上一篇文章寫了屏幕特效必須的幾個要素,這邊通過一個 腳本繼承與PostEffectsBase .以及通過shader 交互實現屏幕模糊特效。
下面通過添加在攝像機,引用3的shader。
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class Test : PostEffectsBase {
public Shader edgeDetectShader;
private Material edgeDetectMaterial = null;
public Material material
{
get
{
edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
return edgeDetectMaterial;
}
}
[Range(0.0f, 1.0f)]
public float Parameter = 0.0f;
//類似Update,也是會不斷通過輸入,輸出結果
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (material != null)
{
material.SetFloat("_BlurAmount", Parameter);
Graphics.Blit(src, dest, material);
}
else
{
Graphics.Blit(src, dest);
}
}
}
3.下面Shader
Shader "Futile/Blur"
{
Properties
{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Color("Main Color", Color) = (0.2,0,1,1.5)
_BlurAmount("Blur Amount", Range(0,02)) = 0.0005
}
Category
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
ZWrite Off
//Alphatest Greater 0
Cull Off
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma profileoption NumTemps=64
float4 _Color;
sampler2D _MainTex;
float _BlurAmount;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i) : COLOR
{
half4 texcol = half4(0,0,0,0);
float remaining = 1.0f;
float coef = 1.0;
float fI = 0;
for (int j = 0; j < 3; j++) {
fI++;
coef *= 0.32;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y - fI * _BlurAmount)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x - fI * _BlurAmount, i.uv.y)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x + fI * _BlurAmount, i.uv.y)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y + fI * _BlurAmount)) * coef;
remaining -= 4 * coef;
}
//return texcol;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y)) * remaining;
return texcol;
}
ENDCG
}
}
}
}
4.簡單介紹Category :就是同一個Shader,如果下面有多個Shader的話,都會套用下面這一套
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
ZWrite Off
//Alphatest Greater 0
Cull Off
5.簡單講一下這個算法,這個通過在片元着色器進行上下左右進行像素微偏移
for (int j = 0; j < 3; j++) {
fI++;
coef *= 0.32;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y - fI * _BlurAmount)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x - fI * _BlurAmount, i.uv.y)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x + fI * _BlurAmount, i.uv.y)) * coef;
texcol += tex2D(_MainTex, float2(i.uv.x, i.uv.y + fI * _BlurAmount)) * coef;
remaining -= 4 * coef;
}
原圖
模糊圖,通過調參數Parameter
這邊的Remaining爲了 在下面保證迭代後基數爲1。這樣不會影響原本圖像的亮度。比如這邊基數默認設置10。就會銳化圖像
總結:
這邊計算可以在頂點v2f vert(appdata_base v)裏面計算,這樣一位頂點計算量數比片元着色器計算更少。