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用法
将下面的Shader对应的材质设置到UI中背景图的Material上,可看到该背景图背后的所有物件都被模糊了。
调整“Size”可控制模糊程度。
示意
模糊遮罩.gif
Shader
SimpleBlur.shader
Shader "Custom/SimpleBlur" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _BumpAmt ("Distortion", Range (0,255)) = 10 _MainTex ("Tint Color (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Size ("Size", Range(0, 100)) = 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 _Size; 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*_Size, 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 _Size; 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*_Size, 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 = bump * _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 } } }} |
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