對物體圖像 做一個 上下左右 偏移渲染
Shader 部分:
Shader "Custom/Gaosi"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("SetSpeed",float) = 1
_offestPos("offestPos" ,float) = 0.1
}
SubShader
{
// No culling or depth
// Cull Off ZWrite Off //ZTest Always
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _WaveA;
float _WaveX;
v2f vert (appdata v)
{
v2f o;
float xx =_WaveA* sin(v.vertex.x* _WaveX+_Time.z);
v.vertex.y += xx;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Speed;
float _offestPos;
fixed4 frag (v2f i) : SV_Target
{
float2 tmpUV = i.uv;
//tmpUV.x += _Time.y*_Speed;
fixed4 col = tex2D(_MainTex, tmpUV);
fixed4 col1 = tex2D(_MainTex,i.uv+float2(0,_offestPos));
fixed4 col2 = tex2D(_MainTex,i.uv-float2(0,_offestPos));
fixed4 col3 = tex2D(_MainTex,i.uv+float2(_offestPos,0));
fixed4 col4 = tex2D(_MainTex,i.uv-float2(_offestPos,0));
col = (col+ col1+ col2+ col3+ col4) / 5.0;
// just invert the colors
// col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}
對鏡頭 進行模糊處理:
C# 部分代碼:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gaosi : MonoBehaviour
{
public Material material;
// Start is called before the first frame update
void Start()
{
}
//說明:此函數在當完成所有渲染圖片後被調用,用來渲染圖片後期效果
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
//用 material 去對source 在渲染一次, 渲染完成存入destination
Graphics.Blit(source, destination, material);
}
// Update is called once per frame
void Update()
{
}
}