Translating.cs

using UnityEngine;
using System.Collections;

public class Translating : MonoBehaviour {

    public float speed = 10.0f;
    public Vector3 startPoint = Vector3.zero;
    public Vector3 endPoint = Vector3.zero;
    public Vector3 lookAt = Vector3.zero;
    public bool pingpong = true;

    private Vector3 curEndPoint = Vector3.zero;

    // Use this for initialization
    void Start () {
        transform.position = startPoint;
        curEndPoint = endPoint;
    }
    
    // Update is called once per frame
    void Update () {
        transform.position = Vector3.Slerp(transform.position, curEndPoint, Time.deltaTime * speed);
        transform.LookAt(lookAt);
        if (pingpong) {
            if (Vector3.Distance(transform.position, curEndPoint) < 0.001f) {
                curEndPoint = Vector3.Distance(curEndPoint, endPoint) < Vector3.Distance(curEndPoint, startPoint) ? startPoint : endPoint;
            }
        }
    }
}

PostEffectsBase.cs

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

    // Called when start
    protected void CheckResources() {
        bool isSupported = CheckSupport();
        
        if (isSupported == false) {
            NotSupported();
        }
    }

    // Called in CheckResources to check support on this platform
    protected bool CheckSupport() {
        if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
            Debug.LogWarning("This platform does not support image effects or render textures.");
            return false;
        }
        
        return true;
    }

    // Called when the platform doesn't support this effect
    protected void NotSupported() {
        enabled = false;
    }
    
    protected void Start() {
        CheckResources();
    }

    // Called when need to create the material used by this effect
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
        if (shader == null) {
            return null;
        }
        
        if (shader.isSupported && material && material.shader == shader)
            return material;
        
        if (!shader.isSupported) {
            return null;
        }
        else {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else 
                return null;
        }
    }
}

MotionBlur.cs

using UnityEngine;
using System.Collections;

public class MotionBlur : PostEffectsBase {

    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);
        }
    }
}

内置渲染管线

Shader "SunY/C12-MotionBlur"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _BlurAmount("Blur Amount", float) = 1.0
    }

    SubShader
    {
        CGINCLUDE

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        fixed _BlurAmount;

        struct v2f
        {
            float4 pos : SV_POSITION;
            float2 uv : TEXCOORD0;
        };

        v2f vert(appdata_img v)
        {
            v2f o;
            
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = v.texcoord;

            return o;
        }

        fixed4 fragRGB(v2f i) : SV_Target
        {
            return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);
        }

        fixed4 fragA(v2f i) : SV_Target
        {
            return tex2D(_MainTex, i.uv);
        }
        ENDCG

        ZTest Always
        ZWrite Off
        Cull 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
}