Shader效果源码(二)——OutLine轮廓+屏幕模糊

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1、OutLine轮廓

原理,pass块对顶点多次渲染,像素覆盖。或者找到边缘 ,这个后期写

Shader "Hidden/OutLine轮廓"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Length("轮廓倍数",Range(1,3)) = 1
		_OutLineColor("轮廓颜色",Color) = (0,0,0,1)
	}
	SubShader
	{
		// No culling or depth
 		//Cull Off ZWrite Off ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float _Length;	//再次声明
			fixed4 _OutLineColor;
			

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				v.vertex.xy *= _Length; //放大
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			

			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				// just invert the colors
			//	col.rgb = 1 - col.rgb;
				return _OutLineColor;
			}
			ENDCG
		}

		Pass
		{
			ZTest Always
			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;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;

			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				// just invert the colors
				//col.rgb = 1 - col.rgb;
				return fixed4(0,1,0.5,1);
			}
			ENDCG
		}
	}
}

2、屏幕模糊

Shader "Timor/04/屏幕模糊"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Smoothing("模糊度",Range(0,0.05)) = 0.01
	}
	SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		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;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			sampler2D _MainTex;

			float _Smoothing;	//平滑度

			fixed4 frag (v2f i) : SV_Target
			{
				float2 tempUV = i.uv;

				fixed4 col = tex2D(_MainTex, i.uv);
				 
				//取上下左右的像素,做平均值
				fixed4 col1 = tex2D(_MainTex,tempUV + float2(_Smoothing,0));
				fixed4 col2 = tex2D(_MainTex,tempUV + float2(- _Smoothing,0));
				fixed4 col3 = tex2D(_MainTex,tempUV + float2(0,_Smoothing));
				fixed4 col4 = tex2D(_MainTex,tempUV + float2(0,-_Smoothing));

				col = (col + col1 + col2 + col3 + col4)/5;
				return col;
			}
			ENDCG
		}
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 相机模糊特效
/// </summary>
public class CameraVagueEffect : MonoBehaviour {

    public Material mat;


	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
		
	}

    //函数系统调用,渲染顺序
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        Graphics.Blit(source, destination,mat);
    }
}

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转载自blog.csdn.net/qq_35030499/article/details/82892297
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