UnityShader实现运动模糊 UnityShader使用图像叠加实现运动模糊
啦啦啦小聪聪 人气:01.此代码挂在摄像机上,使摄像机运动起来
using UnityEngine; using System.Collections; public class Translating : MonoBehaviour { public float speed = 10.0f; public Vector3 startPoint = Vector3.zero; public Vector3 endPoint = Vector3.zero; public Vector3 lookAt = Vector3.zero; public bool pingpong = true; private Vector3 curEndPoint = Vector3.zero; // Use this for initialization void Start () { transform.position = startPoint; curEndPoint = endPoint; } // Update is called once per frame void Update () { transform.position = Vector3.Slerp(transform.position, curEndPoint, Time.deltaTime * speed); transform.LookAt(lookAt); if (pingpong) { if (Vector3.Distance(transform.position, curEndPoint) < 0.001f) { curEndPoint = Vector3.Distance(curEndPoint, endPoint) < Vector3.Distance(curEndPoint, startPoint) ? startPoint : endPoint; } } } }
2.此代码挂在摄像机上
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MotionBlur : PostEffectsBase { public Shader MotionBlurShader; private Material _motionBlurMaterial = null; public Material Material { get { _motionBlurMaterial = CheckShaderAndCreateMaterial(MotionBlurShader, _motionBlurMaterial); return _motionBlurMaterial; } } //定义运动模糊在混合图像时使用的模糊参数,值越大,拖尾越明显,但过大会完全替代当前帧的渲染结果,所以最大为0.9 [Range(0.0f, 0.9f)] public float BlurAmount = 0.5f; //定义一个RenderTexture类型的变量,保存之前图像叠加的结果 private RenderTexture _accumulationTexture; //当脚本不运行时,立即销毁,这样在下一次开始运行时会重新叠加图像 void OnDisable() { DestroyImmediate(_accumulationTexture); } void OnRenderImage(RenderTexture src, RenderTexture dest) { if (Material != null) { //判断用于混合图像的_accumulationTexture是否为空,或者是否与当前屏幕分辨率相等 //如果不满足,需要重新创建 if (_accumulationTexture == null || _accumulationTexture.width != src.width || _accumulationTexture.height != src.height) { //立即销毁当前_accumulationTexture DestroyImmediate(_accumulationTexture); //创建一个与当前屏幕分辨率相等的 _accumulationTexture = new RenderTexture(src.width, src.height, 0); //由于我们自己控制这个变量的销毁,所以不需要他显示在Hierarchy中,也不需要保存在场景中 _accumulationTexture.hideFlags = HideFlags.HideAndDontSave; //使用当前的帧图像初始化_accumulationTexture Graphics.Blit(src, _accumulationTexture); } //对渲染纹理进行恢复操作,发生在渲染的纹理而该纹理又没有被提前清空或销毁的情况下 //运动模糊每次调用OnRenderImage函数,都需要把当前纹理与_accumulationTexture中的图像混合,所以_accumulationTexture不需要被提前清空 _accumulationTexture.MarkRestoreExpected(); //将参数传给材质 Material.SetFloat("_BlurAmount", 1.0f - BlurAmount); //把当前的屏幕图像叠加到_accumulationTexture Graphics.Blit(src, _accumulationTexture, Material); //把叠加后的图像输出到屏幕 Graphics.Blit(_accumulationTexture, dest); } else { Graphics.Blit(src, dest); } } }
3.此Shader赋值给代码2
Shader "Unity Shaders Book/Chapter 12/MotionBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} //混合系数 _BlurAmount("Blur Amount", Float) = 1.0 } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; fixed _BlurAmount; //定义顶点着色器 struct v2f { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } //定义第一个片元着色器,用于更新渲染纹理的RGB通道部分 fixed4 fragRGB(v2f i) : SV_Target{ //将A通道的值设为_BlurAmount,这样在后面混合时可直接使用透明通道进行混合 return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount); } //定义第二个片元着色器,用于更新渲染纹理的A通道部分 half4 fragA(v2f i) : SV_Target{ //直接返回采样结果,为了维护渲染纹理的透明通道值,不让其受到混合时使用的透明度值的影响 return tex2D(_MainTex, i.uv); } ENDCG ZTest Always Cull Off Zwrite Off //第一个Pass,用于更新渲染纹理的RGB通道 Pass { Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment fragRGB ENDCG } //第二个Pass,用于更新渲染纹理的A通道 Pass { Blend One Zero ColorMask A CGPROGRAM #pragma vertex vert #pragma fragment fragA ENDCG } } Fallback Off }
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