXCOORD1;
                    float2 uvmain : TEXCOORD2;
                };

                float _BumpAmt;
                //float4 _BumpMap_ST;
                float4 _MainTex_ST;

                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    //o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
                    o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
                    return o;
                }

                fixed4 _Color;
                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                //sampler2D _BumpMap;
                sampler2D _MainTex;

                half4 frag( v2f i ) : COLOR {
                    // calculate perturbed coordinates
                    //half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x  y without reconstructing the Z
                    float2 offset = _BumpAmt * _GrabTexture_TexelSize.xy;
                    i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;

                    half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;

                    return col * tint;
                }
                ENDCG
            }
        }
    }
}
\$\endgroup\$
  • 2
    \$\begingroup\$ I can't tell you how to fix it but I can tell you what could be causing it. Pink is usually used for missing textures. So my guess is that you're missing a texture. \$\endgroup\$ – HappyGuyDK Feb 20 at 12:07

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