UGUI中模糊(玻璃)遮罩效果

文章详细描述了如何在Unity中使用Shader编写BackBlur模糊效果,包括GrabPass和Pass的设置,以及如何通过纹理和uniforms控制模糊程度和颜色。

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Shader "MyShader/BackBlur" {
        Properties
        {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
               _Color ("Main Color", Color) = (1,1,1,1)
        _Size ("Size", Range(0, 20)) = 1
        }
        Category {  
              // We must be transparent, so other objects are drawn before this one.  
        Tags {
                       "Queue"="Transparent"
                       "IgnoreProjector"="True"
                       "RenderType"="Transparent"
                       "PreviewType" = "Plane"
                       "CanUseSpriteAtlas" = "True"
               }
        SubShader {  
  
            // Horizontal blur  
            GrabPass {                      
                Tags { "LightMode" = "Always" }  
            }    
            Pass {
                Tags { "LightMode" = "Always" }  
                Name "BackBlurHor"
                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;
                                      float4 color    : COLOR;
                };  
  
                struct v2f {  
                    float4 vertex : POSITION;  
                    float4 uvgrab : TEXCOORD0;
                                      float4 color    : COLOR;
                };
                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.color = v.color;
                    return o;  
                }  
  
                sampler2D _GrabTexture;  
                float4 _GrabTexture_TexelSize;
                           float4 _MainTex_TexelSize;
                float _Size;
                uniform float4 _Color;
                half4 GrabPixel(v2f i, float weight, float kernelx){
                    if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
                        kernelx = 0;
                    }
                    return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x +  _GrabTexture_TexelSize.x*kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight;
                }
                half4 frag( v2f i ) : COLOR {  
                       half4 sum = half4(0,0,0,0);
                    sum += GrabPixel(i, 0.05, -4.0);
                    sum += GrabPixel(i, 0.09, -3.0);
                    sum += GrabPixel(i, 0.12, -2.0);
                    sum += GrabPixel(i, 0.15, -1.0);
                    sum += GrabPixel(i, 0.18,  0.0);
                    sum += GrabPixel(i, 0.15, +1.0);
                    sum += GrabPixel(i, 0.12, +2.0);
                    sum += GrabPixel(i, 0.09, +3.0);
                    sum += GrabPixel(i, 0.05, +4.0);
 float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                                      float decayFactor = 1.0f;
                                      if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
                                             decayFactor = 0;
                                      }
                                      sum = lerp(col5, sum, decayFactor) * i.color *  _Color;
  
                    return sum;  
                }  
                ENDCG  
            }  
            // Vertical blur  
            GrabPass {                          
                Tags { "LightMode" = "Always" }  
            }  
            Pass {  
                Tags { "LightMode" = "Always" }
                Name "BackBlurVer"
                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;  
                                      float4 color    : COLOR;
                };  
  
                struct v2f {  
                    float4 vertex : POSITION;  
                    float4 uvgrab : TEXCOORD0;  
                                      float4 color    : COLOR;
                };  
  
                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.color = v.color;
                    return o;  
                }  
  
                sampler2D _GrabTexture;  
                float4 _GrabTexture_TexelSize;  
                float _Size;
                uniform float4 _Color;
                half4 GrabPixel(v2f i, float weight, float kernely){
                    if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
                        kernely = 0;
                    }
                    return tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x,  i.uvgrab.y + _GrabTexture_TexelSize.y*kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight;
                }
  
                half4 frag( v2f i ) : COLOR {
                    half4 sum = half4(0,0,0,0);  
                    sum += GrabPixel(i, 0.05, -4.0);
                    sum += GrabPixel(i, 0.09, -3.0);
                    sum += GrabPixel(i, 0.12, -2.0);
                    sum += GrabPixel(i, 0.15, -1.0);
                    sum += GrabPixel(i, 0.18,  0.0);
                    sum += GrabPixel(i, 0.15, +1.0);
                    sum += GrabPixel(i, 0.12, +2.0);
                    sum += GrabPixel(i, 0.09, +3.0);
                    sum += GrabPixel(i, 0.05, +4.0);
  float4 col5 = tex2Dproj(_GrabTexture,  UNITY_PROJ_COORD(i.uvgrab));
                                      float decayFactor = 1.0f;
                                      if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
                                             decayFactor = 0;
                                      }
                                      sum = lerp(col5, sum, decayFactor) * i.color *  _Color;
 
                    return sum;  
                }  
                ENDCG  
            }
        }  
    }
}

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