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
}
}
}
}
UGUI中模糊(玻璃)遮罩效果
最新推荐文章于 2024-03-16 22:12:45 发布