Unity模糊遮罩

作者: 全新的饭 | 来源:发表于2022-05-11 14:09 被阅读0次

    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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